Welcome to Adventu, your final fantasy rp haven. adventu focuses on both canon and original characters from different worlds and timelines that have all been pulled to the world of zephon: a familiar final fantasy-styled land where all adventurers will fight, explore, and make new personal connections.
at adventu, we believe that colorful story and plots far outweigh the need for a battle system. rp should be about the writing, the fun, and the creativity. you will see that the only system on our site is the encouragement to create amazing adventures with other members. welcome to adventu... how will you arrive?
year 5, quarter 3
Welcome one and all to our beautiful new skin! This marks the visual era of Adventu 4.0, our 4th and by far best design we've had. 3.0 suited our needs for a very long time, but as things are evolving around the site (and all for the better thanks to all of you), it was time for a new, sleek change. The Resource Site celebrity Pharaoh Leep was the amazing mastermind behind this with minor collaborations from your resident moogle. It's one-of-a-kind and suited specifically for Adventu. Click the image for a super easy new skin guide for a visual tour!
Final Fantasy Adventu is a roleplaying forum inspired by the Final Fantasy series. Images on the site are edited by KUPO of FF:A with all source material belonging to their respective artists (i.e. Square Enix, Pixiv Fantasia, etc). The board lyrics are from the Final Fantasy song "Otherworld" composed by Nobuo Uematsu and arranged by The Black Mages II.
The current skin was made by Pharaoh Leap of Pixel Perfect. Outside of that, individual posts and characters belong to their creators, and we claim no ownership to what which is not ours. Thank you for stopping by.
Happy Adventu Anniversary, everyone! If you'd told me when I first joined that this site would last six years, I can't say I'd believe you, but here we are! Bigger and stronger than ever! Whether this is a nostalgia trip or just a look back through our history, I've put together a timeline of our site through the years!
You can click on any screenshot for a closer look.
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In 2015, Kadilesco and friends had an idea for a site where Final Fantasy characters from any game would be drawn to his original world. Within a few months, they got the site off the ground and had its first expansions like the Monthly Spotlight!
April 2015The Beginning
May 2015Unofficial Open
August 2015Official Open
Let's Get This Ball Rolling Within a year, the site had its first revamp, heavily featuring the Monthly Spotlights. Here we see Lala as a new admin as well as the arrival of Dust and Argent! Do you guys remember the Reikin Woods? I 'member.
March 2016New Staff and Monthly Spotlight
March 2016The Boards
April 2016Lots of Members!
June 2016Spotlight Expanded
Teenage Years Landing pages are a great idea. You know, where you have to click to get into the site? You know what else is awesome? C-Boxes. Oh 2017.
January 2017Landing Page
January 2017C-Box
Almost There! Was our last skin really rolled out three years ago? I'm old. Anyway, this period had all kinds of notable arrivals including Erin, Akira, HPDrop, Undaunted, Blacksuit, Destati, Revan, Lamia, Enso, Midnightbloom, Waga, and Josh. This was when Adventu really started feeling like, well, Adventu!
November 2017New Banner
July 2018The Dragonblades!
August 2019SO MANY MEMBERS
This last year had so much development that I can't even keep track! We had our new staff members, Josh and Waga, the city, location, and summon lore expansions, the Fiend of Water event, and of course our new timeline! It's been a wild ride since the beginning, but here we are, and here's to many more years to come!
November 2019We Made It!
coded by tbotc
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A liquor brewed from the leaves and vines of malboro. It has mild psychedelic effects when ingested that can quickly become severe when paired with its moderate alcohol content. The drink is fairly expensive due to the danger in collecting its ingredients.
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diamond dust
Often knows simply as "Dust," Diamond Dust is a precious resource heavily mined from Mount Hotan. The native people of the Hotan region believe it to be the sacred remains of the goddess Shiva in her mortal form. The Sonoran empire found vast industrial uses for the ore, giving them technological advantages vastly superior to any other nation on Zephon.
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dragonblades
A prominent mercenary group founded by Caius Dragelion and Celes Chere. Their mission is to protect the people from bandits, monsters, and other threats, and they have a tendency to help anyone from other worlds onto their feet. While they are based out of Torensten, they also have a medical branch in Provo headed by the white mage Yuna.
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dreamcaps
A special kind of hallucinogenic fungi found in the Wanderwood. It only grows in the subterranean mushroom forest found deep within the faewild. Collection of this rare drug is difficult and expensive, but one can often find a supply through Aljana traders.
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icewater
A Sonoran liquor distilled from frostberries grown in the upper reaches of the Hotan region. Icewater is known for its harsh taste and dangerously high alcohol content.
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Original Sin
A powerful bandit group with branches across the entirety of Zephon. The Original Sin is known for its slavers and magical prowess. They are the sworn enemies of the Dragonblades and Caius Dragelion in particular.
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outlander
The somewhat pejorative term for travelers from off world. This word is most often in use around the Sonora territory though can be heard in other more hostile communities as well.
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Tovar
A semi-formal manner of address used in Sonora, especially among military and guardsmen or the political class meaning "comrade."
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twitchweed
A recreational stimulant native to southern Torensten. The inhalation of twitchweed gives a boost of energy that can sometimes lead to insomnia and anxiety. Twitchweed has a particularly strong reaction to inhuman species with a strong sense of smell, the mere presence of which can send them into delirium. Twitchweed is widely farmed and can be easily obtained at any market.
Climate: Sonora's third quarter is defined by frosty mornings and overcast afternoons. The weather is a constant cycle between ice and mud that freezes and unfreezes daily. The region's temperate trees lose their leaves this season, accentuating the nation's famed, towering pines. Seasonal Event:Sonoran National Celebration
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mount hotan
Climate: The year's third quarter brings a beautiful blend of reds, oranges, yellows, and fading green to the Hotan mountain range, framed on the horizon by vast, snowy mountain tops. Temperatures are mild through the valleys, making for a prime hiking and hunting season before the coming winter. Seasonal Event:Uncorked Wine Fair
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Provo
Climate: The people of Provo are bustling this season with the year's harvest. Farmers can be seen in their fields from dawn to dusk, and the city is rich with decorations made from gourds, hay, and corn husks. The temperature ranges from moderate to chilly, and comes as a welcomed relief after the summer's sun. Seasonal Event:The Harvest Festival
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Headstone forest
Climate: The third quarter is the season of death and decay, and as such, ghost activity is at a yearly high. The mild temperatures and changing leaves are a strange contrast to the ghastly aura of the omnipresent fog. Those who wander too far may be cursed to wander forever through the twisted trees. Seasonal Event:The Danse Macabre
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torensten
Climate: Torensten's third quarter is marked by milder weather with hot afternoons and cool nights. Rainfall is likely to come in short, unexpected bursts that end as quickly as they begin. Tropical storms are few and far between, making this season the best for boating and watersports. Seasonal Event:Festival of the Hunt
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Pale Coast
Climate: Temperatures along the Pale Coast are steady, warm, and pleasant. Visitors can expect clear skies with low rainfall and moderate humidity. The third quarter sees a drop in tourist numbers making it an excellent time for a quiet seaside vacation. Seasonal Event: Ooze Spawning
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aljana
Climate: Temperatures drop from deadly to stifling this season. As such, business continues to be done largely at dawn and dusk with the city resting during the hottest times of day. Low winds and cloudless skies provide very little relief from the glaring sun. Seasonal Event:Night of a Thousand Fists
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reikinto sands
Climate: Dry desert winds break the summer heat, turning the inhospitable sands into a less deadly venture. Trade caravans are at their most active this season though travelers should still beware sunstroke, dehydration, and the migration patterns of territorial antlions. Seasonal Event:Hunt of the Lion
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the wanderwood
Climate: The climate of the Wanderwood is in a constant state of suspension, almost dreamlike in its unceasingly comfortable temperatures with light rain and drifting fog. At times, the wind will intensify with a mind of its own as though the forest itself wishes to speak. Seasonal Event:The Fae Wind
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fractured plains
Climate: Temperatures fall to a colder range in the third quarter though they rarely reach freezing. At the peak of their harvest season, the plains become an endless sea of wheat and long grasses. The earth is particularly tremulous this season and mild to moderate earthquakes are a common occurrence. Seasonal Event:Dance of the Giant
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kahiko valley
Climate: Temperatures are beautiful and balmy throughout the valley with sunny afternoons and nightly rain showers. Tropical storms will occasionally flood the Yanovich Waterway making travel more difficult along traditional trade routes. Seasonal Event:The Robo Rumble
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metaia marshlands
Climate: The third quarter is moderately hot and wickedly humid with high chances of rainfall and flooding through the marshes. The overcast skies make for a gray, damp, and miserable experience along the muddy trails. Seasonal Event:Day of Mourning
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perigosa jungle
Climate:While the jungle is hot and humid year round, the third quarter marks the start of its dry season. "Dry" is a relative term, however, as the region is still prone to flooding from its almost daily rain. The combination of milder rain and temperatures makes this season the best for any intrepid jungle travelers. Seasonal Event:Prueba de Obscura
Lesser spirits abound across Zephon and are therefore far easier to summon than the avatars of the old gods. A character with any summoning prowess (using a proficient job class, materia slot, or junction) can reserve a lesser summon. Multiple characters can reserve the same summon. A canon summoner character can choose to be bonded to either one old god or two lesser spirits. Below are lesser spirits with Zephon specific lore. If your chosen summon is not on the list, let us know in the staff help channel, and we'll write up some new lore for your chosen summon! Post-game summons, Alexander, Odin, and Bahamut variants are restricted.
phoenix // flame reborn
SUMMONERS: GENESIS RHAPSODOS, Thisei Virleth TORENSTEN CENTRAL LIBRARY : VENTURES OF CHAMBERLINE, CHAPTER 9
“Behold the sky, as the peaceful hues of warm oranges and red swirl and turn violent; black smoke rises, clouds curl into something dark and terrible. The world below us trembles, the earth shaking … is it anticipation? Fear? These people do not tell me the answer as they grab their belongings and scatter, urging me along in a language I do not understand.
Behind us, the great volcano spews its ash into the sky above, caring not that it rains down upon those who love her so. As we make our way to the surrounding trees, I turn back to watch the spectacle. Rich magma seeps down her sides, the heat of which sets aflame all greenery that had since grown along the sleeping volcano’s sides. The ground shakes more violently underneath my feet, but I find myself unable to move -- my body seized with wonder.
She erupts with a mighty roar, a bang so loud it makes my ears ring. Yet, over that explosion of power comes a second call, shrill and powerful and beautiful. From the magma of the volcano comes a pair of wings, colorful and wondrous as the sky had been mere hours ago. Feathers stand like fire themselves on the head of the beast as it perches on the side of the volcano, talons sinking deeply into the rock. One of the locals grabs me and drags me away as the beast cries into the sky, whipping its fiery tail forth from the lava and taking flight.
We cannot return for some time, but the tribe has housing nearby. This is a historical occurrence, or so I am able to discern from their drawings, their actions. The beast is the mythological Phoenix; a being of life and rebirth. I recall the sounds of heavy, beating wings late into the previous night. The sounds of the tired bird coming to roost at the mountain, before coming to life anew.
Much like the volcano itself, the Phoenix carries the power of life and death. The lava may burn the village to nothingness, the ash may choke the people and cover the land, but life always returns afterwards, stronger than before. Or, so I am told.”
MADE BY ★MEULK
fat chocobo // mischievous devourer
summoners: none HISTORY OF THE SOUTHLANDS: THE LAST WRITINGS OF CHAMBERLINE, CHAPTER 24
"… The moogles, they sing and dance before me on this day of holiest days. During my time here in the woods, I have to come to know the legends, the myth of the creature or the god they call the Fat Chocobo. The fae whisper its secrets in the wind, the yearning and interesting call of the gods. The moogles appear to be the masters of the woods, but in their speech and in their eyes I hear and see the call of something more.
The trees come alive with an ethereal glow, the leaves dance in this magical wind. The woods sing to us all, a charming and pleasing song, that calls to the very inner soul of all creatures. The woods thicken to a great forest that grows darker of sunlight, but glows brighter with magic. I cannot describe the feeling within my bones any longer, lost to the power of the light. I am mesmerized. I feel like my soul is separating from my body.
Before us, a mighty temple of gold appears. It is as dazzling as it is terrifying, yet I feel welcomed despite my anxieties. The moogles cheer with a raucous applause as they lead me up the long, straight walk of the temple. I have no idea what to expect from this encounter. Even the moogles seem unsure, only buzzing with excitement. I was told only those worthy of an encounter with the Fat Chocobo would be granted one, but surely it is the moogles who deserve this treat.
The heavy doors part, revealing an elaborate room that is beyond my comprehension. The lights, the magic, the colors -- can words describe them? I think not. Seated upon the throne is a magnificent beast, large in stature, but wise in mind. I feel both welcome and judged, special and nothing more than a speck of dust.
Is this my last entry? I cannot say. For now, I stand before the glory of the Fat Chocobo. This journal I entrust to the moogles who educated me, housed me, and loved me. I wonder what new adventure awaits ..."
"...It couldn’t’a been too much past noon, but once we went into them trees, it was like evening time. The light was … Well, it wasn’t orange and warm and like you think during midday. It was blue and cold and dark. We kept goin’ anyway, y’know, thinkin’ there might be somethin’ cool to take home and show off. But the further we went in, well … Things got real weird real fast. We started feelin’ tired all a sudden. And that don’t make no sense, not to us young farmin’ kids. We could work all day and still have trouble settlin’ down at night. No, it was like Ma had us tucked in warm beds and started singin’ one of her lullabies, y’know. We started yawnin’ and trying to hang off of each other. Next thing I know, everythin’ goes dark. When I wake up, my brothers is gone. I start panickin’.
And I tried bein’ a man about it. I puffed out my chest and said it’s all fine, they probably just hid under some bushes. So I started wanderin’ around, shoutin’ for ‘em. But, they never said nothin’ back. It was just my voice, bouncin’ off the trees, like when ya shoot a empty can on a Sunday afternoon. Yeah, that tough man thing didn’t last long. I started cryin’ like a baby, cause I was scared. I was all alone, and my brother’s was probably all alone too. I felt sick, like I could barely keep movin’ my feet. Felt like I was gonna collapse at any moment.
Then there was this … light. This red light came outta nowhere, and I felt warm again. Like takin’ a sip of hot cocoa on a cold night. This weird creature came out of the trees, it kinda looked like a dog, but not. And it didn’t look real, y’know? Like how they describe ghosts, bein’ able to see through it and all. But when it came up to me, I suddenly felt safe. When I touched it, it felt warm, I’ll never forget that feelin’. Well, the animal, it helped me get up and then it took a few steps before lookin’ back at me. That’s when I noticed that weird red thing on its forehead, kinda like a gem that you can see in the shops in the city. That’s where the red light was comin’ from. It was pretty clear it wanted me to follow it, so I dried up my tears and kept walkin’.
That thing helped me find my brothers. They were cold and cryin’, but when that animal got close to them, they said the felt the same way. Safe ‘n warm. I don’t really remember the rest very well … That thing helped us find our way outta that damn forest. And I know we were lucky. We’d’a died that day, if that thing hadn’t found us. It showed us back to the entrance, and after we stepped back on the path home, it disappeared. All I remember is a little paw print in the dirt …
We all still dream of that thing. It saved our lives.”
MADE BY ★MEULK
sylph // curious fae
summoners: none Metaia open chamber: story of chron, journal 1, excerpt
"...The closer we drew to the temple, the worse things became for our camp. The rains came down heavier, the ground somehow became even looser than it previously was. Much of our equipment was forever stuck in the muck, and the insects never let us be for more than a moment. The entire venture had turned into a curse, yet we pursued onward. We’d come too far to simply leave with nothing. We knew, deep in the bog, was the great Metaia Temple, and all the knowledge that it held was priceless.
The temple was in sight, and despite being completely out of energy, tired and wet, we pushed ourselves forward. However, as we approached the foot of the temple, terrible beasts appeared before us! They snarled and stepped easily through the mud and the muck, their teeth bared at us. The mercenaries we hired were just as exhausted as we were. They tried to drive the beasts away, but between the horrible terrain and the lack of energy, it seemed hopeless. We drew together, terrified, feeling the end coming. We had hardly the energy to move.
Something curious came for us, though. A gentle wind blew through the air, dispelling the funk of the bog and replacing it with the scent of flowers. Strange lights emerged from the bare trees, dancing in between us and the beasts. The bright, colorful orbs faded slowly, revealing something I will never forget. Small, human shaped, with beautiful, delicate wings .. the Fae! I had only heard of them coming from the Wanderwood area, yet they seemed to hear our call. The fae swarmed the beasts, and the flowery wind blew back toward us once more.
We were suddenly filled with energy. The mercenaries roared with delight as they descended upon the weakened beasts, easily slaying them and saving us all from certain doom. The fae danced along in the air for only a moment more, before vanishing back into the thin, bare trees. Whether it was fluke, or that some of the fae live in this awful bog to protect travelers like ourselves, I will never know."
MADE BY ★MEULK
FENRIR // spirit of wind
summoners: none Torensten historical archives: analysis of king merith, chapter 3 "failed expansion"
“ … I fear bearing this knowledge to the King. Ventures forth into the jungle south of the city, beyond the rapid rivers continue to bring us strife. Our men return to us stricken with strange diseases most foul. What vapors lie within that mass of trees and grass is second only to the monsters that prey on men within. Search parties bring back only pieces, and never any of the treasures we were once promised.
Curiously, a set of private explorers returned from amidst the confines of the jungle completely unharmed. The two did not belong to our parties, but came forth with their own unbelievable tales of a people most curious and an adventure too wild to be true. They brought not gold nor silver, but a relic that not one of our scholars can identify. It appears to be the only thing of value they have contributed, as their story is too outlandish to believe.
The men state that they became lost while mapping out their course, having been chased by a beast three times the size of a man that climbed trees and chased them about. Just as the men felt death coming for them, a strange and powerful wind came to their rescue. The beast was blown from the trees and out of sight by a spectral animal, it’s large teeth bared and chest heaving growls. The killer-beast was blown away from its prey time and time again by the mysteriously, ghostly animal, until it disappeared back into the dense foliage.
The explorers claim the spectral animal vanished from sight, but that a calm and persistent breeze led them back toward their camp. Perhaps such a wind kept them from being infected by the foul vapors that attacked our men, yet the story is too wild to behold. The King will not be satiated by a tale of wild adventure when his goals are so much more …”
MADE BY ★MEULK
DOOMTRAIN // CURSED RAILWAY
summoners: NONE Provo academic library: journeys of headstone, page 61
"Of all the spirits of the Headstone Forest, one in particular stands of note. The locals call it the 'Doomtrain,' a name that I find inadequate for the horror it represents. As I journeyed the forest's twisted paths, I came across an overgrown railway carving a route through the trees. The bolts were rusted. The planks were set in with rot. It was, in essence, entirely defunct, and yet as I studied its make, I felt the ground rumble beneath my feet. At a distance, an echoed whistle.
I leapt from the tracks just in time to avoid the great demon which hurtled towards me with great abandon. It resembled a locomotive of the styles of the Sonoran nation but for its raging flames, its skull-like face, and its burning eyes. It seemed to give a scream as it charged past me, and such a terror I felt, I could do nothing but wait for the great thing to pass. As the rattling of the rails came to a slow silence, I found myself alone on my forest path as though I had seen nothing at all.
My research has found that the Sonoran nation had once been commissioned by the Provo territories to tame the forest with their great technology. Few records of the expedition remain, but it seems that construction lasted mere months. Could the railway be the last evidence of this doomed endeavor? And what became of the hundred or so railway workers tasked with this end?
It is not unreasonable to say that they still ride that railway, victims of the very trains they had manned in life."
MADE BY ★MEULK
CERBERUS // DEATHLY GUARDIAN
summoners: NONE TORENSTEN CENTRAL LIBRARY: BEYOND THE VEIL PAGE 97
"For nine days, our expedition traveled the River of Repose in search of trade routes which might connect the eastern desert sands to the bountiful coastlands to the west. We found ourselves a stranger in these hostile waters, plagued by insects and oppressive rain. Our navigator took ill with fever on the third day, and by the seventh, he had passed on. The river had taken a strange shape, overcome with fog and plant growth which glowed an eerie blue in the moonlight. By the ninth day, we were hopelessly lost and, it seemed, at the edge of the world.
It was then that a distant shape caught our eye. Tall as a hill giant and wide as a behemoth, this animalistic form stood vigil over the fog, and we were frozen in terror at the sight. The beast resembled a hunting hound, but broader and sporting three monstrous heads bound by spectral chains. I would have thought myself mad had the rest of my party not shared this vision, and there it stood in its own chilling repose.
We noticed then the ghastly hands clawing and grasping at its matted fur as though a hundred deathly souls thought to drag themselves from the depths of the water in which the beast stood. With a single, bone-chilling howl the specters were dissipated, and the beast retreated back into the fog.
Now our party has returned to the safety of the Marshland's native villages, and we are sleepless and wary. The locals call the beast Cerberus and claim him to be a guardian between this world and the next. Is this spirit the reason that the Marshlands have not become a hive of ghosts and demons like the Headstone Forest? Time and again, my thoughts return to that deathly guardian and its cursed vigil for which all nations owe their gratitude."
MADE BY ★MEULK
DIABOLOS // foul-eyed DEMON
summoners: NONE mETAIA OPEN CHAMBERS: Journals of the wicked, passage 14
"The Mercenaries wouldn't go into the construct, much to the dismay of the Scholars who had hired them. A legend whispered forth, telling of a literal demon within the confines of the monolith. No actual recorded history of this legend, it had only seemed to be word of mouth. Of course, the Scholars would only believe two things; what was written, and what was seen. This foolishness followed them into the dark corridors, and the Mercenaries eventually broke and pursued close behind, weapons at the ready, out of fear. Their foolishness would, in every essence, be the undoing of nearly everyone involved.
The survivor recounted what he had seen within. They stepped into what seemed like a clearing, and open room with, in the distance, a view of the ceiling. In the center, a large platform and pedestal, with chains piled beneath, interconnected, with a single chain coming up to a position close to the door. They couldn't get closer to the pedestal in the center, as a chasm opened up beneath. In the chain at the door, was a giant nail, holding the link in place. One of the Scholars, indicative of the foolishness they carried with them, bent down to touch the chain.
Of course, the Mercenaries protested immediately, before a large barred door shut behind them. The nail glowed red, and sapped the very essence from the man who touched it. The group watched as he pitched forward into the expansive abyss, and a demonic form took shape, the chains and cuffs lifting, revealing a before unseen form shackled to the pedestal, and the nailed chain at the door. That was, until the chain fell, and the demon spoke.
"You fools, daring to release me?" he stretched to his full height, wings arcing behind the beast, his arms spread out in welcome as the shackles fell. "I am the darkness itself, the sins of the world manifest…"
The survivor had managed to hide, but he was not without injury. Burns scarred across his body, and his hair had turned white from the terror he beheld. Hunters and warriors were sent into the construct, but the room that was described could not be found. Just a collapsed tunnel, the only proof of this being's existence being the state of the man that found us. Gods, help us."
"Generations had wrestled with the idea of Death and what it meant for literal eons. Does the soul pass into an afterworld? Does it go back to the planet itself? Is there another world, a haven, a hell? No one person had the answer, and the Gods themselves hadn't told us. Most believe that it is an End of ends, and there is no river to cross to the End. However, that does not mean that there is not a form that occupies the veil between life and death. Tales of the deepest part of the forest housing said veil have echoed across the fields of time itself, with one solid connection. A cloaked figure, skeleton-like in appearance, bearing a dark gaze that turns blood to ice.
It has always been assumed that traveling into the forest, even as a group, was courting death itself. Those that survived would confirm this with their accounts of this. Travelers and adventurers alike detailed gruesome events of a being pulling the very souls from the people unfortunate enough to get too close to the specter, afflicting them with a myriad of deadly illnesses until they succumbed. Aside from chilling the air around it, this ghoul also seemed to instill feelings of dread that lasted weeks, sometimes months. A true, waking nightmare for those who happened upon it.
With the occurrences reaching the hearts and minds of the greater populace, this being became synonymous with the idea of death itself, being depicted with harvesting tools, sometimes ferrying a boat due to the image of flowing mist beneath its seemingly incorporeal form. The gaze from within the dark pits of its skull, the hand beckoning forth, and the feeling of the true End became as much as a legend as the truth that lay deep within the forest itself. Monarchs of old sent in warriors, mages, exorcists and pious soothsayers to try and purge the forest of this tormentor, only to never return, or return changed to their core.
To try and fight death incarnate is to try and court death incarnate, and to court this manifestation of the End was always met with its cold, welcoming embrace."
The Old Gods of Zephon were said to have created the world and then left it at the end of the first age. These gods are incredibly powerful, and their avatars can only be summoned by those of great skill and power. Canonical summoner class characters (i.e. - Rydia, Garnet, Eiko, Yuna, Seymour) may affiliate themselves with one of the following summons.
SHIVA // SPIRIT OF LIVING ICE
SUMMONErS: YUNA SONORAN ACADEMIC RECORDS: ANCIENT MYTHOLOGY, VOl. 2 Excerpt
"...The incredible rarity and isolation of the valuable Diamond Dust ore beneath Sonoran soil has even been attributed to northern mythologies as far back as the Old God Shiva. Images of the spirit are always depicted with a silver crown of antlers atop a faceless head. Though most drawings or paintings of Shiva show the spirit alone with decorative surrounding icy wisps or a cloak of crystal, some with other items for scale might suggest that the being may have ranged nearly 15ft tall.
The oldest writings of Shiva were recorded by an unidentified scholar who lived long before the city of Sonora's existence. The scholar states that Shiva was born in a cosmic storm; a vortex of ice and magic that had seized the north and nearly wiped the population. From the eye of the vortex descended a glowing spirit. As it remained in the sky, it stretched out its arms and commanded the storm to silence. The ice and snow within the air sucked into the spirit with such speed and force that the trees that once populated the north cracked to pieces. The clouds retreated and the sun returned, leaving Shiva alone in the sky now decorated with armor made from the very storm which would have doomed the people of the land.
Records of the Old God Shiva are scarce after the event of the spirit's origin. It has been hundreds of years since any historical record's mentioning of Shiva's appearance though a few speculate the spirit's slumber beneath the mountain, creating the crystal-like Diamond Dust ore. However, along with tales and stories of the other Old Gods, Shiva's era seems to have ended..."
"There was upon the land, a monstrous form, and the travelers cried out , 'Demon!' The spirit, however, looked upon them calmly and said, 'I am the Master of Flame, the great god whose name has been taken as Ifrit.' The travelers were awed by his massive form. He had horns like a ram and a wide body coated in fur like the greatest of beasts, and yet his eyes which burned with a great flame were remarkably human. The travelers offered the spirit gifts of jewels and precious ores, and in return, Ifrit granted upon them the gift of fire and from it sprang all of civilization.
Ifrit is, as such, the great flame which guides all of humanity. It is thought that wherever he goes, this flame follows. As he watched his people grow, he lingered too long within the dry plains which surrounded the city. The grasses burned away, leaving nothing but vast stretches of rolling sand. To our people, however, the desert is a gift and one which we travel gladly. The heat is the price of creation which guides us to this day.
In other lands, Ifrit is seen at times as a destroyer. Volcanoes and wildfires have been blamed on the god, but these too are only the price of his divine presence. It is said that, with all gods, Ifrit left the world at the end of the Age of Heroes once their work of creation was finished. One day, Ifrit will once again walk Zephon, leaving behind eternal flame in his wake. This will be the end of the second age as he reclaims the gifts he once graciously bestowed."
MADE BY ★MEULK
ramuh // lord of thunder
SUMMONErS: GARNET TIL ALEXANDROS XVII Metaia interior vaults: book of ancients, chapter 5, page 291
"The Thunderbringer, Guiding Bolt, Father of the Skies. These are but a few of the names taken by the god Ramuh. To the people of the first age, he was thought to be the most sympathetic of the gods, and was the only one which took humanity's likeness. He is the keeper of knowledge, the great storyteller, and the patron to sages, historians, writers, and mages. Of the one hundred and sixteen known sites of divine veneration, seventy-two belong to the lord of thunder.
It is said that at the time of the world's creation, the god Ramuh saw the Great Dragon scowl at humanity, opening its great maw in disgust. Ramuh, who had grown attached to the mortals, called from the heavens a great spear of lightning. This spear struck the Dragon, loosing a scale which embedded itself in the soil. Enraged, Bahamut chained Ramuh to the sky, never to touch the earth again. Once the Great Dragon had passed by, Ramuh looked pityingly upon the mortals he could no longer protect. For this reason, he gathered fragments of the other gods on the wind and infused the essence of fire, ice, water, and earth into his thunder which he thrust into the ground. This power took root in the mortal world, and Ramuh sent word to the wisest of men, whispering divine secrets through the mouth of a crow. This was the origin of magic and the study of magecraft to this day.
In the height of the age of heroes, Ramuh was worshiped above all others. Prayers would be said in the morning and night. Scholars would seek his blessing, and sacrifices of snakes and dragons would be made in effigy of his nemesis. Even now, there are those who would offer him prayer. Among these devout few, it is said that the god still watches from the Beyond, guiding humanity through the whispers of the crows."
"Bahamut, the creator, circled the world and from the skies, he was struck by Ramuh's thunder. A scale was loosed from the great dragon and planted itself in the earth which rumbled and was torn asunder, and from the chasm a golem rose. It had the head of a man and a body of stone. Beastly horns erupted from a mane made of wild grass. It was mightier than a behemoth and towered over even the most grand of castle walls. It acknowledged its own intelligence and lumbered into the hills, the dragon's scale still set into its forehead.
Titan is thought to be a neutral god -- peaceful but unwavering. He was said to have wandered his mountain home in search of answers to his own existence, occasionally retreating into the earth in his pondering. He took a specific interest in the works of men as they built structures and monuments made of the very stone which bore him life. In time, he carved himself into the image of the towers and citadels which he so loved. The people in turn created greater spires dedicated to his greatness from which he took inspiration.
Written records of the earth god are scarce as his followers preferred architecture to scripture. Mosaics show Titan as both a helpful and destructive force -- at times aiding in the construction of cities and at others, crumbling them in his wake. What writings we do have generally speak of Titan as part of the pantheon rather than a deity in his own right. Whether this gives him a lesser status or merely a subtler one is impossible to say."
MADE BY ★MEULK
LEVIATHAN // KING OF THE SEA
SUMMONErS: NONE torensten central library: Nautical mysteries, ch.4 excerpt
"...and even then, the best navigational skill during a storm at its pique was not what determined a shipwright's mettle as a sailor. If you could tie every type of knot in your sleep, knew every nail that held your ship together, or even tracked your way by the map of the stars it meant nothing if you didn't respect the great serpent, the Old God Leviathan. What seemed at first to be random disappearances were later discovered to be in part due to the Old God. While his appearances were only logged a few hundred years before his disappearance, the serpent had no doubt been here long before sailors sought to claim the waters for their own.
Scholars and captains alike put together maps and naval charts of recorded sightings and incidents, creating an astonishingly clear boundary southwest of the island off the Pale Coast in an almost circular formation that the Old God would patrol. Any that plotted course into the area were soon hunted and their ships destroyed. Survivors and witnesses say that the serpent's size and strength truly makes him the "King of the Sea". His tail was strong enough to lift waves and his body was long enough to twist about and constrict the thickest of Frigates - some even estimating what's believed to be an accurate measurement of 180ft in length and an approximate 10ft in average bodily width.
As with the disappearances of the other Old Gods, the last approximated accurate sighting of Leviathan was during Torensten's second King, King Ragnvald, well before the Monarchy of the city had formed its council. Some say the serpent lies sleeping at the bottom of the ocean in hibernation, others that the King of the Sea had finally left this life and that his spirit lives on in the form of the ocean's mighty anger to protect whatever mystery lies beyond..."
MADE BY ★MEULK
bahamut // god of summons
SUMMONERS: none torensten archives: The children of bahamut, verse 2
"Behold! The Great Dragon! The Creator and Destroyer of all things! He is the fount from which all power flows, the father of the gods and all which are given life. We mortals are but flies to his eye and can be ended just as easily. There is no end to the Great Dragon. He was the first of existence and he shall forever be its last.
There are few who dare devote themselves to the Dragon for those that connect with him are lost to his greatness. Yet there are the brave and the bold left standing to share his secrets and revel in the power which we wield on his behalf. It seeps through the Void, the Rift, the Great Path of the divine. We make our promises and our sacrifices to please the god and be granted his favor. In this way, we are his children.
At the end of the first age, the Great Dragon beheld the world and all within it and then considered his work done. He rallied the lesser gods to his side and ferried them to the Beyond. There they wait, locked away, until the Great Dragon calls them forth to end our age and begin the next anew. One day, the dragon himself will open the Rift and once again grace our world. On that day, he shall wrap it in his coils and crush it to the oblivion whence it came. Thus ends life and all of creation."
Along the Pale Coast, an old fisherman struggles to batten down the sails in the face of a terrible wind. His boat is tossed like a lost toy in the waves, and the wood creaks dangerously as the mast threatens to break. He raises a hand to shield himself from the salty spray, squinting into the darkness. Through the water, he sees a shadow pass beneath him as though through warped glass. There is a terrible groan, a click of myriad teeth, and then a tentacle shoots towards the surface, seizing the boat in its puckered grasp. In moments, the wood has splintered and the man is gone, dragged below the raging depths to blackened waters unknown.
A storm has descended upon Zephon and with it, an evil long lost.
For two weeks, the winds have battered Zephon's western shores. For two weeks, coastal towns have flooded, seas have raged, and docks have been swept away as droves of monsters rise from the waves and wreak havoc on shore. The great soothsayers at Torensten's University of Magi have claimed visions of a dark beast lurking in the depths as well as the corruption of the legendary Water Crystal tucked somewhere in the underwater caves of a long-forsaken island. Hearing this, King Hremit has sent word to the local adventurer's guilds calling for any and all heroes to set out on an expedition with the promise of great fortune should they return victorious.
One band will seek out the Shrine of Water and cleanse the legendary crystal of its corruption. The other will hunt down the great fiend itself and rid the sea of that which they call the Kraken. With the fate of the world on the line, who will stand against the darkness?
The Cries of the Gods
Harmonious: Each life lost to the relentless storm is another which you could have saved. The storm will not end until someone is brave enough to rise to the challenge. You heed the call for the good of Torensten and its people.
Chaotic: A magical power lost to the ages, you say? Perhaps this Water Crystal could be of some use, and if not, perhaps the countless artifacts kept within? For someone of your skill, there is nothing to be lost in this search.
Neutral: The king of Torensten has offered substantial payment for your services -- and perhaps some recognition within his court. Should you return successful, the resulting gil should last you for some time. With great risk, after all, comes great reward.
Welcome
Two threads are puzzle/environmental based with their own plots focusing on finding the mythical source of the hurricanes and tidal waves sweeping the Pale Coast. The third and fourth are action based threads with focus on combat and defeating the Kraken.
The event subforum will also act as a place where those not involved in the main events can thread in the Pale Coast during the disaster. All other Pale Coast threads not concerning these events should remain in the general forum.
Rules
A member is allowed one character in this event. A member can use any of their characters in an unofficial event thread as long as they are not involved in a major thread.
On their turn, each character will have FOUR days to post since the last post. You will be given one pass to skip your turn. Passing the four day mark a second time will result in your character being written out of the thread..
Each team can hold five characters for a total of ten characters for the event.
There will be no in-universe rewards except for the money posted for the job. The characters involved will learn plot important lore by completing the event.
This event will begin on Friday, August 21st. At that point, signups will close, but any additional player led threads may be started at any time.
Considered an Ancient Civilization, Aljana has been around longer than most cities in the region. Though most of their history has been lost to the sands, the oral traditions of these people have lived on for generations passing centuries. Situated in an Oasis amongst the sand, Aljana is the only livable part of the region. Along the river the people grow crops and purify the water for drinking. The city is filled with permanent residents as well as those who sell food and drink for weary travelers. Sandstone buildings line the sandy streets, with fresh markets lined along the streets. They enjoy helping people traveling through the region, and are quite proud of their city and traditions.
POLITICS:
The political structure of Aljana has not changed in the centuries of its existence. As such, Aljana is a strict monarchy rules by one sovereign king and his royal advisors. Currently, the royal family consists of King Musaiid el-Rasheed, Queen Haakima, and the teenage Princess Nadheera. The family is generally revered by the people as the chosen of the gods, and while they are remain relatively secluded in their palace walls, they aren't afraid to mingle with their subjects from time to time.
CLIMATE:
Arid and dry, one will still feel the heat sap away at their energy while in Aljana. With the proper fittings, the heat can be held at bay, and there are many places with shade to duck into during the worst heat of the day. The nights are frigid, and the wind whips those most unwise to spend their time outdoors with a bone-chilling breeze. True paradise can be found under the trees along the river, where it stays cooler during those sunny hours.
PRIMARY ECONOMY:
As an isolated city-state, Aljana's economy is largely insular and entirely self-sufficient. Farmers harvest cotton and barley along the river floodplains. Markets are laden with brightly colored linens, golden trinkets, and rare spices. To any western merchants, the markets of Aljana are a kind of paradise in themselves, and those who brave the dangerous roads will be richly rewarded for their exotic haul upon their return.
TECHNOLOGY:
Very basic. Not much technology survives in the harsh desert climate, as it needs constant updating and replacing. Some of the long-time families are capable of magic abilities, but most everything is accomplished with one's own hand.
CULTURE:
The people of Aljana have a deep respect for the desert. In their culture, they believe that Aljana was created by the Gods of the Desert as a gift to mankind. The God’s wished for man to worship them, but mortals couldn’t survive the desert heat. So, using their Holy power, they diverted the river from the mountains, bringing to the valley life. These founders thanked the Gods for their bounty, and gave to them their undying love for paradise. This tale is still told to the present day, and the people living in Aljana give their love and appreciation to the sands. They do not tolerate anyone wishing to bring harm to their livelihood or city, and will chase out those who speak poorly of the desert. They wish to impart their knowledge and wisdom to those who dare to enter the domain of the Gods, and often provide offerings for people to leave on their travels for the Gods to enjoy.
TRANSPORTATION:
The people of Aljana have bred and domesticated Kujata over many, many years, and they are the main transportation for the people there. However, they do also have stalls for desert-bred Chocobos.
TERRITORY:
Aljana is only located along the oasis, since the rest of the surrounding area is uninhabitable. The people will not venture beyond into the desert unless they are providing a paid service to a customer or paying homage to the Gods.
FOREIGN RELATIONS:
While not a nation, Aljana is recognized as a kind of city-state among the Dukedom of Torensten. As such, Aljana is an ally for the magically-inclined people and a kind of safe haven in their quest to secure trade and tame the southern and eastern wilds. While trade with Provo Territories is limited, they too are tireless in funding the security of the dangerous paths and river-routes that would allow them access to Aljana goods. The Democratic State of Sonora refuses to recognize Aljana as a sovereign entity -- instead considering them nothing but a pit stop towards the southern territories.
PLACES OF NOTE:
Temple of the Gods: For the curious minds, this is the place to learn about the history of Aljana and the surrounding desert. The temple is simple, not near as grand as Metaia's, but contains statues and depictions of the Gods of the Desert. Here one can find elders that pass down the knowledge of the desert through oral traditions. Most of the writing on the walls is in a different language, one developed by the Aljana people, and requires a translator for any outsides seeking the knowledge.
Oasis Spa and Resort: Located along the river, the resort is the perfect place to kick up your feet and relax after surviving a near-death experience in the desert! They offer a wide variety of services, from simple things such as massages and cool-water soaks, to much more involved activities like the use of psychedelics to open up the inner mind. Around the outside of the resort is a couple of little cafes and restaurants, offering local cuisine along the riverfront.
Market Street: To say that it's only one real street would be a lie, as the sprawling markets also take up various alleyways throughout the city. Whatever one may need for day-to-day life or to travel to the great desert can be bought at the various markets in the area. The people are kind, but will always try and bargain for more. Be quick, be witty, and don't you dare try and steal from them.
Desert Adventures Inc.: The official place to hire a guide through the desert. Located in a tall, impressive sandy building, the people who work at DAI are hardy and strong. They know the desert like the back of their hands, but one won't find them to have a hair of arrogance. The Gods of the Desert are to be respected, and if they can smell ill intentions on someone, they'll kick them to the street. DAI also offers all types of jobs for mercenaries as the local monster population seems to be growing an encroaching on the oasis.
Seasonal Events:
Yunazif Sakhr: Long ago, Aljana was granted the crystal of fire from the god Ifrit, and the desert city was born. The locals gather once a year in rituals of purification for their crystal, knowing that its light is as fickle as a candle's wick without the proper care.
Hariq Rami: Just as the crystal must remain purified so too must the minds and bodies of its followers. Hariq Rami involves a week long fast in which all nonessential businesses close. The people of Aljana spend much of their time with family or at the Temple of the Gods.
Night of a Thousand Fists: Just as the followers of Ifrit must strengthen their minds, they must also strengthen their bodies. Every year, the royal family of Aljana hosts a martial arts tournament where participants compete for honor, recognition, and a gil prize. The competition lasts through the night beneath the cool desert moon.
Najm Alhafla: During the winter solstice in Aljana, one can see every twinkling star, every bright and colorful galaxy – all wonders of the great beyond. For thousands of years, the vast expanse of space and stars has been celebrated here. During the day, a festival takes place with merchants lining every street, celebrating not only the beauty of the nighttime sky, but also the people who live beneath it. Much food is made and a feast is had beforehand, and all are welcome to attend the party in the streets. Then, as nighttime falls, all lights in Aljana are extinguished to reveal the beauty of the stars.
Provo is the city merchants dream of. It is the central hub of commerce, trade, and production for the continent of Serentestra. People travel from all over to buy and sell their wares in Provo, but most of the temporary population tends to hail from Torensten or Sonora. Outside of the city is a vast landscape of farms and ranches.
POLITICS:
Provo is a nation which holds the will of the people in the highest regard. As such, they have regular elections for local and national officials as well as referendums on public matters such as trade regulation. The current president, Aymeric Gavreau, is a strong supporter of merchants and free trade. He will support the nation's economic interests above all else.
CLIMATE:
The Territories of Provo are a vast temperate stretch of plains, woodland, and thick forests. Its mild weather leads to fertile soil and a booming lumber industry. While the territories are generally habitable, the same cannot be said for massive Headstone Forest along its eastern border. This land is a forsaken maze of winding paths and the occasional marshes. Provo largely disavows it.
PRIMARY ECONOMY:
Mixed Economy. The Government plays some role in the free markets, but is more of a guiding hand. It is a mixture of the huge public sector -- the buying and trading of goods, and the private sector -- the development and sale of dominant goods only Provo can produce. Provo prides itself on its economic power.
TECHNOLOGY:
A mixture of basic technology and some imported marvels from Sonora. Permanent residents of Provo tend to live more simply, relying on boats in the canals for travel in the city, and chocobos on the outside. The climate is mild, leading to no real need for incredible heat or cold sources. A mixture of high technology and magic can be found on the streets, thanks to the merchants of Torensten and Sonora.
CULTURE:
The people of Provo built their land on the belief that hard work rules the world. Not only did the people of Provo build up the land around them with agriculture, but they also offered a location that was relatively easy for nearby villages and cities to get to. Because of that, Provo became a central hub for buying, selling, and trade amongst people from all over. The people of Provo are, therefore, a mixture of many different cultures and ideals, but they all center on one thing: hard work. Laziness is not tolerated, and the people of Provo tend not to give a helping hand to others for free. If you want the help of a true Provo-ite, be prepared to offer something in return.
TRANSPORTATION:
Primary transport in Provo is by canal. Transportation in the form of long, man-powered boats and rafts that easily carry people from one sector of the city to the next. Each "section" of the city is surrounded by water on all sides, interconnected by bridges and the canal system. The inner-city is quite easy to get around in, and there is hardly any need for cars, chocobos, or anything besides one's own two feet. The further one moves from the inner city, however, they can find chocobos and older models of vehicles from Sonora out and about. There are refueling stations for cars, as well as docking stations for airships from Torensten. Most of the farmers in the agricultural sector use chocobos and/or horses, to carry their goods with carts.
TERRITORY:
Provo is a city laid out over a vast area of cleared out woodlands. Instead of building up, the city was always built out, taking up a sizable footprint toward the large river of the north, and eastward about halfway to the Headstone Forest -- a region they disavow for its troublesome power. The inner city holds the smaller footprint, but the larger power. The canals of the inner city were built by diverting water from the river into the city itself. All agricultural land is due south, east, and west. For the most part, farm lands are centralized around areas with high irrigation, while the ranch areas tend to make up most of the southern areas where grass for grazing animals grows easily in abundance.
FOREIGN RELATIONS:
Due to Provo's convenient location between Sonora and Torensten, it has managed to gain the favor of both cities. Provo is able to provide Sonora with a wealth of fruits and vegetables that it would, otherwise, not be able to obtain in its tundra territory. In return, Provo occasionally funds the creation of new agricultural machines from Sonora. Torensten lacks the mineral resources that Sonora has, and Provo acts as the middle-salesman between them. While Torensten doesn't need the massive amount of agriculture Provo produces, they are able to sell it to Torensten merchants at a cheaper rate than what is produced further south. Provo occasionally calls on Torensten's military when needing to squash a particular conflict.
PLACES OF NOTE:
The City Center: What was once the main area of commerce and trade when Provo was first growing, the City Center now contains statues of former Provo leaders and the founding fathers. There are monuments built to commemorate city milestones and a natural history museum to display artifacts and fossils found over the years in the farming soil. The highest building in the city, City Hall, stands proudly in the middle of the City Center. It acts as a workplace for the city leaders as well as a tourist destination for its unique and highly stylized architecture.
Help Wanted Ave: Provo is a hardworking city, and with that comes the constant need for workers in various outlets. What started as one hire-all agency has blossomed into an entire avenue filled with work agencies of all different types. If there is a job to be done, no matter what it is, there's a building for it somewhere on Help Wanted Ave. Farmers, Merchants, Mercenaries, Pest Control, Transport -- if you can imagine it, there's somewhere there hiring for it. At the entrance to Help Wanted Ave is a directory to assist everyone with finding exactly what they're looking for.
The Riverside Oasis: The Northside of Provo borders the Versorger river: a vast river that pulls in from the ocean and separates Provo from the northern continent. Quite cold, the river isn't very good for swimming, but it does still attract people for other water sports activities such as fishing, sailing, kite boarding and more. Along the coast of the river sprung a series of restaurants, breweries and wineries, specializing in local flavors. The waterside was built up to have beautiful walking trails and docks, as well as a few Inns to overlook the river and northern mountain ranges. It provides a sanctuary away from the busy city, and many people come to the area to relax on the weekends.
The Woodland Zoo: As a point of national interest, Provo built their own zoo in order to show off animals of all types in the region. Here, one can find all types of animals and monsters, safely contained for one's entertainment and education. There is also a small aquarium portion to show off the native fish from the river as well as a petting zoo for the kids!
Astrid's Chocobo Farm: Having raised Chocobos for generations, the Schmidt family has committed their lives to one thing: raising chocobos for work and travel. They've managed to grow their operation into a nationwide chain and offer chocobo rides and rentals alongside their average sales. While they don't specialize in the more exotic chocobo breeds, they have hardworking birds and everything you need to get sent on your way in one day. Astrid Schmidt, the current matriarch of the family, tends to have a sharp eye for people's intentions with her birds. She won't hesitate to lend a hand to those with their own aspirations for chocobo breeding.
Chocobo Speedway: The official place to race birds, to place bets on your favorite chocobo, and to become a world famous jockey! Located just outside of the city limits, the Chocobo Speedway provides multiple tracks for different levels of racing, open betting stalls, as well as a wealth of gambling and booze to drink. Chocobo Jockeys live for the thrill on the track, as well as for the attention, fame, and prizes they win. Every Friday, the track opens up for any and all novice riders to come prove their worth. If you can handle the rush, the lights, and the occasional cheating jockey, you could make it big at the speedway.
Seasonal Events:
The Schmidt Family Derby: The most famed chocobo race in all of Zephon, the Schmidt Derby is often sold out months in advance with street hawkers making hundreds of gil on the streets. Racing fans gather drunkenly outside of the Chocobo Speedway, painted the colors of their favored birds. Jockeys from around the world compete for the Golden Cup, and bets made here often mean the difference between wealth and ruin.
The Festival of Light: When Provo is experiencing a boom of activity and life, the city celebrates the Festival of Light in honor of the Warrior of Light that once saved their land. Hundreds of onlookers fill the streets to sample local cuisine, admire sculptures and paintings, and listen to continuous live music. During the day, a collection of judges observe the dance, music, art, and cooking competitions that can be observed by the visitors. At night, the square of Provo is lit in tea lights and the summer air is heavy with sweat and beer. The celebration lasts for three days, the same amount of time it took their Warrior of Light to defeat the darkness that threatened to swallow Provo.
The Harvest Festival: Every year in the late fall, Provo celebrates with the Harvest Festival. This festival honors the farmers and ranchers of the area, the backbone of Provo, and the city is lined with food and drink crafted from the blood, sweat, and tears of their own. The week-long celebrations include different activities and contests focused around agriculture. There are also games and competitions for the children. Despite the differences between the rural and city folk, all people of Provo come together during this time to praise one another and celebrate.
Glacie Noelle: With the harvest season finished, the people of Provo take refuge within their homes for the winter. The night of the winter solstice is believed to be Shiva's day, and the people of Provo celebrate her with feasting, songs, and the exchange of gifts. The city is decorated with lights strung from lamp posts and twinkling across the evergreen trees. The inns are often booked full of travelers, and the innkeepers host their own gift exchanges between them to foster goodwill in all who visit on this most benevolent of nights.