Prepare to embark on adventures! You must explore the four corners of this fantastic world on a journey of exploration, collaboration, and discovery. You choose where your Arkaine comes and goes, who they are, and what they do. They can win items and gold in the arena, they can hunt, fish, and explore through the vast wilderness of the Realm, or they can even shop at the Prism Market in the Capital. Their adventure is up to you! This world and species is about self-growth, whether it's art or literature related, or both. You decide who you want your Arkaine to be, and you decide what personal skills you'd like to work on while developing them!
BLYTZ#5256
Owner
SPOOKETTE#9597
Co-Owner
Sorwyn#0886
Moql#9967
ARK ADMIN
CherryPepsi#1316
Sarah#9429
ARK ADMIN
Currently...
Currently, we are working on updating the RPR, and implimenting a schedule to bring you all regular RP events! Any and all ideas welcome!
Located in the heart of the Ember Ocean between the Sunkeep Island and the Whispering Islands, lies Koami, also known as the Misty Islands. It is a secluded and previously unexplored and the location of the islands create a sense of mysticism and beauty. The islands are surrounded by a thick and nearly unnavigable mist, and equally surrounded by "shards" of rock that made travel inside extremely dangerous, especially for the large vessels that would typically make the journey. Experienced navigators, however, know how to read the way the rocks move and shape in order to find their way through to the main port island.
The island formations are set up as massive, towering, mountainous islands, making further exploration equally as unlikely. While the mist clears closer to the land, the steep cliffs make it hard to arrive towards the plateau that serves as the surface of the island. There is only one official way on an off all of the island chain, and it is through a massive, recently opened cave system on Mianshu. The gaping maw of this cave serves as a massive port, able to host a variety of huge ships. Following the cave inside leads to a carved staircase, which takes one up quite a distance and height to the main city. The other islands are connected through a series of massive floating bridges, or, if the islands are too far apart, hot air balloon flights.
The islands hold a rather beautiful and temperate climate that ranged from highs of 70 degrees in the summer to 20 degrees in the winter. The weather is often predictable due to the height at which all the islands rest, and most days are relatively clear with very little cloud cover. All three islands experience rainy seasons at the same time, in the transition from summer to fall, and light to heavy snow in the winter months.
Koami is made up of 3 islands - Koei, Ae'Xing, and Mianshu (ko - a - mi)
Koei
Koei is the largest of the islands, and the one that has the harbor. Koei is relatively lower in altitude compared to the other islands, but possesses the sheerest cliffs, meaning its still nearly impossible to "sneak" into the island. Most of Koei's massive land mass is taken up by the "Hot Air Balloon" port city, and the capital of Koei and the Koami Isles - Xin
Xin is a huge, bustling port/capital town combination which is by far the largest city on Koei. The port is less of a classical type of port, which is only on Mianshu, but instead holds hundreds of hot air balloons with hundreds of equally skilled farriers that are trained to operate the massive things. Balloons are often beautiful, multicoloured things with large baskets, similar to small zeplins, and are controlled via a system of hot air and ballasts that allow the balloon to move up and down. The fires are often large oil filled lanterns, lit via elemental magic or flint and steel. They keep hot air in the balloon, and using a system of fans, "wings", and air currents, the balloons are able to travel. Balloon "ports" look like massive Ts, the bottom of which is an elevator to carry one to the correct altitude. Hot air balloon travel is the quicker way to the other islands, but often the most expensive way (short of owning a horse, of course).
Ae'Xing
The second largest of the islands, and by far the most simple and peaceful. Ae'Xing is primarily large open spaces of farm land and beautiful rolling hills with thick grasses and speckles trees. There are very few large cities in Ae'Xing, and it primarily rests with simple cities, and even villages, or collections of farms that serve as communities. Life is simple. Most livestock can be purchased here, and breeders of mounts and companions tend to favor the open spaces and speckled forests. It takes roughly 1 day to ride across the entirety of Ae'Xing. It rests close enough to its sister islands that paths are connected with huge, open air bridges.
Mianshu
Mianshu is the smallest of the islands, and is predominantly steep, sheer drop mountains and caves. Mianshu holds the only viable way for someone from the ocean to get onto the islands via a huge, wide mouthed cave that meets the ocean. There a port has been made, and one can follow the stairways up and into the main town of Haven.
Haven is so aptly named thanks to its location as some of the only flat ground on the island. The rest of Mianshu is taken up by massive, sheer cliffs and thick, misty forest filled with dangerous creatures. One large draw to Mianshu is these mountains, as hidden deep within them are the Floating Isles; floating mountains tether only by long strings of tree roots and vines. They are able to float thanks to a metallic combination of minerals in the soil that reacts with magnetized minerals in the water below, creating a "floating magnet"esque affect.
Customs & Culture
The islands have unique customs from most Arkaines, mainly due to their isolation from the mainland. They are primarily low technology but highly civilized people, with large groups of houses and cities making up vast majorities of the islands. Without many heavy-duty creatures, such as horses and dialks, to help with their pulling, they were forced to rely mostly on oxen and therefore travel between villages and cities is far between. There are very few houses that extend outside of the reaches of the cities or villages.
They have a calendar system based upon the phases of the moon and sun, as well as the types of harvest that are primarily available. Because of the lack of livestock, the primary diet of Koami Arkaines is vegetable based.
Elements & Affinities
Due to their seclusion from Arkaines, Koami Arkaines have differing types of magic from classical Arkaines. Instead of using the powers of their crystals and having a connection to the Gods, Koami Arkaines have developed a relationship with the Elementals and guardians of their island. They have learned to harness power from the elements. This has created a unique series of magics and skills that are known specifically to these islands. With this training from The Temple Keeper along side the guardians, Koami Arkaines are able to use their elemental powers even off the island.
During the Summer Solstice, it's common practice for Koami Arkaine to participate in their Elemental Choosing, in which those with an Elemental affinity may choose a path; Earth, Air, Fire, or Water. During this choosing, a Koami Arkaine will be able to choose only one elemental path. However in very rare instances, there are Koami that are able to combine the elements for a special affinity towards Storm.
The Temple Keeper is the one that conducts the ceremony during this time of choosing. It is only she that will be able to determine if the Koami is able to bond with their chosen element.
Koami Breed
Koami is a variation of Arkaines are known for having lots of flowing, loose fur that covers their body in intricate patterns. They are known to be even more fluffy than their glacial counterparts, and the hair is less thick and more silken. Their tails often resemble flowing water or air. All Koami bred Arkaine have extra long fur somewhere on their body, although common placements are on the face, hips, shoulders, elbows and ankles. Koami Arkaines also usually have half folded ears, or fully floppy ears. It is rare for them to have upright ears, and if they do, they usually aren't very long.
Should a Koami breed with a non-Koami Arkaine, their children will only be able to use one or the other when it comes to their magic. They cannotuse both. However, should their Koami side be more dominate than the non, The child will be more than likely able to use Elemental magic than normal Arkaine magic.
Powers
Elementalist:
Fire - Use emotions to shape the very element of fire and heat.
Passive: Fire proof. You have increased resistances to fire, both natural and unnatural. Most natural fires do not hurt you, and you take refused damage from unnatural fire attacks (such as from another ark or elemental)
Ember - Small flames leap from your hand to a spot within reach, hot as fire and able to cause significant burns.
Dragon's Flame - Taking a deep breath, you exhale pure flames, like the dragons of old. The flames exhale from your maw in a cone-shape, and can burn from a short span to up to 20 feet in front of you, and burn all they touch. This will catch flammable objects on fire.
Flame Spin - A tornado of pure flame is created in a 10 foot wide spot that you choose, towering over 50 feet high. Vicious winds and high temperatures make a formidable barrier, and cause extreme damage to anyone within 10 feet of it.
Inferno - You've mastered the art of flames and can erupt like a volcano. Like the force of a newly formed star, you create a flame explosions that covers a huge 30 foot area, instantly incinerating anything in it's path.
Water - Embrace serenity and harness the element of water.
Passive: Hold your breath. You are able to swim twice as fast and dive twice as deep. You can also hold your breath for twice as long.
Level 4 Passive: Wave walker. After mastering the water element, you have the ability to zip through the water like an otter... or even walk on it as if it's land.
Rain Storm- Using you connection to water, you can charge the air with water to the point massive clouds gather. Eventually, these clouds begin to drop a deluge of water, obscuring vision for everyone except you.
Whirlpool - Collecting water from nearby sources (such as the ground or air), you create a massive tide of swirling water which can capture and entangle enemies in a 15 foot circle... and slowly drown them if you so choose.
Blizzard - Freeze water in the air and immediately send it slashing forward in a 20 foot wide cone of snow and ice, cutting flesh and making armor brittle to the touch.. and causing a bit of frostbite.
Tidal Wave - The ultimate move of a water elemental. You've mastered the way of the water and can now summon water from the depths of the ground itself to form a massive, 100 foot wide, 50 foot tall wall of water.
Air - Embrace playfulness and chaos. Play and zip around in order to become one with the spirits of Air.
Passive: Float like air. Using the air around you, you can jump extra high, and fall extra slow... to an extent. You can't fly, but you can come pretty close!
Gust - Channeling the wind, you can immediately turn the air in a 5 foot wide, 10 foot long cylinder in either a forward or upright direction. Objects, and arkaines, hit by this air are pushed back 10 feet, and take damage from the slashing wings.
Whirlwind - A 20 foot large sphere of air, formed from a series of concentrated gusts. While it doesn't deal as much damage as other moves, it is nearly impossible to escape, and a great way to get someone to stay right where you want them.
Redirect - You can move and manipulate air at will. Block one ability or attack by using a gust of air to push away one physical or elemental attack. You may also attempt to interrupt a spell cast.
Tornado - Your growing mastery of the wind allows you to harness the fiercest gales, directing them into a swirling, 50 foot tall cone of a tornado, with a base of 5 feet. These violent winds cause damage and throw away weak enemies
Earth - Ground (heh) yourself to nature and the flow of the Earth.
Passive: Just like a mole. You're able to pick up minute vibrations in the Earth which tell you where just about anything is. You're like a bat.. but with your hands and feet.
Rock Throw - Like skipping a pebble, but the pebble is a 5 foot wide sphere of Earth... and you're throwing it at someone's face instead of at a lake.
Mudslide - Using the power of the Earth, create a massive movement of Earth (a 5 feet wide by 20 feet long) which can sweep up and cause damage to those caught within it's torrent.
Rock Plating - Gain the protection of the Earth by covering yourself in dirt and stones, providing an addition 10 defense and blocking non magical damage for 2 turns
Earthquake - Split the very ground in two. Your abilities have grown in power, and with a powerful stomp you create a huge eruption of Earth. After a brief moment of shaking, which may knock enemies prone, create a 10 foot wide, 30 foot long fissure that can trap enemies and cause fall damage.
*SPECIAL (Extremely Rare): Storm - A mastery of fire, water, and air (5 levels in each). Storm elementalists can control the mighty power of all these elements, and gain a few more abilities. These arkaines are certainly not ones to be trifled with.
Passive: You gain the ability to add electric damage to any of your fire, water, or air spells. These simple electrocutions grow in power based upon the ability used
Shock - Touch an enemy within range and give them quite a shock (heh).
Chain Lightning - Call forth a powerful bolt of lightning which can chain to a max of 5 enemies, so long as the enemies are at least within 10 feet of each other. The lightning bolt gets less powerful the more enemies it chains to, but still pack quite a punch.
Call Storm - Using all the abilities you've grown and mastered, call forth a storm containing all the elements. This storm lasts until dismissed, and covers an area of about 300 square feet. Each turn, you may choose to call down a powerful lightning bolt, powerful tornado, or limber waterspout.