
A vast ocean world where land is scattered across millions of islands, each home to unique races, cultures, and customs. Technology mirrors Earth’s Age of Sail—gunpowder, galleons, and ironclads rule the waves. Merchant guilds, naval empires, and ancient orders clash for control of precious trade routes while the world government controls everything from the shadows.
Played | 20 times |
Cloned | 0 times |
Created | 26 days ago |
Last Updated | 7 days ago |
Visibility | Public |

Ancient Artificer
The Ancient Artificer is a master of the lost Arenkai craft, blending arcane ingenuity with ancient technology to create powerful constructs and forgotten magics that manipulate time and matter.

Shinobi
A master of stealth and agility, the Shinobi excels in covert operations, using ninjutsu techniques, swift strikes, and shadow manipulation to outmaneuver and eliminate foes silently.

Samurai
A disciplined warrior who combines martial prowess with a code of honor, excelling in swordsmanship and tactical combat to protect their allies and uphold their ideals.

Naval Marine
A Naval Marine is an elite combatant trained by the world government to excel in maritime warfare and boarding actions, combining tactical prowess with adaptability to both shipboard and coastal combat scenarios.

Summoner
A master of monster companionship, the Summoner trains and commands a variety of creatures to aid in battle and exploration, blending tactical prowess with mystical bonds.

Grappler
A hand-to-hand combatant who channels raw strength through a unique martial arts style, excelling in unarmed grappling and overpowering foes. Gains combat bonuses when fighting without armor or weapons, relying on sheer physical prowess and technique.

Pirate
A versatile swashbuckler who learns and adapts abilities from other classes through teaching, blending combat prowess and cunning to dominate the seas and beyond.

Artificer
A master of invention and arcane craftsmanship, the Artificer blends magic and technology to create powerful gadgets, constructs, and enhancements that aid allies and confound foes. Technology created is limited to pre-1800 Earth Technology.

Aurum Mage
Aurum Mages wield Aurum Magic, a unique battle magic where spells are purchased from Mercantor, the God of Business during level-ups, negotiating two new spells each time. Once bought, spells become permanently usable, with effects and costs varying based on the divine bargain.
Wizard
Learned mages who study and cast spells from spellbooks.
Warlock
Spellcasters bound by a pact to supernatural entities.
Sorcerer
Innate spellcasters with magical bloodlines.
Rogue
Stealthy, dexterous adventurers skilled in evasion and subterfuge.
Ranger
Skilled hunter and tracker, proficient with ranged attacks.
Paladin
Holy warriors imbued with divine magic.
Monk
Master of martial arts, using inner force and agility.
Fighter
Skilled in martial arts, versatile with weapons and armor.
Druid
Shapeshifting spellcasters connected to nature.
Cleric
Divine spellcasters devoted to a deity, able to heal and harm.
Bard
Musical mages with a wide range of abilities and spells.
Barbarian
Masters of brute force, harnessing their rage to deliver powerful blows.