Application Guidelines

  1. We expect a well written application.
  2. We expect you to demonstrate that you know the world in so much to know Denshy is a new colonial city and that most citizens originate from the Kingdom of Mercia. If your character was born/raised in Denshy, you should be very familiar with Denshy’s recent history. Likewise, if your character is from Leanantla, you should be very familiar with its recent history. It is a good idea to keep track of dates in your application.
  3. We expect your character concept to fit the Dark Age II world. This means, you have to choose from the existing races [less approved by a GM] and that characters should be designed for a feudal and medieval society.
  4. We expect you not to be here just to cause trouble and/or be detrimental to the shard/playerbase, but instead contribute to the shard in whatever role you choose.
  5. If this is your first application you cannot apply for a special race or mage. Both there require XP to play.

The Basics

When you begin writing an application for your character, you must give some information of his origins. For humans, this most often means selecting one of four cities or an otherwise unknown village/town/city located near one of these four cities. As Denshy has now existed for a few decades it is also possible to play a native; a character born inside the colony and not someone who has left Mercia. Bear in mind also that what was the Kingdom of Mercia has fallen into war as dozens of nobles have tried to claim the throne; seeking to escape this chaos for the relative safety of the new world would be a common theme.

For other races, it is likely you either come from Mercia or have lived on Eridan. The easiest way to determine a likely starting place is to read the history and information provided about your race.

Description

When you apply, you will be asked for a description. This is information about your character at first glance: height, eye color, hair, build. What type of clothes? Anything that would distinguish them from others. It doesnt need to be volumeous. Once you are in game, other people will be able to read your description. You are allowed to change this description with time, but, for the application, give the most recent characteristics that define your character.

Background

Your background is the most important part of your character. This is information about your character’s history. Where did he come from, why has he now come to Denshy? What did he leave behind? What goals now does he have in Denshy, is it to set up a business, to start a new life, to explore the new world? Goals don’t have to be huge, it isn’t as if every character wants to become a major figure head, but you should have some desires, even if it is to settle down and live a quiet life.

Likewise, please note if you are running from trouble. An outlaw, a noble, hardships you have faced growing up. Everyone can have a family that’s been killed by Orks or Gargu, can you think of something better? When the staff reads your application, they’re looking for something unique, not just a traditional fantasy character. This doesnt mean be outrageous. We want you to play something you want to play.

If you apply as a psychopath, lunatic, or any other type of concept that screams grief or player-killer, we will deny you. Dark Age II is a harsh landscape; players are allowed to cheat, steal, and kill. These are things to enchance the landscape, not be the only facets of our world. You are expected to interact with other players, not just sit in shadows and leap out at anything that approaches, trying to kill it.

Personality

How will your character interact with others? Is he open, closed, charming, aloof? How have your characters experience shaped the way he acts? Personality is the second most important part of your application. We want to know how you’re going to act towards other players. You dont have to be polite in game, you dont have to be dashing and charming. But, we warn against playing diabolical evil as the majority of Denshy will rally against you and you’ll find yourself very, very alone. Likewise, try to avoid personalities that are seclusive. We’re here to roleplay and interact with one another, not dodge each other in the streets and stay locked up inside our houses.

Sample Applications

Noble

Name: Arya Bethmoor

Description

A petite woman with the smooth white skin of a Zealot. Long auburne hair cups her pale green eyes and the rose of her cheeks. She exudes a confidence as if in her native domain, complete control over her gestures and pose.

Background

The blood of Zeal runs strong in Arya, but her House and title and has little to show for it. Arya is the oldest daughter to a failing bloodline, the second child of her ailing father the Count Bethmoor of whom fate has shown little kindness. In her father’s estate she has been trained in court and war as any noble woman of Larani would. To an ailing father though, her older brother was the family’s last hope at a continuing bloodline.

Frayed relations between Arya and her brother have sparked a fear inside of her as to what will happen in her father’s passing. She has always scorned her brother for his incapability at diplomacy or grace, but never could bring herself to seeing him to harm for the shame it would bring, as the Bethmoor line would finally die out. In a subversive move to get away from what she sees as a death sentence, Arya has agreed to go with her sister Ceara to Denshy where Ceara plans to help with the structuring of Larnai’s blessing.

Arya is a trained diplomat and leader of war to which she feels most comfortable. She enjoys the challenge of combat as much as the tasks of court. But as a woman she was trained more as a scholar and woman of nobility than a true warrior of Larani. Music, literature, and art are passions of her life. She has an estranged love for alchemy and the discovery of the arcane yet little desire to join the priory for their ridged adherence to rules that lead only to slow discovery.

To Arya’s great privacy she has an interest in the rumours of immortality. As much as she is a devote Laranian, she has been driven by the possibility of everlasting life that is hinted inside the ancient world that is hidden away or burned. Arya’s greatest horror is that her brother will die without children. Her despise for him stops at the possibility of seeing the Bethmoor line die, but if immortality truly existed? Her Zealon blood would run inside her forever and the Bethmoor line could never be erased. She could work towards gaining a fortune and be granted a title, finally putting her at a seat of power.

Personality

Arya wields her emotions like a honed blade, gentle to the touch when diplomacy calls for it, but cold in command when battle is at hand. She is the true noble woman, a weapon designed for the purpose of the Bethmoor name, who gladly takes on the cause of her family. She is well aware of her lack of land to which greater respect would come, but does not shy from leadership or control. Arya consumes herself with elegance and form, her speech designed in all its subtleties, all of which her great beauty comes.

Merchant

Name: Ceraion Arnett

Description

Ceraion is an older man with graying hair and light blue eyes. He carries a soft air coupled with a warm smile that rarely leaves his face. Standing at a modest 5’11 with a light build he tends to blend into a crowd more than stand out.

Background

As a young man Ceraion grew up in the outskirts of Medici, his parents affording a small apprenticeship with the local smiths who made a living off the bustling trade of the city. His family had hopes he’d one day become a member of the smithy guild, but instead Ceraion wed young with the hope of leaving Medici and moving to live with his new wife in Andal.

It was there in Andal that Ceraion lived with his wife’s family while he trained to become a guardsman for their village, happy with his decision and his new life. When word came that they were to have a child Ceraion was delighted. Disaster struck when his wife died in the birthing process, leaving behind a young girl to Ceraion and his wife’s family. Distraught he sought to leave Andal and let the girl be raised by his late wife’s mother, escaping from the ugliness he then saw there. He returned to Medici to continue in slow his progress at smithing, traveling between Andal and Medici to bring money he earned in the city back to help raise his daughter.

With time Ceraion grew older as did his daughter, traveling between two worlds; his work in Medici and his child in Andal. Ceraion grew to accept what happened with his life, but vowed to never marry again. He continued his life trying to make a living, keeping close with his late wife’s family and his own parents. With the passing of his own parents when Ceraion was in his late thirties he sold what remained of their modest estate and moved to Andal to live with his daughter and buy a home there. He earned a meager living helping with the city guard, but ultimately was unsatisfied with the opportunities presented to his daughter. When word came of the discovery of the new colony, Ceraion drew up what funds he could to pay for his own passage, planning to send back for his daughter after gathering enough from his skills as a smith in the new lands.

Personality

Ceraion is a warm individual who values integrity and trust over all else. He’s quick to act in the defense of others and expects little in return. Over time Ceraion has become devoted to his work in an effort to bring his daughter across from the old lands so they can live together in Denshy. While he hopes one day to become as successful as the men back in Medici, he holds greater importance over his family and friends. He holds a high regard for the men and women from Andal as it was his home for the longest of times. His relationships there helped foster his good will and openness to strangers.

Magician

Name: Saane Ornore

Description

Green eyes stare forward that beg understanding, beg to be watched. It is the only thing descript that stands out against Saane’s pale face, hidden beneath a closely shaven black beard and narrowed back hair. His statue is in no means impressive and more akin to a meager, yet to anyone watching, it would never seem Saane saw his frailty as a flaw.

Background

Look out upon the void of the abyss and scream that you are alive, that you are worth something more than anyone else, and that no one else could accomplish what you could. Scream as you reach for your body, longing to be back, but your fingers unable to span the empty space before you. Purpose. A purpose remains. Sacrifice everything for it.

A breath of life into a corpse. Saane’s eyes shot open, only to glimpse a hulking figure of bone and steel above him raising a war axe to cleave off his very head. A curse word; a flail of his hands; the emotion of dread; and from Saane’s fingertips spewed the primal flames of magick, a violent eruption that seared and blackened the very creature above him and brought it to the muddy ground. Saane rose to his feet, stepping over the smoldering body of the Ork, the power of Yashain slowly slipping from his fingers into the weave of protection around him. His footing faltered as he walked, his head pounding in relentless furry as if struck by an unknown force. It was the sound of war, unending; the screams; the chaos; the chaos that blended into an undefined order or life extinguishing life. And he the Priory mage amongst it, wielded like a tool of destruction against the onslaught of the Orks.

I am a monster onto myself. Let the world see it so.

In pain his mind drifted, violent red dripping down from his nose. He was dying again, he could feel his body slipping. “To escape it all... this cycle of torture”, he thought. And as Saane’s vision blurred, he remembered those that had brought this upon him. It had been nearly ten years since Saane was exiled from the Priory in Denshy and sent back to Mercia. Zalm had been stripped of his title and sent to the Jaded Withdraw. Saane, one of Zalm’s few apprentices, was demanded back in Mercia to curtail any form of objection to his Master’s demise. The Priory had said his Masters ambitions with magic were in no means benevolent. That Saane’s interest in the Earthmasters and the human mind against the ideals of the Priory. Yet, in a moment of clarity, Saane looked around the battlefield before its visage again faded before him. “Where is the benevolence in this... where was this magick you spoke of that isn’t used to kill...?”, the words murmured from Saane’s lips. Magick; destruction; the Kingdom’s greatest tool. From the simple hands of a man who saw himself but a psychic came the primordial energies of Yashain that spelled death for any that dared go near Saane.

I am a monster created. Let the world know it so.

As Saane staggered through the killing fields, the noise dimmed and a thought blocked out any screams of pain; any feeling of pain. “I can escape. I can return to my old home.” Denshy, the new world. The old world, as the Priory suspected. Saane let the idea permeate his being, his limbs moving forward with mechanical force, as if unaided by his mind.

You would become a renegade. But you would be safe from this war, safe from the men who would see you die here. They would hunt you down. But the old world has undeniable knowledge to be gained. It would only result in madness. But this is a risk you are willing to take. It is a risk I am willing to take.

And as Saane left behind the plague of death that had swallowed all of Mercia, he slipped away into the calm of the ocean seas where his mind finally came to ease. Saane was returning to Denshy, this time a renegade, and this time willing to do anything to succeed.

I will open my third eye to see the world.

Personality

Saane is a headstrong and ambitious mage, driven by an unspoken desire to control and succeed. He is not quite an academic, instead, his pursuit into the arcane is pushed by a personal desire for power, something the Priory noticed long ago and tried to sway. Yet, in the recent Ork Wars, Saane has abandoned the ideals of the Priory and defending his fellow man and now returns to Denshy to continue his interests in the human mind, the Earthmasters, the Cabal, and even Maguun.

Of the most defining words, Saane is manipulative. He should strike people as amicable and welcoming, listening to their ideas. He seems patient, carrying a great confidence and resolve. Yet beneath it all is a deep seeded desire to understand the human mind, to mold the minds of others, and use it to his own purpose. He is willing to go to any extent to unlock the secrets of the world, whether it be at the expense of his own sanity, or the expense of other peoples lives.

 
starting/guidelines.txt · Last modified: 2010/07/28 01:47 by brennus