The symbol has been popping up in obscure places for weeks. In shadowy places, dark places; under bridges and behind corners where the sun never reaches.
They’d seen it before—twice now, in fact. Once carved into the bark of a tree in the forests north of the Wriysh, another scrawled on a tavern wall just outside of Haspar, near illegible, half washed half away by wind and rain.
Now, beneath the overpass where the earth smells sweet and the moss never dries, the same shape is branded into the rock, half-hidden beneath the grime: folded hands across a shield. They touch the mark, then, fingers hovering a breath above the blackened stone, they frown.
It’s warm.
Their head tilts, eyes narrow. They touch their palm to the symbol now. Their frown deepens.
Gentle warmth flares to a thrumming heat—an energy intimately familiar, but entirely not their own. Magic. A shimmer ghosts across their vision, a memory: of fire and water intertwined, voices like birdsong in the dark, the taste of petrichor before a storm. Then it’s gone, and the stone cools beneath their hand.
It’s an invitation, they realize, intuitively—somehow. And in their mind, not a voice, but a pull:
Find us.
At a time when even the faintest trace of magic will send the masses into anarchy, the Festival of Awakening is nothing short of a daring defiance. Mages, though slowly reemerging, remain a scattered and vulnerable few—many still fledglings, untrained, hunted and in hiding.
The Festival is a secret, shared only among those of magical gifts, and their trusted allies. Held in forgotten ruins, deep forests, and hollowed-out places where the ley lines of the Old World breathe, it is equal parts rebellion and revelation. Here, those born with the spark are invited to come together—risking their lives, their identities to learn what was lost, to reach beyond fear, to awaken what sleeps within them.
The Festival of Awakening is a celebration of survival, of power. It tests not only strength, but resolve, drawing a line between those who hide from the gift and those who seek to master their craft.
This is a participation-based event with no judging or competition.
One entry per rider per exhibition. Multiple riders may enter separately.
Entries must be made specifically for the event—no reposted, reused, or previously submitted content.
Each Rider (and Mount, if applicable) should be clearly depicted performing an activity relevant to the prompt.
If your rider hasn’t completed all their mage prompts, your event entry may count toward one—just be sure to clearly incorporate the prompt into your piece.
Artwork must be your own. Commissioned work, tracing, premade line-art, or AI-generated content is not allowed.
Entries must include:
- Full body (75%+)
- Colour
- Shading
- Background
Creative style and perspective are encouraged and will be considered.
Riders must be clearly and easily identifiable. If their face is covered, another defining characteristic must be visible.
Chibis, unrefined or oversimplified works will not be accepted.
Minimum word count: 1,700 words for solo entries.
Must be original writing, specific to the event and prompt.
Each rider must be clearly depicted in a scene or narrative that connects directly to the prompt.
Maximum 2 participants per collab entry.
Collaborations must clearly state who did what (e.g., "X wrote sections A–B, Y illustrated," or "X and Y co-wrote evenly").
Literature collabs must total at least 1,275 words per participant.
At the heart of the festival, the crowd swells—an eager ring of onlookers drawn tight around a field razed by spectacle. Magic clots the air, spitting and crackling like static before a lightning strike.
A roar of anticipation mounts as the duelists step into the ring. Energy gathers—trembling motes that shiver and whirl, stirred up from the scorched and brutalized earth with every footfall. Spectators jostle for a better view, pushing forward against the mage-guards holding the perimeter, keeping the overzealous observers at bay—for when arcane forces collide, the fallout can be... spectacularly catastrophic.
The din of eager voices tapers, drawing inward on bated breaths as the duelists assume their positions. They face one-another, bow. And then, at the solemn dong of the bell—
The match begins.
Depict your character partaking in the sport of Arcane Dueling. Entries should also depict their opponent—collaborations encouraged!
A hush falls over the crowd as the mage steps forward, palm upturned. From its center, a single water droplet rises. It hangs in the air for a heartbeat, then shivers—shatters—into a thousand refracted rays. A prism of color erupts outward to a hum of delight from the crowd, light dancing like liquid across reverent faces and outstretched hands. The air ripples cool and gentle, mist brushing skin like a blessing, as above them bloom arcs of living radiance.
The performance is not merely a display of power, but a testament to the artistry of the arcane. In that single, fragile droplet lies the essence of magic’s most pure form. It is a celebration of beauty, a demonstration that magic is not only a force to be wielded, but an art to be cherished.
Depict your character showcasing their power to the crowds, or observing another doing so. Are the masses impressed, or does their effort fall short of amazement?
The sound of pounding hooves and roaring cheers fills the air. The Mounted Games are a time-honored tradition across Moren Ezen, and the Festival of Awakening is no exception. Out beyond the lantern-lit stalls and spell-lit performances, the crowd gathers where packed earth and wooden rails frame a makeshift arena. Here, there is no need for enchantment—there is only grit, skill, and a damn good horse.
Vendors line the perimeter with spit-roasted meat, hand-pulled cider, and honeycakes wrapped in wax paper. Children cheer with sticky fingers and wide eyes as riders thunder past in a blur of color and motion, spearing rings, tossing javelins, and vaulting from saddle to saddle in maneuvers of heart stopping daring. The games shift throughout the day: ring-spearing at full gallop, spear-throwing contests judged by distance and precision, daring jousts that send splinters flying, and intricate relay courses that test both speed and control. Spectators shout themselves hoarse as favorites rise and falter, hoisting drinks and waving ribbons painted flags of dyed cloth of support.
Depict your rider partaking in a mounted game. The game can be one mentioned above, or another of your choosing. Entries must depict both horse and rider.
Just beyond the glittering throng of the Festival of Awakening, a crooked row of secluded stalls leans into a wall of weathered stone. No signs mark their presence. The music and revelry are hushed, dulled to a distant murmur. Yet those who seek it, find it.
Here, beneath mismatched awnings and flickering lanterns, a sparse gathering of merchants and artisans—hoods drawn low over shadowed eyes—trade in the truly rare: forbidden relics, remnants of the Old World, and grimoires said to be hundreds—perhaps thousands—of years old, their pages bound in cracked, peeling leather and inked in forgotten tongues.
Among them drift alchemists hawking charm-laced trinkets, diviners murmuring futures over bones and bowls of blackened water, and ritualists peddling rites too terrible to name.
Nothing is legal. Much of it, very likely, is not even real. But the mere claim of their authenticity, their power carries weight—a gravity that draws the curious and the daring like moths to a flame.
What brings your character to this quiet corner of the festival? Are they here to buy, to sell, by accident, or are they simply curious? What—or who—do they find there?
Not all who find their way to a Festival of Awakening come to celebrate. Secrets, carried by careless tongues, have a way of finding their way to the wrong ears. And so, inevitably, the anti-mage zealots and the hunters arrive.
Some come in force. They storm the gatherings in overwhelming numbers, tearing through the festivals in open attacks. Most of the revelers scatter in panic as the anti-mage movement descends, crushing the arcane madness that festers so blatantly in the open—though some may stand and fight. In their wake, the music falters and the air sours with fear and blood.
Others arrive in silence. They slip through the fringes of the festival like smoke through a cracked window, unnoticed by the revelers and the ever watchful mage-guards. They come to observe, to learn, to better understand their enemy. They study faces, catalog names, take stock of the various talents and indagate weaknesses. There will be a time—not now, but soon—to make better use of this information.
For knowledge, after all, is the greatest weapon.
Depict your character as, or discovering, one of these infiltrators. Do they hide behind a smiling mask, sharing wine and laughter with the mages even as they mark them for death? Or do they watch from the sidelines, quietly dissecting the crowd? Do they loathe what they see—or are they beginning to understand it? To question it? And most important:
Do they walk away unscathed?
Each eligible entry will receive:
1 exhibition-exclusive prize specific to your entry (as listed below)
1 pre-design raffle ticket
500 Karma
1 Loot Box containing a chance to win the following high-tier prizes:
Black Market Semi
Decorator's Bundle
Breeder's Bundle
Consumables Bundle
Large Tack Bundle
Large Bonus Items Bundle
Companion Bundle
The Totigürvel, or "Tot," is a curious little creature endemic to the Meozas, though they have made their way all across Moren Ezen through the lively pet trade. Popular household companions, Tots are thought to bring good fortune to any home they settle in.
Redeem Value: 5,000 Valyut
Description: Rider Companion. A chance to bring back a small amount of Karma in any specialty entry, excluding horse husbandry and steppe racing.