Great House: Difference between revisions
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Each house is supported by several deities who lend their favour and protection to members thereof. Regardless, it is not mandatory for members to directly follow one of the patron deities; all houses have a number of deities whose faiths are compatible with the house's goals, and it is also perfectly acceptable to favour no god at all as a house member. |
Each house is supported by several deities who lend their favour and protection to members thereof. Regardless, it is not mandatory for members to directly follow one of the patron deities; all houses have a number of deities whose faiths are compatible with the house's goals, and it is also perfectly acceptable to favour no god at all as a house member. |
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Revision as of 00:22, 12 February 2024
The world of Avendar is home to four ancient Great Houses that court adventurers. Representing the important political, economic, and moral forces that shape the world of Avendar, each has come to fill its own niche in Avendarian society.
Each house is supported by several deities who lend their favour and protection to members thereof. Regardless, it is not mandatory for members to directly follow one of the patron deities; all houses have a number of deities whose faiths are compatible with the house's goals, and it is also perfectly acceptable to favour no god at all as a house member.
House | Patron Deities |
---|---|
Champions of Avendar | Jolinn, Rystaia, Alajial |
Coven of the Shunned | Ashur, Serachel, Lilune |
Raiders of Twilight | Arkhural |
Grand Federation of Merchants | Ayaunj, Chadraln, Aeoleri |
Players may petition to join houses, offering their services to factions whose interests and beliefs match their own. One may do this by addressing a note to the house and immortal, like so:
note to shunned immortal
Houses each have a locus of power located somewhere in Avendar. In each of these locations a mystical vault has been erected, where the houses store their treasures and focus the energy of the mystical stones of power. Houses that have secured a number of the stones of power will gain abilities based on both their house and the quantity of stones possessed. The general grounds claimed by a house will also serve as a place of general safety for its members, and offer a variety of services.
Qualifying
In general, one should be at least level 45 and have been in play for at least three weeks before sending an unsolicited application to a house. Individual houses may have further requirements; please see the materials regarding the specific house you are interested in for that information.
It takes roughly one week from sending an application to a house before a response should be expected; this is to give game staff time to observe your character in play with this intention known.
This should go without saying, but breaking into a house you have applied to will likely result in immediate disqualification of your application. While possible to roleplay past such transgressions, one commonality in such cases is showing a high degree of respect for the house and its agents-- such violations do not speak for one's trustworthiness.