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Welcome
Information

Welcome to the World of Arca. Our wonderful staff has worked long and hard to get the site up and running again, and I hope you find everything you're looking for in an RP site right here. If you're new to the World of Arca, be sure to check out the Player Rules and Guidelines before creating your character, and if you have any qustions, there is a forum for that too. And, you see that fancy box at the top of the page? That's the cbox. Register with chatango (-.- sorry), introduce yourself, and chat with fellow Arcanians.

Here is a list of useful links to get you started.


The Rules
The History
The Map
Character Information

So, Welcome to Arca, make yourself comfortable, and enjoy your stay!
~Zephyr Amarez & Elamente Divano Taro

Credits
Applause!

Skinned by kismet of RPG-D
Pips by Klomonx of RPG-D
Banner by Evans of RPG-D

Welcome back; your last visit was on May 24 2013, 02:40 AM
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General Announcments
This is where everything you could possibly need to know is posted. This forum includes both IC and OOC announcements, and it is updated fairly frequently, so check up on it as often as possible.
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Help and Suggestions
If you have a question or a suggestion, it can be posted here. Please do not post to complain, and it is suggested that you read the Rules and FAQs thoroughly before posting here with a question. It is guaranteed that someone will notice and promptly reply to your question/suggestion.
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Player Rules and General Guidelines
This is where you can start your exploration of Arca. Character Creation Profiles, RP Rules and Guidelines, and all things related to Arca, in and out of character, are in here, so you can start RPing as soon as possible.
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Introductions
Here you may introduce yourself to the community. It's always a pleasure to see a new face, so don't hesitate to make your presence known. We don't bite that often!
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Chat
Here you may relax and casually chat with fellow RPers. You may chat about whatever you wish, so long as it complies with the rules of Arca.
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Character Related
The forums here are for RPers to create and post their characters, so they may begin their adventure in the world of Arca. Remember to read the Rules and all Character-Related Information before creating your character!
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The Books of Arca
Here you can find information regarding the past, present, and future of Arca. Contained is only a fraction of the secrets kepts in Royal Memories, but a collection of legends and histories told by travelers and historians from all across Arca.
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Quests and Jobs
Here you may find quests and jobs offered by staff members or fellow roleplayers.
Please read the Quests and Jobs Guidelines before posting.
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RP Requests
Here, you can request roleplay topics, scenarios, or plans. Any other OOC chat here will be deleted. Forums moderated by Ciraxis.
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The City Owlin
Owlin City is the capital of Falasthria, and probably the best known city in all of Arca. It is the home of the humans, and is usually bustling with activity. Merchants, beggars, and gentlemen crowd the streets of Owlin, and everybody has a purpose, granted enjoying the beautiful elven-inspired architecture is a purpose! Owlin is generally unaccepting of evil, though some are able to slip off the radar, and some of the more corruptible guards can be payed off. Rumor has it that the city was originally a small elven village long before it was claimed by men.

The city is located in the southern end of Falasthria, directly south of the Temple of Light, and west of Fazzen. From the outside, Owlin look rather plain, but as one enters, a complex system of streets and alleyways is laid out before the traveler. A castle is located in the northern end of town, but none are allowed to enter.
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The Temple Of Light
The Temple of Light is the sanctuary to priests and nuns who spend their days immersing themselves in the cast libraries contained within. The great structure is build solidly of white marble, and gives off a glorious luminescence that bathes any nearby landmarks in its divine glow. The grounds around the temple are holy, so very few evil may muster up the courage to wander near. Hereos pass by, often times for quests, and give whatever aid they can for this holy palace.
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Fazzen Village
A small, sleepy village in southern Falasthria. Despite being rich with heritage as well as natural beauty, the town is relatively peaceful, and maintains a smaller, less busy population. Because of its proximity to the forest lands to the east, it is occasionally raided by groups of goblins and other lesser monsters. As Fazzen is home to many war veterans, these attacks are never successful. It was here that the most famous hero, Taro Raffen "Divano" Taro, was born, and where his gravestone is located.
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Libra Village
This large coastal town is built on hilly, rocky land. It is home to most of the gnomes and halflings in Arca, and the village, as well as most of the surrounding area, is covered in rich farmland. Most valuable here are potatoes, yams, carrots, and lettuces of various shapes, colors, and sizes. The city is also known for its advanced technology, thanks to the ingenious gnomes, though most of their effort goes towards agricultural advancement.
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Sonit Forest
Sonit forest is known best for the local clans of Wolven. The Wolven are, naturally, more civilized than the wolves, so they tend to avoid conflict, unless an adventurer happens upon a den. The Wolven are especially ruthless in battle, so caution is strongly advised when traveling the woods alone. Goblins and lesser fey-folk also wander the woods.
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Mount Krajal
The largest mountain in Arca, Mount Krajal is also crawling with monsters. Krajal was once a volcano, but in the thousands of years it spent inactive, it is seemingly cooled down, and there doesn't seem to be a crater present at the top. Within the mountain exists a massive expanse of tunnels and caves, working its way deep into the core of the ancient volcano, where molten lava still bubbles, waiting for seismic activity to set it loose once more. These tunnels are home to goblins, ogres, and trolls, hideous cave-beasts who squabble endlessly over the same bleak territory, fighting over the same bony meals, and serving the same vile, unknown master.
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Western Guard Tower, "Prophecy Gear"
The guard tower here is on a flatland, in which the tower has a 50x50 feet base, and is 30 feet tall, ending at 48x48 feet at the top. The base and the crest of the tower are round like wheels, as the column (the main proportion) of the tower is rectangular, interconnecting with the two 'wheels'. There are two much smaller towers on all four corners of the tower; the North, East, South, and East tower. The east tower has a stable, the south tower has an armory, the north tower has the sleeping quarters, and the west tower has the commander's special sleeping quarter. The top of the MAIN tower has multiple emplaced catapults.
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The Temple Of Earth
The great Temple of Earth exists partly below the surface of the earth, built partly into an abandoned dwarven mine. It is mostly run now by elven priests, who usually feel more than slightly uncomfortable in the crowded dwarven tunnels.
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Khörul City
Years after the great war of the 10th Passing, Dim City and Which City were thrown into civil war. The defeat of the Orcs in Arcania crushed the alliance that the two cities of evil had forged, and soon, the undead swarms of Dim City launched attack after relentless attack on the weakened Witch City. Eventually, Malkiz the Wicked, a Devil, and an impressive leader, united the cities, and Dim City was reconstructed, in order to house the living. Even now, much racism exists in the united city, and the living are often segregated from the undead, and barred from many social opportunities, such as voting, council positions (there are exceptions here), and many jobs.
This is a city of rogues and knaves, of death and deceit. This is Khörul.
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The Temple Of Fire
Two grand gates seem to wave with the intense heat due to the heat behind them that slips out the cracks of the doubled door gate. These gates are positioned in the side of a black mountain the spews forth lava down the northern slope. It looks as it it would take a dragon to pull forth the gate; however, it is cracked open to allow passage for travelers in and out. The opening of the crack is ten feet wide while the door fully opened would be fifty feet wide. When approaching the open door, travelers can feel an immense amount of heat coming from the inside of the volcano. The doors of the gates themselves have an ancient inscription upon them made by the Fire God Himself.
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Trollowe Village
An orcish village who got its name from a great Orc King. It is rare that the brutish, stupid orcs band together and form anything remotely similar to a government, but when they do, the outcome is generally terrible. Most of Zahalen's eastern coast is controlled by the orcs, and their influence stretches south to Oceanrest Village, and North to Khörul.
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Oceanrest Village
A coastal village inhabited mostly by humans and dwarves. It is one of Arca's only above ground dwarven cities, and features architecture unique to the surface world. For this, it is a great marvel, and a massive center of Zahalen's commerce. Popular trades are jewelry, decorative items, and other such things in return for food, alcohol, and the mending of their weapons and armor by the blacksmith here. Sometimes they sell gems for coin, but this is extremely rare due to their love of gems.
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Iorinn
A great dwarven stronghold built into a mountainside. The city is mostly underground, and connects to tunnels leading to other dwarven cities, as well as many mines. The dwarves were well aware of how rich with precious ores and jewels the surrounding area was when the city was founded, and for it, Iorinn is easily the richest state in Arca.
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Rastar Forest
A large, deep forest. It is mostly safe, though rogue goblins wander the deepest parts of the woods, searching for a meal, or a shiny trinket. Although it's mostly safe, it's best to watch your back here.
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Agon Fortress
A massive, dark Fortress built upon a large hill at the very center of Khörul City. At one time, this fortress was controlled personally by Darkaya. However, she left the fortress to her right hand man, Shakh Burgûl, when she left to wander across Arca.
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Dungar Fazra Mount Temple
A temple that is taken by beasts and other creatures. It was once a great shrine built in order to defeat the encroaching Fire Elementals, but now that it has been captured by monsters, it has become a place of great evil. It is best not to enter here alone, though many adventurers have been foolhardy enough to enter, blinded to its dangers by the promise of great reward, the secret of the Flame Element that it hold.
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Mellryn Tal
This is the forest city of the Elves of Arca. The city contains shops, pubs, and inns, and is contained within a large forest. For those who seek it, but do not know the exact whereabouts, this city is impossible to locate. However, many strangers lost in the woods have wandered into the city unknowingly.
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Eastern Guard Tower, "Hillcrest"
The tower's name is precisely what it is. It is a rectangular tower which is at the crest of a tall hill, giving the advantage of height. It is wide at 20x20 feet at the base, and narrowing to 10x10 feet at the top. It has bunkers surrounding it with ballistae, and weapons caches in the tower. It is more of a supply tower, and for that, there are many more guards at the Eastern Tower than at the Western or Southern tower.
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The Temple Of Darkness
A great temple built to honor the Goddess of Darkness, Darkarya. Vile priests wander the halls, twisted in mind and, usually, in appearance. Terrible cries of pain can be heard while wandering the hallways, and images depicting the summoning of demons, the creation of necromancy, and self-flagellation hand crooked in the hallways, adding to the dark, abhorred atmosphere.
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Kana Village
This small blacksmithing and fishing village near the coast of the Rokugan Empire is virtually self sufficient. Several times a year, during the spring, people travel by horse driven carts to sell their works of art such as swords and other weapons, as well as fish and other types of seafood.
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Nerune Village
This is a town of samurai and the Bushido code reins supreme in this place. Here law and order are to be abided by and anyone who does not wield a sword or live by some code of honor is usually watched with suspicion but not cast aside completely. There is a bar here called "Sakura" which sells a wide assortment of liqors that most would consider exotic. (Lawful characters or those with a code of honor do better here)
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Shiraiyuki Village
This village far up in the mountains near the peaks where it almost always snows. It is extremely cold here on a regular basis and warms only for one week during the spring. They are renowned in their works of art and their livelihood relies on that very creativity. Those who appreciate beauty and purity do well here. There is a foot path where one may reach the village if they wish and horses can be rented to make the trip faster.
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Salmo Village
This village is between the forest and desert, therefor the villagers are used to both terrains. In the village live humans, elves and even nomadic dwarves. The dwarfs travel mostly through the desert as merchants, while the elves hunt in the forests. The humans, naturally take care of trading relations between the villages and Sirius City.
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Myamal Forest
A great forest thriving with avian wildlife, especially eagles. Thousands of eagles, of several species, inhabit the vast woods, and they are generally undisturbed for the peacefulness of the region. It seems their habitats are becoming more and more encroached upon, however, for orcs and goblins have been spotted by rangers throughout the woods.
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Vigilant Wood
One of the most dangerous places in all of Arca. Because of all the magical energy that was released in the war 10,000 years ago, the woods have become alive and the creatures of the woods have been abominated in ways no mortal could comprehend. They are no longer peaceful fauna, but twisted hybrids of different animals; Chimera. This is a region thriving with Rime Elementals, as well, so take deep caution if you plan to enter the Vigilant Wood.
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Talerii Desert
A desert on the eastern coast of Aranthia. It is barred from the rest of the continent by a large mountain range called the Chain of Isolation. It is inhabited mostly by nomads and thieves, most of whom are descendants of the once-powerful Phellian race. Many merchants, mostly human, dwarf, or both, also roam the shifting sands, usually towards the same destination, Sirius City.
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South Guard Tower, "Bullflank"
The Aranthian guard tower is a tall and narrow tower with a spiral stair case going up to the top of the tower, of 82 feet. At the top is a protected metal shell with mounted ballistae. The tower's walls have rectangular, professionally crafted holes in which ranged personnel can fire at all sides of the tower. There are a few rooms at the bottom and middle, where cots and tables are placed. At the top room of the tower is the current commander's room, in which it is essentially an armory.
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City of Sirius
The "Mystical City of the East", welcome to Sirius. Due to being the only city with a port, many seafarers, not excluding pirates and vikings, come and spend their "hard earned" money on real ale and meal. The city, unlike any other, is located in the Takerii desert, so the people who live here are mostly tanned.
Sirius is a city of great magic, and it is said that no child in Sirius is born magically incapable. By the age of 18, every Sirial man and woman has knowledge of many simple spells to help them with their daily tasks.
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Oblivion Palace
A great palace believed to have been created by the Goddess of Wind. The Oblivion Palace, if constructed by mortals, would have taken many hundreds of years to complete. It once stood tall and proud, the center of a great empire of ruthless conquerors, but now lies nearly in ruin. This Dungeon was abandoned in its prime, about seventy years ago, because the magic that held the Palace together was coming undone. It still has many working elevators and turbines, kept running by Ancient Rune magic, but because the runes are old and wearing, the magic is unstable, and the great machines that once made the Oblivion Palace the center of a New World are falling apart. The Palace has become home to many Monsters who decided to make their habitats in the Palace and became addicted to the Ancient Magic that held it together. Somewhere in the Oblivion Palace lies the mark of the Wind Element, find this item and you will be granted an ancient power. It is recommended that this Dungeon is attempted with no less than four well prepared players.
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The Temple Of Wind
Nestled within the Takerii Desert is the Temple of Wind, which is said to have been crafted using Wind by the Goddess herself. The temple is crafted of a mixture of stone, although white proves to be the most in appearance, for the Goddess speaks that white is the color of the wind.
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Ossictol Village
"We shall name our village Ossictol to honor our fallen Viking brother."
Ossictol, once known as Brandguard, is in the northern part of Aranthia, and it is here that the Vikings live. Many come here but do not return. Rumor says that the people here kill the travelers that come and use them as bait for the wild animals.
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Chain of Isolation
A great chain of mountains that stretches from north to south across Aranthia. This rocky, lifeless range separates the Takerii Desert from the rest of Aranthia, as if dividing life from death. To the east, lies the vast shifting sands of Takerii, and to the west, the hilly Aranthian Highlands.
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Public Archives
This is where all the old topics from the original World of Arca are stored. Here you can read and reminisce, or you may get a little more information on old Arca, and some of Arca's history.

Note: Some of the Lore/History/Geography may be outdated, and it is not to be too heavily relied on.
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Arca's Shop
Come inside to find all sorts of items available for purchase. Weapons, armor, magic, familiars... They're all here!
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