Requirements & Details
Please note: Please be sure to read the shard lore and the race history for your chosen character to deepen your understanding of the culture you will join. The following information will only aid in your application process.
Races Available for First Time Applicants:
These characters may be applied for as a newcomer to the community.
You may also apply for them as second characters if you wish it.
Race: Human
Class: Warrior - Paladin - Dark Paladin - Rogue - Tamer - Mage - Crafter
Origin: Haverstoke
Skin & Hair: standard colors.
There are five different walks of life a human may take. They may become the mainstream humans from the Capital of Haverstoke, gypsies, pirates, Cazrielen, or outcasts. It is important you list what type of human you wish to create in your application. They are all human, but all very different.
Race: Elf
Class: Rogue - Tamer - Mage - Crafter
Origin: Eáránë Calmcacil
Skin & Hair: pale/light skin and golden hair. Staff will meet you in game the custom assistance.
The Elves see themselves as the true balance but they are aligned with nature and the light. They are loyal to their kind and are guardians of nature. Their very blood is magical. Anything different from their ancestor's way of life is tainted and corrupted.
Race: Dark Elf
Class: Warrior - Rogue - Crafter
Origin: Kor Koeh
Skin & Hair:
gray or dingy skin and hair. black hair is acceptable. Staff assisted customization.
The Dark Elves seek allies among the other races as they have been shunned by their ancestors (the Elves). They are neither good nor truly evil, but they do have open minds and an incriminating past their tree living relatives do not. They are not born innocent. From their curse many would choose to fight with their bare hands and hey lack the ability to use magic. The magic within them has been corrupted and turned against them in their curse.
Race: Drow
Class: Warrior - Dark Paladin - Rogue - Mage - Crafter
Origin: Auvryund
Skin & Hair:
Skin is dark and hair a silver white. Staff will assist with the customization needed.
Houses: Torani and Zauep (see Drow Hiearchy for more information)
Drow are not considered Evil. They have their own way of thinking. They see themselves as the superior race above any other. They live in a world ruled by the females of the race. The Drow are extremely loyal to their goddess and the ruling females.
It is important to write about the house your Drow belongs to in your application and why.
Torani is the first house and means Mistress of the Widow.
(Torani is best suited to Mages/Clerics & light lavender colors. This means mages & clerics are in the higher ranks of the family.)
Zauep is the second house and means Children of the Underdark.
(Zauep is more suited to Rogues/Warriors & dark lavender colors. Rogues and Warriors are held in high esteem for this family.)
Race: Dwarves
Class: Warrior - Crafter
Origin: Kjalöl
Skin & Hair:
standard colors.
The dwarves have a mistrust for magic and anything that cannot be done with their own hands. They are a proud race. They are also often drunk beyond the point that would kill other races. They are rowdy or cowardly (often from one extreme to another in moments.... ah the intricate workings of good ale) but always jubilant in what they are. The warriors use the creations of their kind with pride, but look down upon the bow. Even the most cowardly Dwarf will not reduce to using the bow. They remain neutral in dealings with any race, after all they are above all -fine negotiators and salesmen.
Advanced Race for Established Players:
This race may only be applied for by established players in the community. The Fey can be a tricky race to properly play and roleplay experience is a must before undertaking them. Players who have had a character before in Equinox may apply for this race.
Race: Fey
Class: Warriors - Rogue - Tamer - Mage - Crafter
Origin: Falconwyn
Skin & Hair:
Fey may have any bright or cheery color for their animal form. Their humanoid form and their natural (animal) form must be linked by their color of choice by means of either hair or skin. Staff will assist with customization.
The Fey are a childlike race, it does not mean they act like children. It means they are carefree and innocent their whole lives regardless of what happens around them. They shirk responsibilities and anything requiring great dedication or focus. They would rather frolic, socialize, and love often referring to even an unfamiliar Fey as their cousin.
They are inherently good and cannot begin to understand evil. Fey will shy away from dark actions with an inability to explain the sudden uneasiness. Their easy going natures allows for these strange times to be easily forgotten once they have removed themselves from the situation by an action as simple as turning the corner! (They can be described as slightly ADHD). They are naturally magic.
Fey can not be or act evil. They are the purest innocence in the Equinox. They harbor no ill feelings towards anyone... not even their twin the Sidhe, also known as evil incarnate.
Fey begin their existence in Equinox as an appropriate animal of their choosing. Fey do not have monstrous animal forms such as mongbat or harpy. They must retain this animal form for one real life week before learning through role-play how to take a humanoid form. This must be shown in a scrolls to show how your Fey has learned to change into a human and why. Once this is done, a request may be placed on the forums to have a humanoid form added to your character.
Advanced Races obtained ONLY through Role-play:
This means that the following races may not be applied for or “born” in Equinox.
Apply for the starting race and the consequences of your character's actions may lead you down a darker path. Scrolls (stories written on the forums regarding roleplay that takes place in the game world) to evidence your characters interactions are a requirement to gain an advanced race. Without appropriate scrolls and approval, your character will be declined the race and killed off.
Race: Vampire
Starting Race: Human (Big surprise!)
Class: Warrior - Dark Paladin - Rogue - Mage - Crafter
Origin: Ombre Eternelle
Skin & Hair: skin is pale and hair color is at the discretion of staff (nothing fey-like). Staff assisted.
Houses: Crisanti and Delacroix.
Shapechange: Crisanti line is able to change into a wolf, raven or snake which are of the darkest black. Delacroix is able to change into a puddle of blood.
All vampires are embraced here on Equinox and only humans can become a vampire. The vampires can be a difficult race to play and is not for everyone. Something to keep in mind... while you are playing an evil character it would be counterproductive to slay everyone in your path and against the shard rules. This is just one key example of how playing a character of this nature here can be challenging.
There are two different houses that can be joined depending on who your Sire is. The house your Sire is a part of is the house you will join, so pick your vampire master as well as role-play permits. Scrolls are necessary from the time one learns of the vampires until the night of their turning. A turning must be approved to successfully happen in Equinox or your character will never wake from the sleep of the damned.
Race: Lycan
Starting race: Human (Poor humans!)
Class: Warrior - Crafter
Origin: Howling Forest
Skin & Hair: standard colors.
Shapechange:
dark brown wolf. Staff will assist to set this up. Shapechange is only used when staff announces a full moon.
The cursed humans who become wolves under the full moon would be nearly impossible to detect until they become a snarling version of their former selves. Even in human form, they are not ones for magic and tend to wield melee or wrestle with their bare hands. Being a race of bruth strength, they would not use a bow or stealthy methods. Their blood does carry a faint hint of something wild and musty that only those of keen nose can detect (not humans but perhaps Fey).
Those of this race become wolves under the full moon is announced at night by staff. Lycan are without human intelligence in wolf form and only show allegiance to their pack. A challenge of this race is you cannot successfully catch or bite those who do not wish to become lycans. Always respect the vision each person has for their own character so expect to explore reasons why your wolf may break off pursuit that make sense for your roleplay.
They are created when a human is attacked (bitten) by a Lycan and allowed to survive. The curse can only be triggered if the human visits the Howling Forest on a night ruled by the full moon. Should this happen, the curse is activated and they will transform on every full moon after. Requires approval.
Race: Sidhe
Starting race: Fey
Class: Mage (Necromancer only)
Origin: Silver Shadow Caverns
Skin & Hair: Form will become a darker version of their Fey color (example: pink becomes red).
Form: The only form a sidhe has is that of a wisp (no humanoid form).
The Sidhe are those of the Fey who were affected by evil thoughts and actions, but did not die immediately. Fey can only be corrupted by the intentional act of an evil character against them such as being fed from by a vampire or cursed by a powerful necromancer as Fey are inable to be anything less than innocent without being deliberately violated.
Sidhe have survived withering away as most Fey would and are the purest evil in the Equinox. They revel in corruption and are limited to the dark form of a wisp. They lose both the ability to become a creature of nature or a human. They only know the magic of necromancy. They only befriend those of the darkness often playing pranks upon the world in a darker shadow of their Fey heritage.
Race: Ghost (Not available to players at this time due to scripting needs.)
Starting race: Anyone who lived in Equinox!
Class: None - you are dead.
Origin: Haunted Castles
Skin & Hair: You get the idea by now yes?
Any character that dies in Equinox may become a ghost after they are buried in the cold hard ground if there is unfinished business. Ghosts are all throughout Equinox. There are places of concentrated death and magic where they are rumored to congregate. Those who die in Equinox and are restless will become ghosts to torture or help the living.
They do not have memories of their lifetime and are unable to seek vengeance for wrongs done to them, even that of their own death. They just might remember a familiar face that once helped them along the way or someone who they have an inexplicable need to torment. As ghosts they have no material possessions and can do little more than wail at the living... unless they find one of those strangely touched in the head that claim to hear the dead.