
Description
The fighters are taken by plane to a place called Estella, a tourist spot where people are taken on explorations of the ancient city whose ruins are scattered across the forest that rests around them. The old civilization of Estella is known for being a city that was once ran by the magic of a water spirit. However, it was theorized that through some unknown event, the magic disappeared, making all of the city’s technology obsolete, and thus ending the legacy of a place ahead of its time. The old city may have lost its superiority, but Estella is still a beauty that others enjoy; from the lush greens of the forest trees to the sparkling crisp of the running waters around Estella, it is a living testament of nature’s splendor. The other thing that Estella is known for is the secret ruins found to the east by archeologists years ago in the forest of Everlive (live as in “alive”).
The next round’s fight takes place in a side venue located next to a series of running waterfalls, the sound of rushing streams creating a relaxing ambience to an already serene scene. The running waters move down among over-cropping rocks that outline the exterior of this flat rocky floor, creating a layer of water that is constantly moving across the ground. Not enough water to hinder movement, but every movement is likely to create a splash here and there. Unless the fighter wants their shoes filled with cold water, they are better off removing their footwear if it isn’t insulated. The rocks differ in sizes from small to large, with the northern edge of this area pointing toward the mass of waterfalls that populate this part of the forest.
Spectators are able to watch from a balcony, which is essentially a cliff with guard rails around it. A referee sits aside on jutted rock in the normal black stripped uniform, keeping watch over the proceedings, ready to leap in at any needed moment. And two cameramen are positioned around the area: one on higher ground, and another also on a rock platform closer to the fighting arena to watch from a closer view. Despite this, neither of these officials will be in the way for the duration of the match.
Field Measurements
The fighting area is the flat ground, which has a span of thirty feet in diameter. This is big enough to allow for more agile people the space to move around, and yet still gives a smaller space to let melee fighters have an easier time to corner their opponents.
Ten Count Boundary
Because of the nature of this arena, it is easy for someone to make use of the rock boundary that runs around the arena. Because of that, anytime someone gets on top of it to use it as an additional moving ground, it begins the ten count. In addition, running water is moving over them, so it makes any kind of travel along them harder, if not giving a good chance of slipping and hitting your head due to the water and uneven rock. Sustaining flight at least five feet above ground also starts the ten count.
Bonus
There seems to be a hint of magic flowing through these waters, and seems to be flowing passively into your body every post. For those who can make use of it, after you have made at least four posts in the fight, you are free to make use of this magical enhancement to increase an ability by one charge, or the equivalent of this, anytime after. In general terms, it gives your ability a significant boost in potency. Or, for physical fighters, you feel a slight pick up in physical performance, so it allows you one physical maneuver that is increased in power/ speed. This bonus only applies after you have done the normal preparation procedures your ability requires. It does not reduce concentration or effort.
You can only use this bonus one time in the entire fight.