This war raged for many years, until the West finally had all three blades in their possession. The West's king, a cruel Murok with a twisted heart had killed countless people, both innocent and warring. He craved only power, and didn't care what he had to do to get it. Once the three legendary blades were place together, they had vanished, and in their place was a great monster, a reflection of the king's lust for power. The beast, black as the king's heart, swallowed him up in dark tendrils sprouting from its body. The survivors of this incident named the beast, Exittaddo, 'Bringer of Destruction.' This monster then destroyed the West's capital, Duluth, and the only thing that had stopped it was the Goddesses and God descending to Aedrys and destroying the wicked beast, but destroying their physical forms in the process. Their spirits took refuge in the blades they had forged, sealing the monster in a blade of its own, called the Arcumbre. This blade was made sure to be hidden well, as the Goddesses and God didn't have power to stop the beast again. The only way to access this blade was to bring together the three original blades at the Arcumbre's temple. To help guard the four blades, they 'touched' three people of Aedrys, of three different races, giving each and their bloodline a special ability, but this power has since faded from the bloodlines.
The people of Aedrys had then agreed to peace, not wanting a repeat incident. They rebuilt Duluth, now a technological metropolis, and the three 'descendants' had guarded the blades, until, after a while, the people had forgotten the war and simply marked it down as a myth. The descendants, too, had forgotten where the blades rested, so the God and Goddesses used a bit more of their remaining powers to create special creatures, bound to the blades, and they were meant to keep all but the blades' respective descendants from ever entering the resting places.
Fortunately, one thousand years later, no cliche cataclysmic event was scheduled, so people went on with their daily lives. Many people live as common folk, but a few form adventuring caravans with goals ranging from trading to fighting monsters. Often, these caravans consist of people with varying goals, so it's hard to put a label on any particular one. There is no maximum number of members in any one caravan, but most cap at five.
You will be playing as a member of a caravan, and can choose to group with other PCs, go alone, or have 2 accompanying NPCs. Everyone will start in Cheydal, and that's also where most events and such will be held. This is a blatant attempt to make everyone stay in one town for simplicity's sake. From there, it's relatively open-ended, but there will be prompts for events of sorts. This is meant to be a literate RP, but still have a light, fun atmosphere. Think Fantasy genre parody. There shouldn't be too much drama here. Unless it's over-the-top cheesy intentional drama. Then have at it! And this doesn't mean you can't get serious about a fight.
-Mechanics-
Night and day are both 12 hours each, all year 'round, hence 'Equinox.' It is currently halfway through year 1000, as the years restarted after the war.
Cyrun Gems
Spherical crystals that are formed when large amounts of a certain element gathers. Monsters are formed the same way, although Gems take a considerably higher amount of energy to manifest. Despite requiring this large amount of energy to be created, the Gems themselves retain none of it after being formed, and are used to store energy of the same element as the Gem. Many mages use them to amplify their magics, and others hunt them in order to make money (they're rather rare). Summoners use them to contain the energies of fallen monsters, and can then work magics of their own to 'summon' the monster. Each Gem can hold one monster.
Monsters
When making a monster for everyone to fight, be as creative as you want with it. Try to stay away from your generic dragons and such, as those are in a different category of being. Aedrysian monsters are usually colored to match their 'mother' element. Only few monsters have the ability to talk or use magic. The rest behave like normal animals.
Magic
A mage's ability to cast magic depends on their focus. Distracting a casting mage usually has bad, sometimes catastrophic, results. Tired mages who can't concentrate on using their surrounding energies to throw around magic missles are bound to have lessened effects. Continuous casting will tire a mage's concentration.
Races
Human- Need I explain?
Kuria- Full-blood elf. They're tall, slender, and not harsh on the eyes.
KuKuria- Humans with longer, pointy ears, so half-elf, basically.
Lieroso- Animal people. Essentially people with animal ears, tails, and such.
Veinn- Dragon-Humans. Because I love dragons. And Veinn cannot fly. They can hover and glide, but cannot freely fly. Their faces are more human than dragon, and their skin can be whatever color you want. Their wings are generally small, and they have tails.
Murok- Viewed as demonic people, with horns, fangs, a slender tail, claws, ect. And they don't wear shoes. Their claws on their feet would just rip 'em. As such, they have pads on the bottom of their feet.
Geography
Map!
Meant as a basic discription, because I like giving people the ability to 'create' the towns while still having some structure.
Duluth is the current capital. It has canals, very similar to Venice. It is the only surviving town that was present in the war, and is now an Engineer's dream, despite the old look of the town's architecture.
Torven is on the edge of Gleamwood, and is home to many fine Beastmasters.
Lorikel is a floating city and home to many scholars. There is a large library, of course.
Levarem is a town built around agriculture, and produces many fine foods.
Cheydal, the 'starting' town in this RP, is popular because of the tournaments held here. They're held frequently, and the prize is often a large sum of silver (one silver has the same value as a US dollar, and is the only form of currency) and/or a Cyrun Gem. Caravans are very fond of these tournaments, and the city in general, as it has a very adventurer-friendly atmosphere. There are weapon and armor shops, friendly inns, and plenty of monsters to fight for practice south-east of the town.
Ivades is an oasis town, but no one tends to even go close to the desert, as getting eaten by a monstrous beast is no fun.
Alehk, Ryng, Veneim, and Volash are all ruins from the war that no one felt like cleaning up. Monsters usually like them, and there are often many Cyrun Gems in ruins, so they're perfect for the caravan up to exploring.
For the rest of the mechanics go HERE. These are important, but this post was getting WAY too long.
-Current Caravans and Members-
I'll post approved sign-ups here.
-Rules-
No godmoding, even if it's for comical effect.
Follow all Gaia and Guild rules! They're there for a reason!
-Sign Up-
Send it to mua via PM, please.
Name:
Age:
Class:
Elemental Affiliation:
Appearance: (unless you drew it yourself, you need text along with a pic, and I would much prefer not taking a pic of an anime character, as I have seen that done too many times, and just makes the RP... weird. Anime-styled pics are fine, though)
Caravan: (if you're using 'NPCs', you need to fill out a sign up for them as well, and if you're going with others, post the usernames of them, or you can RP yourself into one once we start)
Reason for Adventuring: (you can use this is a 'history' thing, if you wish)
