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Picture
When the giant doors of the Dome-Dweller City were sealed shut, the Mukaijin still outside were left to the mercy of an exploding star. Whether due to poverty, distance, stubbornness, or simple bad luck, these people had been abandoned by their own and condemned to certain death. Just when all hope seemed lost, a being called Orion the Flamebearer intervened. Protected by his Dreamworld origins, Orion was able to fly into the heart of the sun to calm its fury and save the people. However, for reasons unknown, Orion did not return to the planet once his task was complete. In his absence, Atlas the Stonespeaker took up the role of protector and revealed the existence of four Primordials in Mukai, a secret they had kept for thousands of years. He appeared to the survivors in mortal form and offered to guide them to a better future.

Atlas taught the Mukaijin about their ancient ways of life and helped rekindle druidic practices suppressed by the rise of vapid civilizations that were consumed with the endless pursuit of excess, attention, and material power. Through his teachings, Atlas gave them stories of Orion and the other Primordials, his siblings Nimbus the Stormdancer and Rusalka the Tidecaller. He invoked cautionary tales of dreams and nightmares, recounted the battles of gods and demons, and awakened the spiritual arts.
​
People began to revere Atlas as their God-King, leading to the formation of noble clans, each aligned to different parts of nature and named after elemental beasts that dwelled near their settlements. Embracing these spiritual traditions, the survivors came to call themselves Anikami, a name symbolizing their return to a more harmonious way of life. As their bonds with nature deepened, they rediscovered their innate abilities to spirit step--entering the Spirit World of Mukai at will—and to meld with beasts, allowing them to see through animal eyes and influence their actions.
Motivated by this renewed purpose, the Anikami reconciled with their past. Fragments of lost technology, once shunned as symbols of the corrupt world, were now seen as boons to be reclaimed. Echo Keepers, tasked with recovering these remnants, repurposed the old to meet the needs of the new, embodying the core Anikami belief in harmony between past and present, natural and artificial.
This Realm's Lore is split into two parts. Click this Link to learn more about the world inside the dome.

Download Lorebook:

Neo Mukai Lorebook 2.pdf
File Size: 675 kb
File Type: pdf
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Anikami

(Pronounced: Ah-Knee-Kah-Me)

The Anikami are the descendants of those touched by the power of the Primordial Gods—imbued with elemental magic and born to a world shaped by ancient relics and long-lost technology. Though their origins are not well known, they are marked by their bond with the natural forces of the world. Each clan interprets that bond differently, shaping their cultures, values, and ways of life around their elemental affinities and ancestral traditions.
​
To be Anikami is to be both gifted and burdened. Their magic is not limitless, nor is it granted freely—it is something to be trained, tempered, and understood. For some, it manifests through ceremony and discipline; for others, through passion, instinct, or the raw will to survive.

Across Neo Mukai, the Anikami form all of society outside of the dome. Clans rise and fall around their philosophies, beasts, and bloodlines. Some live in towering cities and mountains. Others drift through jungles, seas, or swamps. Each clan tells its own story, but all are part of a shared inheritance—one shaped by ancient power, modern politics, and the legacy of the God-King Atlas.

To outsiders, the Anikami may seem like a single people. But among themselves, they are many: warriors and pacifists, scholars and sailors, mystics and rebels—each shaped by the land that raised them, and the magic that lives in their bones.
Costume and Roleplay
  • Anikami attire consists of clothing traditionally found in Eastern Asia. Some garments that are generally acceptable for use as costuming include the qipao, tangzhuang, and hanfu from China; the kimono, yukata, haori, and hakama from Japan; the hanbok and durumagi from Korea; the ao dai from Vietnam; the del from Mongolia; and the chuba from Tibet. See individual clan entries for further details on a clan's aesthetics and preferred attire.
  • Anikami are a Make-Up required species. They wear facial markings in public life that may signify their clan, lineage, and beliefs. Applying these paints is a private ceremony reserved only for family and they may be changed from event to event. This can be of any design, but it must be free of real-world symbols or markings that are part of closed practices.
  • They treat the environment with care, striving to live in harmony with the world around them. This influences their decisions and relationships, especially when nature is at stake.
  • They respect tradition and clan structure. Each clan carries its own cultural values and honoring the home and hearth plays a strong role in their actions.
  • “Relics” adorn their clothing and armor which includes old electronics or other bits of technology. All Anikami possess at least one significant Relic, but may wear more for special occasions, such as when going into battle or at formal celebrations. Note: Real world names and logos on the physreps should be altered or covered up.
  • (Optional) Their diets are rich and varied. Foods eaten by the species of animal that symbolizes their clan is considered sacred. Processed fungal foods, common among the Shimin, are seen as lifeless and bland.
  • (Optional) Anikami abilities are skills, like Spirit Stepping and Beast Melding, these are something that can be honed through practice. Your character might approach these powers with discipline, viewing them as something to master in their waking life rather than innate gifts. Roleplaying their growth in these abilities between games can add depth to your character’s story. Note: These abilities can’t be accessed in the Dreaming, but some crystals and talents can duplicate their effects.
  • (Optional) Your character might have strong feelings about the Dome Dwellers (Shimin and Hikari). They may harbor resentment for their ancestral betrayals or curiosity about what lies inside. This tension can shape your character’s outlook on outsiders and even other realms.
  • (Optional) If your character is an Echo Keeper, their relationship with technology should be carefully considered. Echo Keepers are known for their bravery and ability to blend old-world Relics with their new way of life. The risks of Relic hunting and the status it brings are key motivations for this role in society and their intentions are not always altruistic. Echo Keepers always wear old technology, even when its impractical.

Neo Mukai Map

The Wisdoms of The Twelve Clans

Cetspar Clan

(set-spar)
​
“The Cetspar? Hah. You’ll be lucky to spot one outside their airships or sea towers. They keep to the clouds and currents, chasing Relics and mysteries like gulls on the wind. Brilliant minds, no doubt—but they’ve got one foot in the past and the other floating ten feet above the ground. They don’t worship Atlas, not really. They trust what they can prove. Some call them arrogant. Others say they’ve seen things the rest of us aren’t ready for. Me? I think they just know better than to get involved with clan squabbles… unless there’s knowledge to gain.”

Chellar Clan

(chelle-r)
"The Chellar don’t waste words. Or time. Or breath, really. You ask a question, you’ll get an answer—just not always the one you wanted. They’re thinkers, planners, and problem-solvers. Cold, some say. But it’s not coldness—it’s clarity. Their constructs are the reason half the island’s still standing. Their defenses don’t break. Their shields don’t fail. And if a Chellar gives you their protection, it means something. Just don’t lie to them. Don’t talk in circles. And whatever you do, don’t ask for help unless you’re ready to be helped efficiently. They don’t comfort. They fix.”

Leomantis Clan

(lee-o man-tis)
​
“The Leomantis don’t raise their voices. They don’t posture. They just watch—real quiet—like they’re listening to something inside the silence that you can’t hear. I’ve seen them in battle once. They waited. And waited. And when they moved… it was already over. Not flashy. Not cruel. Just precise. Their fire doesn’t burn out of anger. It burns because they chose to let it. And when they do, you’d better pray you’re not standing where it lands. They don’t fight for pride. They fight for balance. For purpose. For the flame inside. And if they say the world is out of harmony… maybe it’s worth listening.”

Loxotri Clan

(lox-oh-try)
​
“You’ll hear them before you see them—music on the wind, laughter in the trees, color where there shouldn’t be color. That’s how the Loxotri fight: like they’re throwing a festival and you weren’t invited. One moment you’re surrounded by petals, the next your sword’s gone and someone’s dancing on a glider above your head, blowing pollen in your face. You think it’s a joke—right until it’s not. They don’t march. They bloom. And when the bloom bursts, gods help whoever’s in the way. Call them chaotic, sure. But don’t call them weak. They don’t fight for glory. They fight for beauty. And they’ll die to protect it.”

Lutrichi Clan

(loo-treech-ee)
​"One doesn't march into Lutrichi territory—you drift. Slowly. Carefully. And only if you’ve been invited. They don’t raise flags or send envoys. They just vanish into fog when they’re done with you. Don’t mistake their silence for an approval either. Every home is its own fortress. Every elder remembers what it took to tear down their Dyomos. They don’t follow orders. They follow each other. If you find yourself lost in their waters, and something with glowing eyes swims up beside you—don’t panic. Just follow it. If the swamp wants you gone, you won’t get that chance.”

Orakura Clan

(or-ah kur-ah)
"There’s something about the Orakura that makes you breathe easier—like the air’s just different when you’re on their islands. Music in the salt breeze, kids racing across docks, fireworks going off without warning. It’s loud, it’s bright, it’s chaotic—but it works. You’ll find warriors in festival paint, engineers building glowing water-stages just for fun, and strangers tossing jokes like they’re lifelong friends. They don’t just live—they invite you to live, too. And somehow, behind all the dancing and color, they remember things the rest of us try to forget. That joy is a choice. That freedom is sacred. And that the ocean can carry sorrow just as easily as song.”

Olorium Clan

(oh-lore-ee-um)
“The Olorium walk like the law is watching—because for them, it is. Always has been. They’ll tell you grace is a kind of strength, and I’ve seen enough to believe them. They build cities that don’t leak, make soldiers who don’t flinch, and hand out justice with hands steadier than stone. But don’t mistake their elegance for softness. They hold themselves—and everyone else—to a high standard. Too high, sometimes. Try to lie to one and you’ll see how fast a smile can turn into a lesson you'll remember for the rest of your life. Still, if you’re in danger and an Olorium’s near, you’re lucky. Just be sure your conscience is clear. Their rivers remember.”

Urode-Jub Clan

(ew-ro-de juhb)
“You never quite know what to expect with the Urode-Jub. One moment they’re painting cliffs and dancing in masks, the next they’re patching up a broken rib with springwater and a slap on the back. They act like fools—until they say something that sticks in your head for a week. And their villages are like wind caught in stone: loud, colorful, and impossible to ignore. But don’t mistake their jokes for weakness. They heal faster than most, hit harder than you’d think, and when one puts on a mask… well, you might not be speaking to them anymore. Just keep your manners near the sacred springs, and don’t mess with their story pillars. They laugh a lot—but they can still be slighted.”

Playable With Restrictions 

You must get Realm Storyteller approval to play the following clans due to their role in the game. For more information, see the Lorebook. 

Anticor Clan

(an-tee-core)
“They’ll offer you tea before they speak. Don’t rush them. The Anticor don’t travel for trade or conquest—they move with the wind, and when the wind stops, they listen. They say the Dreamworld whispers to them in fragments. Songs. Echoes. Warnings. I don’t know if that’s true. But I do know this—when an Anticor caravan camps near your village, you pay attention. Their peace is deliberate. Their silence is earned. And if one ever tells you not to take a certain road, take a different one.”

Mora Clan

(more-ah)
​
“The Mora showed up like a storm out of nowhere—new faces, new tech, new questions. No roots, no loyalties, just silver tongues and strange tools that seem older than the island itself. They say they’re here to trade, to build, to learn. Maybe that’s true. But no one crosses the sea without a reason. They’re polite, yes. But they watch everything. They listen. And I’d wager half their diplomacy is just scouting in disguise. They walk carefully now—but the question is, how long before they stop?”

Urservi Clan

(er-surv-ee)
“You don’t go knocking on a Urservi gate unless you’ve got a damn good reason—and better manners. They don’t talk much, but when they do, you'd best listen. Every word is measured. Every silence, heavier than steel. Their warriors don't fight for pride, and they don’t care for titles or politics—they fight because someone must. Because someone always must. It’s cold up there in those mountains, but their oaths burn hotter than any fire. Just be sure you never make them break one… because they won’t. Not for you. Not for anyone.”

Vulpak Clan

(vole-pack)
​
​“You think the Vulpak are merchants? They’re not merchants. They’re wolves in silk, and every deal you make with them ties a leash around your throat. Polite, charming—deadly. They control the roads, the rumors, the routes you don’t even know exist. Their traders smile, their spies vanish, and their generals never draw a blade unless it’s already won them the war. They don’t care if you love them. They care if you owe them. And in Vulpak lands, you will.”

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Photos by: Jaime Lee Thomas, Adam Schaeffer,
Lauren Schaeffer, Alycia Valken
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