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Jan 30, 2012, 11:43pm




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Arplakoon is an original RPG where you can create a member of one of over twenty races and explore the Ailnyk Galaxy, each of the seventeen planets in it housing their own share of treasures, monsters, and secrets. Meet lifelong friends and make bitter enemies, or venture into the deep ruins of an abandoned temple and cross vast deserts. Will your character become a cunning rogue that ambushes travelers for a living, or a good citizen that works to bring such criminals to justice? Your character might become a wealthy, famous explorer, or may very well be taken prisoner by the natives of the numerous planets. No matter which place you decide to travel to or what choices your character makes, an unforgettable experience awaits you in Arplakoon. The past of these planets is set in stone, but it's you who has the power to alter their future.



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Important Links/Announcements


Arplakoon is over. I am making no more changes to it. Feel free to continue role playing in it, but I, Karma, will be a distant observer who may merely accept the few wayward characters that come into existence. This is my final farewell.

Planets:

Arplakoon
Beyne
Cabaria
Dracostar
Drio
Kes Joshawk
Kyrol
Larot
Lyzots
Mioura
Nicta
Olaka
Sigzlor
Streeg
Tumoria
Ultimaru
Rolokus

Other Boards:

The Internet


Arplakoon :: Home
Forum NameTopicsPostsLast Post
Information
[ ]Rules
While we know that you want to jump right in and conquer the world—no, the galaxy, there are a few prerequisites to get you started first. This is a big, important must-read board, because it contains 'da rules. The rules tell you what to do and how to do it on lovely Arplakoon, so don't miss out on reading over and studying them intensely. If you don't, you'll get banned somehow, we swear to you.
45on Oct 9, 2008, 11:27am
by Karma
in Ranks and Staff Members
[ ]Continuity
Now that you're done reading the rules (you are done reading them, correct?), the next board to check out is this one. Even though this board isn't a must-read, we highly advise you skim over it so you don't look like a complete idiot when trying to RP at Arplakoon.
All information pertaining to Arplakoon's plot, characters, languages and general setting is stored here for all members' future reference.
912on Nov 1, 2008, 6:56pm
by Karma
in Weapons, Armor and The...
[ ]The Pit
This is an RP archive, of sorts, for those days when you or someone else finishes a thread in the IC boards and leaves it for dead. To keep everything clutter-free, a staff member will move those completed threads here to keep the remainder of the boards nice and tidy.
14143
OOC
[ ]General Board (6 sub-boards)
This is essentially an OoC directory. Come here to introduce yourself, show off your art (including literary art), play some timewasting forum games, offer up some questions if you're confused or some suggestions and ideas if you want to help improve Arplakoon, tell everyone you'll be on leave, apply to be a staff member, and finally, affiliate with Arplakoon or advertise your own forum. If you just want to talk, well... here's the place.
64198on Sept 3, 2009, 3:08am
by ddddyyyy
in Skin ;; Help? xD
[ ]Post Requests
This board is pretty simple—if you need someone to reply to your thread and it's been three days, you can make a thread here asking for someone to do so. You can ask for either a regular member to get your thread or for a moderator to reply; whichever suits you. Read the rules before asking for replies, though.
27
[ ]Staff Lair (3 sub-boards)
Just the staff area.
22162
Character
[ ]Applications (2 sub-boards)
Post your Arplakoon character's application here, but do read the application requirements before making a thread. Doesn't get any simpler than that.
2045
Inner Galaxy
[ ]News (14 sub-boards)
Inner Galaxy news, rumors and odd occurrences posted by news reporters and Kylians seeking fame for their stories all over the galaxy. Each tale is placed into a separate section depending on what planet it has to do with, making it easy to navigate and find a certain report. While readers should take what they find here with a grain of salt, there's usually a story that is entirely truthful.
66
Arplakoon
[ ]The Altar of Arplakoon
A wide land surrounded by purple mist that stretches for miles until coming to an abrupt stop. The only thing here is a large box, with many statues of varying design and coloration around it. A small portal, right next to two marble pillars that are in perfect condition, glows with a strange green and white aura. Apparently to clarify the use of this portal, a sign stands nearby.

"GO IN THIS PORTAL TO GET TO LAROT, THEN GO THROUGH A PORTAL FROM THERE. WE ARE NOT TELEPORTING YOU OURSELVES."

There's also another portal, pulsing with dark blue and white aura, but this one is behind the box. Due to the fact that A, the master over the entire Order of Arplakoon, is standing right next to it, most visitors rethink trying to get through this second portal. It's clearly not for public usage, as if any of the statues are questioned about it, they simply tell the asker to mind their own business with varying degrees of politeness.

This is the only place on Arplakoon; the altar is the sole place anyone has seen. Oddly enough, no matter how someone gets here or where they land in a spaceship, they always end up at the Altar of Arplakoon. It's impossible to get somewhere else, even by foot. The mist is impenetrable, and there have been tales of people who've wandered into it and ended up at the mysterious altar all the same. Who built the altar? Nobody knows, but it's home to some of the most powerful beings in the galaxy, second only to the creators of the galaxy themselves.
449on May 29, 2010, 10:27pm
by Karma
in TORRENTA FAINTIJI
Beyne
[ ]Juran (1 sub-board)
One section of Juran is divided from the others by a large range of mountains. The only way through these mountains, save for climbing over them, is through the Bezra Pass. It's a well-traveled trade route, but is also home to many rogues that seek to ambush travelers. In the shadow of the mountains, there are numerous swift rivers that go all over the continent, and several expansive hills. Villages dot the hills, as they have some of the most fertile soil available to them. Juran, overall, is not a very advanced continent. Most Jurites, as the inhabitants are called, cling to the old ways of things. Consequently, they're usually extremely wary of outsiders, and are especially protective of their land and all that lies in it.
313
[ ]Neros
Thirty years ago, half of Neros was submerged underwater by a massive tidal wave that hit the western coast. The area, which had previously been on a sort of cliff, was sunk by the sheer force of the wave, and thus, the entire area was forced underwater. The waters have only just begun to recede, with aquatic monsters guarding the last of the treasure that hasn't already been recovered or stolen. Some might find useful objects left behind by the evacuated citizens down there, but beware - not everyone takes kindly to looters.
00
[ ]Risatl
Risatl is a continent of extremes; due to the fact it stretches all across most of the planet from north to south, there are some areas that cannot possibly be a good living area due to its heat, and the same result occurs elsewhere, just for the opposite reason. Ice and snow are a part of everyday life on the northern and southern ends of Risatl, with massive glaciers and thick sheets of ice just off the coast, dotting the oceans with their massive size. Elsewhere on the continent, deserts and jungles thrive in the more heated areas, and typical temperate region vegetation such as fields and forests serves as a "boundary" between the two extremes of Risatl. Explorers have to be wary of where they go on Risatl; treading into a region they're unprepared for can mean death in most cases.
00
Cabaria
[ ]Habou (2 sub-boards)
Fairly small in comparison to Rackina, Habou is home to the Cabarians. Due to the general peacefulness of the continent, it's a popular spot for people seeking a relaxing vacation or looking to see some of nature's finest (and not too dangerous) splendors. Beaches line the coasts, with exotic coral reefs thriving in the waters. The air is pure, unlike the cities of Rackina. The dark night sky of Habou is a beautiful sight to behold; the entire sky is lit up with stars of varying colors. They say a shooting star seen on Habou promises a peaceful life to whoever is witness to it.
324
[ ]Rackina (2 sub-boards)
The large, industrial continent of Cabaria. Here, the machine-like Cabarus Alphas make their home. Giant cities that are always lit up populate the grounds of Rackina, unlike the natural land of Habou. Highways link the cities to each other, and there's hardly ever a time when these roads are deserted. Someone is always going somewhere. Similarly, the cities are never dark. There is always a party, a race, or something of the sort going on. "Rackina never sleeps" is a commonly said statement about the continent, and with good reason, too.
00
Dracostar
[ ]Celador
A small continent, yet ironically home to the largest of all the dragons; the Draconums. Celador is a bountiful land with beautiful forests teeming with fruit, calm rivers and expansive fields of flowers... at least in the western part. The entirety of the eastern half of Celador is entirely devoid of any vivid colors, or much life. It's simply shades of gray with barren trees dotting the landscape. The Draconums rarely stray into this part of their land, believing that if you stay in there for too long, you'll go insane. They say that that part of Celador was walked upon by the monstrous ruler of the underworld, Alvarus, and that is why it is so empty and devoid of life. Only vicious monsters that seem to thrive in this strange place roam about, along with the curious traveler or two.
00
[ ]Feloin (9 sub-boards)
The land of the Dracoses, Feloin isn't fully settled, unlike the majority of the other continents. The tribes of Dracoses only live in one area of Feloin; an enclosed area surrounded by tall cliffs, leaving the rest as land for the monsters. However, they still claim that area to be "theirs", so it's not advised that Kylians make their presence obvious even when treading on the area outside of the tribelands. While the "Neutral Lands", as the tribes call them, are lush and green with abundant prey, the remainder of Feloin is not the same. The parched ground is only made wet by the hot geysers that spring up from the ground, and the entire land is riddled with huge cracks that are so deep, some Dracoses say that they lead to the Underworld. A single giant cave is the only thing that breaks the repetitiveness of Feloin, and a giant stone, vaguely resembling a Dracos lying down in a Sphinx-like pose, rests outside of it. Nobody goes near it. Nobody wants to know what lays inside its depths. Screams might be heard from inside, but there hasn't been anyone who's gone in there and returned.
00
[ ]Jaconis
The only continent on Dracostar whose inhabitants, as a whole, openly welcome change and modernization, Jaconis is home to the Doerons. They have small towns set up all across the continent that are all ruled by one large council of elders. This council eagerly welcomes explorers from other planets, and there's many who'll frequently bombard such travelers with questions about life on other planets and how certain machines work. They're hospitable, but there's still a great many who cling to the old beliefs and stories, saying that if their deities, the great Star Dragons, had willed for Jaconis to become like the other planets, they would have come down and told them so. Bands of roguish youth, fueled by the stories their parents told them, attack travelers going from one town to the next. Though so many of them are careless enough that it's easy for a determined police force to find and arrest them, there are many groups whose names are feared by any knowledgeable traveler.
00
[ ]Newland (3 sub-boards)
The land where the exiled Dracoses of legend escaped to, Newland is set apart from Feloin by a huge canyon. Several years after the exiled Dracoses were driven out of Newland, some of the tribes tried to settle here. Their efforts were futile, however; some kind of disaster would strike every time they tried to live in Newland. Sickness would plague the newcomers, storms would flood their homes, and prey would disappear without notice. Thus, it got the reputation of being a forbidden, cursed land. The continent itself has plenty of variety; deserts, mountains, forests and large lakes all have a spot somewhere in Newland. Its poor reputation has spread all over the galaxy, so very few actually go to Newland in spite of the mystery surrounding it.
00
[ ]Queetco
The abandoned "holy land" for all of the Dracostar natives. Legends say that Queetco was once a beautiful paradise for all dragons, but looking at it now, nobody would believe that. It is little more than a barren land, save for the caves that are home to some of the more devoted folk. There are rumors that evil cults congregate here as well, searching for the entrance to the demon world, where untold power awaits the beholder. The more optismistic Kylians hold fast to the belief that it's not a portal to the demon world that Queetco holds, but rather a portal to a faroff sanctuary for all good Kylians. Maybe they're just rumors spread by someone who wanted to believe there's more to this barren land...
00
Drio
[ ]Asolandar
"Insect infested" is a good way to describe Asolandar; the entire continent is populated by not only Kylians, but insect-like monsters. While these insects don't pose much of a threat and are actually caught for sport, it's an odd aspect of Asolandar all the same. As one might expect from a continent sporting so many insects, Asolandar is located across Drio's equator. There are numerous swamps and rainforests that are a perfect home to these monsters, and numerous towns around these areas hold competitions to see who can capture the rarest monster. The large cities on this continent are located far away from the natural habitats of the insects; destroying the insects would ruin a lot of the income Asolandar's tourist agency receives. The cities are often geared not only to support the continent itself, but also to the "Save Isea!" fund on the planet Kyrol and other charities, notably sending a good amount of Chrono to another continent on Drio, Mestreado.
00
[ ]Finido
Located towards the northern half of the planet, Finido is a surprising change in climate in comparison with the other continents. The majority of this desolate continent is covered in mountains, and because of its frigid conditions, very few actually live here. There've been reports of missing persons, of science exploration teams venturing into this arctic wilderness and being pummeled by a sudden meteor shower and the only remains of them lying within a newly-made crater. No one is sure why these meteorites seem to target Drio, or for that matter, Finido in particular, but the craters these meteors leave behind have shown a sudden increase in size, albeit along with a drop in frequency. The massive meteors only hit once every decade or so, as opposed to the much more frequent three or so each year it once was.
00
[ ]Mestreado (2 sub-boards)
An extremely dry continent plagued by constant wildfires. Scientists, after a lot of investigation, came to the conclusion that the plants on Mestreado release a flammable gas that ignites when a certain temperature and concentration is reached, and quite obviously, that both are reached fairly frequently. However, these plants do not grow atop the high plateau in the east and along the coast of Mestreado. These areas are densely populated, filled with Zauruses that refused to leave their home continent and scientists still observing the odd vegetation Mestreado has. Elsewhere, among the deadly plants, ruins of buildings that managed to survive the onslaught of wildfires stand tall among their burned neighbors. Only monsters call these places home now, and there isn't anyone who wants to reclaim these areas as their own.

The chemical the plants release is toxic in the high concentration that it often is at, and the government beseeches anyone who goes into the "wildfire zones" to wear gas masks and be prepared to fight off vicious monsters that are immune to the gases.
11on Nov 28, 2008, 1:39pm
by Karma
in Survival Shop
Kes Joshawk
[ ]Ryno
With unpredictable weather, Ryno can sometimes be a tough place to explore. There could be droughts that last for weeks and even months, but then there could be floods that come from week-long rainfall. There is a desert in the south that is barred off by a huge mountain range, making it only easily accessible by sea. This desert sports giant skeletons of now-extinct monsters, bones that some say become alive once more under the full moon. The mountains, continue the rumors, were put there to keep the monsters from wreaking havoc on the rest of the continent. The remainder of Ryno is covered in hills and rivers that meander through these hills, but nearby the mountains on the non-desert side, everything is completely barren and laid to waste. Once upon a time, this area was used as a practice area for Chrono usage. However, one of the spells backfired, and created a massive explosion that not only killed the practicers, but destroyed most of the area. Since then, everyone across the galaxy has been more cautious in inventing new spells and skills.
00
[ ]Woarth
Dotted with numerous lakes, Woarth's water and air are surprisingly pure despite the large cities that populate the continent. Some say that the planet Kes Joshawk is alive, and it is actively trying to preserve itself, and that is why the waters haven't turned black and the air is still fine to breathe. Forests, no matter how much they are cut down or burned, always seem to grow back. A tree that is cut down always seems to be replaced by three more in just several years. People use the strangeness of Woarth's environment as basis for a theory on the planets being alive; there is no way a nonliving thing could no exactly when and where to replace or purify something. Whatever the case is, the lakes of Woarth have attracted Kylians from all over the galaxy. They say that the waters can bring back memories long gone and foretell the drinker's future. The theory is disregarded by scientists, but it's a popular idea nonetheless, and the deus ex machina of many novels with amnesiac protagonists.
115on Dec 17, 2008, 5:26pm
by Mudd
in Swimming in Memories [...
Kyrol
[ ]Agaira
A popular spot for tournaments and competitions due to its flatness and easy terrain, Agaira is covered with fields of tall grass. Monsters that are more prey than predator lazily graze in these fields, ignoring the frequent groups of competitors that come to their home to race or fight each other. While these monsters are harmless unless provoked, one would do well not to cause a stampede of them. When one herd stampedes, sure enough, most others will follow. The rainfall is constant enough to support small groves of trees that dwarf even the tallest of Lightfoots, and some of them are so tall that it's quite a feat to climb to the very tops of them. For the most part, Agaira is mostly compiled of small towns located miles away from each other. Fortunately, for people unfamiliar with the area, a clearly-marked dirt path leads from one town to the next.
00
[ ]Isea
Only just recovering from a recently-ended war the Lightfoots and Darkrunners waged, Isea is not a very good place for outsiders to visit unless they come ready to help rebuild areas and preform tasks for the devastated natives. Though both sides have come to an uneasy truce, everyone is waiting for a new battle to break out, and are uneasily taking shelter in formerly-uninhabited areas in hopes of escaping the bloodshed. Once-proud cities lie in nothing more than ruins while scavengers feed on the corpses of the bombed citizens. Refugee camps are scattered everywhere on this continent, filled to the brim with survivors. Sadly, sickness often plagues the camps due to close quarters. Neither Zulone nor Agaira have sent in reinforcements; Isea was meant to break the long-held rivalry of Kyrol's two native races and prove that both could live in harmony with each other. Agaira refuses to help Lightfoots who tried to make friends with the Darkrunners, and Zulone absolutely will not send aid to Darkrunners that attempted to ally themselves with Lightfoots. As such, the only outside help Isea gets is from benevolent travelers who take pity on them. The entire continent has been destroyed by the war—trees that have stood for thousands of years have been reduced to nothing more than ashes, rivers are mixed with oil and blood, and the expansive fields that were the site of the first Darkrunner-Lightfoot cities are littered with corpses of the dead who tried and failed to reverse a corrupt tradition.
00
[ ]Zulone
In contrast with the primarily-Lightfoot Agaira, Zulone is mostly home to Darkrunners. Fields of crops and orchards bearing fruit cover most of Zulone; the soil is extremely fertile, allowing innumerable plants to grow well with ease. It's with these fruits and vegetables that many medicines are created on Zulone. Most common medicines across the galaxy are made right in Zulone, or were first created there. Almost all of the population are composed of farmers who collect in villages to sell their surplus and exchange tips and goods. Of course, where there's crops, there are raiders, both Kylian and monster. Consequently, there are numerous requests made on the internet asking for people to hunt down these pests. Some farmers even take it into their own hands, assembling in large groups and keeping monster populations just low enough to keep them from seeking food in their gardens and fields, but high enough not to make the monsters endangered and thus illegal to kill. Zulone doesn't have many huge cities, but all the same is an extremely prosperous continent.
00
Larot
[ ]The Portal Field
While everything else on Larot is barren and completely devoid of life, save for the numerous trees, the Portal Field is sometimes bursting with activity. Kylians make stops to Larot to cut down on travel time, as Larot is home to the most stable portals in the entire galaxy. Gazing into the portal will allow you to see the place you'll be warped to if you stepped into it, so it's advised that you familiarize yourself with where you want to go before heading to Larot. Some good citizens courteously put up signs in front of the more stable portals stating where they go. Of course, there's always the ruffians who vandalize these signs, switch around the signs, or erect their own signs—therefore, it's a bit hard to tell if a sign is truthful or not, and most choose to ignore the signs entirely for their own safety.
55
Lyzots
[ ]Okïosu (1 sub-board)
A temperate continent, Okïosu's weather is never in any sort of extreme. It's not blisteringly hot and humid like Tasar can be and is never frigidly cold, but rather is always at around the same moderate temperature. Typical deciduous forest vegetation can be found in large clumps, only to abruptly end in places due to deforestation. Okïosu has numerous caves beneath its surface, the entrances of which dot the entire continent. Monsters lurk inside, but so do stories of treasures and innumerable hunters trying to find these for themselves. All in all, Okïosu has the potential to be a relaxing place for someone seeking nothing but peace, but nobody has exploited this potential, and instead have tried to exploit whatever riches Okïosu has hidden away.
00
[ ]Tasar (3 sub-boards)
The beautiful jungle continent Tasar, complete with several small islands off its coast, has innumerable beaches by the seaside, and the lovely, warm,-all-year-round weather makes it a popular vacation spot for tourists. However, the real draw-in is the deep jungles that dot the inner parts of the continent. Regular towns are found only along the coastlines, and the jungles have remained mostly untouched for hundreds of years. Daring explorers enjoy trekking into its depths, and they're often well-rewarded with what they find; rare fruits and materials, and powerful monsters. The Tasar History Preservation Act (THPA), however, would politely request that visitors do not destroy any parts of the ruins they find out in the jungle or take items from the remains of the ancient civilizations—otherwise, they risk punishment. And by punishment, natives joke that you'll get fed to the sharks if you disobey the rules. Nobody's quite certain what the penalty really is, but not many really care to find out.
118
Mioura
[ ]Colossus Island
A rather large island; almost anyone who has ever set foot on it hasn't lived to tell the tale. Hulking stone giants prowl the waters around the island, making it impossible to get there by sea. Landing on the island is also impossible; one crew that attempted to do so was attacked by a bird-like giant that flew towards them. Some rumors say that the last of the Precursors live here, and that the stone giants protect their home from being invaded by the now-advanced galaxy, but it's never been confirmed or denied, of course. Satellite pictures of Colossus Island reveal it to be a primarily-desert landmass with several snow-capped mountains in the center that serve as the sources of the large lakes nearby. Nobody goes on Colossus Island, and nobody but the stone giants come out of it.
00
[ ]J'airfora (1 sub-board)
Though not sporting as many ruins as its "cousin", Ruena, J'airfora has its own fair share of history. The entire continent is fairly safe for the average traveler, given that there are more settled towns than the temporary campsites of archaeologists on J'airfora, and a significantly less dangerous monster population; most of them are fairly harmless and only come out at night. The real draw to J'airfora, however, aside from the easy life a veteran traveler might find on it, is its bountiful supply of information. There's always someone on this continent who knows about what you're looking for; J'airfora is the leading authority on monsters. If you're looking for information about them, J'airfora is the place to go.
11
[ ]Ruena (2 sub-boards)
Studiers of history flock to this ruin-covered continent in search of old tablets and remains of long-gone civilizations. Among the strangest of them all is the "Dokani Castle", a mighty fortress located on a small piece of land surrounded by a lake in the north. It was once the center of a vast empire, and old tomes tell of a cruel empress that ruled it. The castle is abandoned now... or so everyone believes. Rumors circulate everywhere about it being populated by spirits of the castle's former occupants, and of ghastly creatures taking up residence within. However, almost everywhere you go in Ruena, every civilization bears the same warning in some shape or another...

"Stay away from Dokani Castle!"
00
Nicta
[ ]Deonrei Archipelago
A chain of islands off the coast of Rilesia. The islands are a popular surfing spot for its huge waves, but only for the brave-hearted. Deonrei's waters are not like tropical waters found on Lyzots; these waters are cold, though not so cold the surfers risk hypothermia. Others come to Deonrei to see its active series of volcanoes, which formed the islands themselves. Away from the volcanic areas, pine trees populate the lands, and has given the islands the nickname "Evergreen Islands", or informally to the natives, "We Are Pine Fresh!"
00
[ ]Mantora (1 sub-board)
A large land mass with very few cities on it, Mantora is instead mostly covered by natural environments. Rivers meander through groves of trees and large hills give way to massive valleys that provide a spectacular view of the land down below. For the most part, the Kannars are in control of Mantora, though they do allow visitors to their land. As long as the tourists don't interfere with their rituals and refrain from over hunting the monster population, the Kannars see no problem with them. The monster population of Mantora goes largely unchecked, making it an ideal spot for adventurers to seek out new monsters.
00
[ ]Rilesia
A stark contrast with Mantora, Rilesia is primarily industrialized to support the global economy and supply tourists with somewhere "civilized" to stay. There are several national parks to preserve some of the unique wildlife and vegetation the continent has as well as to attract nature-lovers, though there are definitely more cities than there are parks. Many Kylians on Nicta move to Rilesia in hopes to get lucky and win big in the cities. However, like with all cities, there are more tales of failure than stories of success. Monsters have adapted to the citylife as well, usually found rooting through discarded trash and marking out territory between towns.
00
Olaka
[ ]Jerro (1 sub-board)
An arctic wasteland, almost completely devoid of any sort of plantlife, though it makes up for this with its monster population. The lower parts of Jerro sport numerous caverns and camps set up by researchers and explorers, but the higher lands are really the dangerous areas. The fact that there is little to no shelter up there, and that some of the most vicious monsters in the entire galaxy live in the highlands makes it deserted, only the most daring of the brave and reckless venturing into these vile lands. Jerro is, overall, mildly dangerous for the natives and those who know how to survive its harsh climate, but a deathbed for the unprepared.
00
[ ]Vessi Ocean
While Jerro is large, it does not take up the entire planet. The frigid waters of the Vessi Ocean is the other half of Olaka, and supports a huge aquatic ecosystem. Massive whale-like monsters prowl the deeper parts of these waters, seemingly always on the hunt for food. They don't attack without reason, but they have been known to accidentally buffet some submarines around. The arctic water life is a real draw due to the fact logically, there shouldn't be so much life down there. However, the Vessi Ocean is just as populated as any other planet's ocean, perhaps even more so.
00
Sigzlor
[ ]Doom Island (1 sub-board)
An island vaguely shaped like a skull given its name by Morphing Monster settlers who wanted to keep their persecutors away with tales of the misfortune that befell anyone who stepped on the cursed soil of the island. It worked, too; the original inhabitants of the island went undisturbed for years upon years, during which they established cities and new traditions. While virtually everyone now knows that the stories aren't true, there aren't many tourists to Doom Island all the same. It might be because the island has a large Morphing Monster population in addition to several hundred Wolfgangs and Edath imps, races that innumerable Kylians are uncomfortable around. Most of Doom Island isn't dangerous, though you can get the odd deadly monster or two every so often that are quickly put down by local officials.
16on Nov 7, 2008, 4:11pm
by Mudd
in This reeks of failure!...
[ ]Ossus
Home to giant beasts, Ossus is full of rough-and-tumble hunters that travel across the land in pursuit of these massive monsters. Their size is on par with Mioura's stone giants, but Ossus's giants are in no ways invincible. At the same time, they aren't easy to kill, either. Defeating these monsters yields a massive amount of Chrono, and those who have been in the giant-slaying trade for a long time claim it to be the most thrilling sport in the entire galaxy. The gargantuan monsters are usually guarding some kind of treasure, so it's a profitable sport to those who can actually succeed in it. Hunters gather in pubs almost every night to discuss their kills, trade weapons, and try to snag requests for their services before someone else does. The cities and towns of Ossus are often under attack from these giants, so it's no wonder hunters flock here from all other the galaxy.
00
[ ]Petria
Home to a variety of monsters, Petrians often hold competitions to see who can raise the strongest monsters and win in a continent-wide tournament. This competition, aptly named the Petria Monster Hunting Competition, begins at the beginning of every other year. Potential competitors register in Rossdon, a huge city where the actual tournament at the end of the year takes place. After this tournament, the next competition is planned during the following year, and actually happens the year after that. Mini-tournaments are held during the competition and between competitions here as well, and are typically a huge success. Many Kylians who grow up to be famous monster hunters find their beginnings in Petria. Be careful if you come here seeking to capture a lot of monsters - even when the competition isn't going on, some citizens who plan on joining it are rather protective of the monster population.
00
[ ]Raseena
Raseena, about a hundred years ago ago, was decimated by a massive war that was created from the racial tension from the Morphing Monsters and the Shape-shifters, forcing members of other races to pick a side or be completely wiped out. The war destroyed cities, records of past conquests, took the lives of storytellers, and killed off most of the Kylians who actually had heard the tales of their ancestors. Consequently, most of the continent has lost its history, and only has a recorded past from the last hundred years. The few remaining links to Raseena's past are heavily guarded and documented by descendants of the war's survivors. Some are divided on the issue of trusting others from different planets or even from just another continent; if they allow free passage to these aliens, Raseena will lose what little uniqueness it has left in its culture, which in turn links back to its shattered past. However, allowing Kylians from elsewhere might mean they could help them find new ruins and rediscover what they lost a hundred years ago, and it'd enrich their culture all the same. This conflict is very apparent in cities; some will shun non-natives, others will welcome them with open arms. Careful you don't wander into one of the former.
00
Streeg
[ ]Gakai
The majority of Gakai is below or at sea level, rarely going too much higher in altitude. It's described as being flat, but that's rather far from the truth. Gakai is full of hills and changes in altitude - they just usually don't exceed sea level and tend to go lower rather than higher. Most of the freshwater finds its source in massive, now-melted glacial deposits that dot the entire continent. There is one area with solid bits of the glaciers still remaining, aptly named Glacier Hills, but it's been melting steadily over the years and is not as big as it was even ten years ago. Though Gakai is mostly known for its glaciers, the beaches are actually quite nice and an ideal place for fishing, given that the waves are rather calm and never too large, just like the monsters.
14
[ ]Kylia-Shra (1 sub-board)
Known for its history of bad kings that weren't necessarily corrupt, just stupid in some way, Kylia-Shra is often the butt of many "bad government; going to turn into an anarchy in five minutes" jokes. The countries have tried numerous set-ups in the past; some have tried to vote in good officials who seemed to undergo a sudden decrease in intelligence once voted into office, others attempted to just have the cities and towns rule themselves without any country-wide government and ended up with an entire slew of people who didn't know what they were doing. While this doesn't make Kylia-Shra unstable, per se, it just makes things different in the political sense virtually every time you go there. The everchanging politics aside, it's an interesting place to go to. The freshwater ponds are a home to an abundant source of aquatic monsters, and many of the plants that grow on Kylia-Shra are potent medicines. In the northwestern area, there is a large mountain that has never been successfully climbed. The mountain, due to the swift death most potential mountain climbers undergo when they attempt to scale this mountain, is known as Devil's Mountain. Some travelers stay around the snowy base of it to hunt monsters and collect things left behind by the dead climbers, never venturing any higher for fear of what will happen. A little rhyme of sorts is known by most everyone living in the area, and it's one they recite to Kylians who consider trying to climb the unclimbed mountain.

"Climb Devil's Mountain? Let's see you try!
But I won't shed a tear when you die!"
00
Tumoria
[ ]Cheshira
"Cheshira has two layers," say veteran explorers. While it may seem like a moronic thing to say, it's completely true. Rich with a history in piracy, Cheshira has coastal ports all over that have underground criminal organizations everywhere. Everyone knows they exist, but nobody bothers to do anything about them. They usually stick to killing each other and don't attack Kylians not involved in their "turf wars". Pirates still anchor their ships in the harbors, freely displaying the fact that they plunder and steal. However, its huge tolerance of criminals is not the only thing this continent is known for. Cheshira also has a huge network of caverns lurking underneath the surface with the entrances to them all over the continent. The pirates once hid their treasure in these caves, battling each other for rights to certain areas, and despite the years of spelunking, there is still plenty of treasure lying unseen in the caverns. The caves are filled with gems, but also some vicious monsters that loathe having their homes disturbed. Some monsters even feed off of these gems, and will defend their food with vicious attacks. It's advised to go with a large group when exploring Cheshira's caves.
210
[ ]Quiala
Also called "The Floating Island," Quiala is a small landmass suspended in the air. Contrary to popular belief, the island rotates with Tumoria due to the laws of inertia and cannot be found in a different place every time one goes to it. It is always hovering above a peninsula located on Cheshira's northern coast, and because it's not such a high drop down, some actually will parachute down there instead of taking the "aerial bus" that goes between Quiala and Cheshira. Bird-like monsters make their nests in burrows the bottom of Quiala, taking advantage of the fact that very few others can harm them there. Massive cities, some of the largest and industrial in the entire planet, reside on this continent. Quiala is the leader in most Chrono-driven technology, and consequently, most aspiring builders of such machines venture to Quiala in hopes of getting some kind of amazing education or boost to their career.
00
Ultimaru
[ ]Capin (2 sub-boards)
The smallest of Ultimaru's continents, it ironically has the greatest population due to the remainder of the continents being extremely hard to inhabit in comparison. The majority of Capin is covered with wastelands and mountains like the others. The famed 'Chrono Desert' is bountiful in a source of Chrono, and stretches over about half the continent. However, the eastern areas are fairly lush and rich in natural resources. The soil actually allows things other than cacti to grow, a surprising change from the rest of Capin's mostly-infertile ground. Natives are very careful in preserving this section, as destroying it would essentially kill any chances they have of continuing to live in Capin.
00
[ ]Delind
Located precariously on multiple tectonic plates and stretching across the majority of the equator of Ultimaru, Delind is subject to innumerable natural disasters due to the bad combination of location and just plain awful luck. Earthquakes are all too frequent, as are tsunamis and hurricanes. Explorers to Delind, after being constantly advised to not go in the first place, are cautioned to stay away from the mountains - most are active volcanoes that could erupt at any time. The area around the volcanoes are decimated, nothing more than leftovers of the last eruption. It's a good place for harvesting obsidian and trying to commit suicide, but that's about it. Delind is proof that Kylians can't overcome nature, no matter how advanced they may be. The natural world is powerful and merciless, as are many of the monsters living on Delind. Only the strong survive here, and natural selection has not been kind to the monsters. The only remaining ones are vicious and perhaps even a little crazy; there have been reports of monsters trailing after explorers and stowing away on whatever vehicle they came to Delind on. Maybe even the resident monsters realize that this is a bad place to live in and want something better.
00
[ ]Isafar
Large and dry perfectly sum up Isafar, a small island located on Ultimaru's equator. It's only able to sustain monster life due to the huge rainstorms that happen every so often that completely drown the unprepared. Isafar slopes as you go in further; it is, essentially, a giant bowl. The coasts are fairly habitable, as they don't fill up with water like most of the island does. It's this area that prospective settlers duel with the native monsters in a competition for the best living spots, and it's not too uncommon for the settlers to hire trainer monster hunters to exterminate the pests.
00
[ ]Mantai
"Do not go on Mantai," warned a member of a disbanded party that had attempted to colonize the continent. "Seriously, if you value your life, don't go."

Mantai is a nice, bountiful continent. The rivers are pure, the forests grow freely, and cute little rabbits bound about in fields of flowers. So why hasn't anyone tried to set up towns here? It's because of the resident monsters; the commolfs. The commolfs take anyone prisoner who sets foot on their land, and while they may seem like they could be a race of Kylians rather than monsters, given their intelligence and ability to make use of tools and even speak, they are not a recognized race due to the collective barbarity of them. Very few who are taken prisoner are heard from again for several years, and then they are simply found wandering around Capin, heavily traumatized by the years with the commolfs. No one is quite sure what the commolfs do to the Kylians they capture, as their victims seem to have almost completely forgotten what happened to them, but whatever it is, it's enough to keep huge amounts of others from trying to take over Mantai.
11
Outer Galaxy
[ ]Outer Galaxy News (1 sub-board)
News regarding the Outer Galaxy is posted here, organized by planet.
00
Rolokus
[ ]Almetrion
Though hardly a very fertile area, given its vapid geography and lack of huge forests, Almetrion is home to the majority of Rolokus's tribes. Urged on by pride, they refuse to surrender and give up the land they currently hold, even if it's not that great of a territory. Most of the territory the tribes hold have caverns in them, which is probably the second most important factor in deciding what territory to battle for. The most important factor are the sparse and small rivers. There are fierce battles waged for these few in number sources of water almost daily. The tribes compete not only with each other, but with the monsters that are just as territorial as they. Fortunately, this abundant supply of monsters means a constant source of food, but of course, the tribes will often call others out for hunting on "their" territory. It's a chaotic land with battles for survival, and it doesn't seem like anyone is going to come on top anytime soon.
00
[ ]Filance
It is said by the residents of Filance that the gods appeared to them and promised that in return for never ending prosperity, they would have to never turn against each other. The promise, of course, was taken up; most of the Rolokians on Filance were runaways from the terrifying wars on Almetrion and Nephos, or were descendants of such escapees. They lived in peace... for a time. The landbridge that they had come on was found by the tribes still on Almetrion, and when they discovered that such infidels had polluted the pure blood of their race or were willing to live side by side with their bitter enemies, they instantly attacked the peaceful people. Anyone who didn't submit to the tribes was killed or taken prisoner. Years later, the invader tribes on Filance have to defend themselves from not only renegades that want the tribes to leave their home, but other tribes from Almetrion who want to expand their territory into the more bountiful land of Filance.
00
[ ]Nephos
Separated entirely from the smaller continents Almetrion and Filance, Nephos has a surprisingly similar conflict to both. The original inhabitants of Nephos, it is said, walked across a frozen ocean (or flew across, in the case of the norvu) to get to Nephos. The tribes, while they don't hate each other as Almetrion and Filance's do, are still greedy and seek only to expand their territory across all of Nephos. Alliances, while they're formed, are uneasy and are typically broken when one side thinks the other has broken it already. Abundant in forests rich with fruit and tranquil rivers that calmly meander across the land, it's no wonder that everyone wants a piece of Nephos, but some of the more philosophical folk often wonder why such desires have to end in battle.
00
The Internet
[ ]G.A.W. Real-Time Internet Chat
Made by a company called G.A.W. Inc., the G.A.W. Real-Time Internet Chat (or GRIC for short) is set up so someone on Olaka, for example, could talk to someone on Ultimaru. If you want to get technical, there's innumerable towers set up all over the planets that use Chrono to transport radio signals faster than the speed of light. The program is free to use, due to the fact Arplakoon itself funds the company and there's a ton of sponsor ads on the homepage.

Features include: voice-chat, webcam compatibility, easy signup, and private chatrooms.
428on Dec 18, 2008, 8:16am
by Foley
in Reasons I don't use th...
[ ]Requests (1 sub-board)
A sizable, prospering internet site that anyone can post requests for anything on. Whether it's a request for someone to hunt or capture a monster, an item, advice, or a traveling companion, anyone can make any sort of request, though some of the more uptight members of the site don't take kindly to people who joke around and mess with the system.
1517on Nov 18, 2008, 4:19am
by Pir8
in Fighting Demonstration


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