The Island
“I sleep to wake and take my waking slow.”
There stands an Island in the midst of an endless sea, barren of name and place in time. It has stood for all eternity and for all eternity it will stand, lest it fall out of favor of the Gods.
History is forgotten here and the villagers call the Island their home not out of choice, but out of no other alternative. The Island, for all intensive purposes, is not a very hospitable home.
Villagers constantly struggle to ward off giant, prehistoric beasts known as Rahi, who do not take well to the villager's way of life. The destruction of trees and habitats in a desperate bid for survival by the villagers have made the beasts of the land very angry. The beasts have grown accustomed to the taste of Matoran-flesh, and Matoran have grown accustomed to the endless state of war. Although strategies have been developed to ward off the terrifying predators, the Rahi are regularly victorious in not going hungry.
Although the Turaga lead the respective and disjointed villages, the villagers blame their woes on not a natural crisis, but a spiritual crisis. The High-Priest Karzahni has claimed to the general populace that this endless curse is a direct result of the abandonment of the Great Spirit Makuta. Over the coming decades, acceptance and popularity for the faith of Makuta has grown significantly, in some places even becoming a theology. Ancient temples are refurbished and devoted to prayer to the Great Spirit in hopes of calming the tide of the hungry beasts, and many claim it has worked in stemming the flow of blood.
Where the High-Priest Karzahni stands unsuccessful is with the small and roguish cult of Mata Nui, a small sect that refuses to pray to the Great Spirit Makuta and claims his existence is false. This heresy has not gone unchecked, and many militant groups hunt suspected cult-members and bring them to justice. The High-Priest brings divine retribution on those found secretly praying to the false god Mata Nui. Rumors have even circulated that this false god is truly a demon that controls the beasts, having ushering in this age of war as long as the villagers can remember.
Karzahni claims the end to this accursed painful existence is coming to a close, and a new age is descending upon the people - but it can only become a reality if the entire populace chooses to accept Makuta as their one true guide and protector. A crusade is forming across the blood-stained lands of The Island and lines are being drawn.
All the while, villagers fend for their lives on a daily basis and The Island itself seems to ever be a part of the conflict as the very earth itself seeks sacrifice.
And across the lands, the Spirits walk.
GOAL
Mainly, survive. You are a villager and are free to survive in any way you see fit. Be that a merchant, a bounty hunter, a low-ranked priest, or simply a wanderer out for your own, the choice is yours. The Island is a place where the law of the land is dog eat dog. Camaraderie is a foreign word, as is the term hero, or "Toa," in the Matoran dialect. Sides are being drawn and deception and kidnappings are becoming more and more frequent, even from the Turaga leaders. As the Guards defend the Koro's as best as they can, villagers are beginning to interact more with the wandering Spirits, turning to them in a last breath of desperation for help against the beasts. Whether the choice to approach one of these Spirits is wise remains to be seen.
Beware, criminals. Despite the seemingly lawlessness of The Island, the bounty hunters have a way of finding those they deem a threat to their power. High-level criminals and those caught in an act of blasphemy will be brought to Ta-Koro for judgement by Turaga Vakama and his right hand Jala, or worse - the High-Priest Karzahni. Whether you choose to be a missionary of Makuta, a hunted cultist of Mata Nui, or somewhere in between, watch your step.
No one is safe, and no one is sure. The Island is changing, and beasts are becoming smarter.
The question is not what will you do; the question is will you survive long enough to do it?
LOCATIONS

The Island is a vast place, whose shores encompass terrain from seeping bogs to a massive, searing desert; from the heights of icy mountains to mines, deep beneath the earth, and from a blazing volcano to serene bays. Strange ruins of temples and statues can be found in the deepest and most secretive places on the island, as if to say "you are not welcome here." Regardless, the Matoran have made their homes here, and now they battle the very Island itself for their survival.
~+~
Ta-Wahi
The skyline of Ta-Wahi is dominated by the imposing Mangai Volcano, under which rests Ta-Koro. To the west of the great volcano is the Tren Krom Break, which divides the fiery wastes of Ta-Wahi from icy Ko-Wahi, and to the north is the Ta-Wahi Beach, which separates Ta-Wahi and Ga-Wahi. This Wahi is typically characterized by blasted wastes and a red sky, tinged by the fires of the Mangai Volcano. However, the Charred Forest, burned in a great battle against a horde of Rahi, spans the southern end of the Wahi, where it connects with Le-Wahi. The Charred Forest is the domain of the mysterious Tahu, the Ghost of the Ash.
~+~

Ta-Koro
The burning city of Ta-Koro is nestled in the massive volcanic crater of the Mangai Volcano, its citizens defended from Rahi attacks by the Mangai itself and the Ta-Koro Guard. But the guard also contends with problems from within, as Mata Nui cultists and sundry other scum from across the island have chosen to hide within its walls. Turaga Vakama and his Captain of the Guard, Jala have begun to crack down on crime, offering second chances to those who can prove themselves as worthy fighters in the Ta-Koro Stadium.
~+~
Ga-Wahi
The serene shores of Ga-Wahi are likely one of the safest places on the island, the only sounds one hears are often the cries of seagulls and the crashing of waves. Naho Bay's waters are calm and undisturbed, hinting at no sign of life, and the forests inland are almost untouched by Rahi predation. The phantasmal Shade of the Coast, Gali, sometimes appears on the shores of her Wahi, prowling the seaside in the pale moonlight.
~+~

Ga-Koro
Ga-Koro, village of the Endless Ocean, is now naught but ruins after a devastating Taravaka attack sunk the village to the bottom of the bay. The Ga-Koronans decided not to rebuild, instead moving further inland and learning the art of stealth and secrecy in imitation of the Shade of the Coast. They wander Ga-Wahi as nomads, often crossing into Ta-Wahi or returning to Ga-Koro in search of salvage.
~+~
Po-Wahi
The deserts that are Po-Wahi are utterly inhospitable to any stranger that might wander into its domain, and not even the nomadic Ga-Koronans dare to wander into its depths. The sun sears this wasteland of dunes, covering over the pitiful paths that the Matoran laid down in an attempt to master it. Rahi lurk in the sands, ready to ambush and kill any who trespass in their domain. Pohatu, Spirit of the Wastes, guards this desert.
~+~

Po-Koro
The ruins of Po-Koro are long empty, the ghosts of those slain in Rahi attacks whispering through the streets and across the empty Koli fields. The marketplace, once full of animals and merchants, is now slowly succumbing to the sandy blankets of the desert outside the shattered walls, and the stone huts of the Po-Koronans stand empty or broken. The Po-Matoran themselves have fled to Onu-Koro, but some enterprising Matoran essay into Po-Wahi and sometimes into Po-Koro itself in search of valuables to trade or use.
~+~
Onu-Wahi
The tunnels of Onu-Wahi are byzantine and truly incomprehensible. Some safe passages are marked by lightstones on their walls, driving away Rahi, but others were carved by unseen horrors in the dark places beneath the earth, and only the most foolish enter those catacombs. Kofo-Jaga nests are hidden within the walls of the upper caverns, and once disturbed, they will pour upon the offender in a swarm of rage. However, not even they dare to nest in the deepest part of Onu-Wahi, where creatures never dreamed of by Matoran lurk. If you stray far enough from the lit path, you might run across the Eidolon of the Dark, Onua.
~+~

Onu-Koro
The cavern city of Onu-Koro is one of the most populous places on the Island and it is similarly the most technologically advanced Koro. The Onu-Koronans have mastered the art of steam power, importing lava from Ta-Koro to keep their engines running at all times. Their mining machines are powered by steam, and their mining shafts are serviced by complex arrays of elevators, managed by batteries of steam engines. The Koro itself is often rather busy, and the Onu- and Po-Korans who live there are always busy. However, there are some rumors that the Onu-Korans are growing tired of outsiders, and many have been known to go silent or greet strangers with false pleasantry.
~+~
Ko-Wahi
The icy mountains of Ko-Wahi are one of the most hostile places on the island, and their treacherous cliffs have been known to claim almost as many victims as the Muaka that hunt here. The Drifts are the most deceiving part of Ko-Wahi, as their pale white dunes hide jagged ravines which will suck the unwary Matoran into the chasms far below. Only a select few wander out into Ko-Wahi, and most of those travel to the North March, a well-mapped and less-treacherous part of the Wahi. Should one come across a Rahi, there is a slim chance that one might find the Specter of the Drifts, Kopaka, who hunts Rahi to take their pelts as trophies.
~+~

Ko-Koro
Ko-Koro is a place of complete discipline and silence, ruled by Turaga Nuju. The village of frost has long since cut itself off from the rest of the island, the Ko-Korans preferring to seal themselves within the safe confines of their glacier home than to risk an encounter with the hostile Rahi that live in the savage wastes of Mt. Ihu. Most Matoran spend their time in silent contemplation in introspection or on the prophecies carved into the walls of Nuju's Sanctum.
~+~
Le-Wahi
The swamps of Le-Wahi are full of poisonous Rahi, ready to kill and eat an unwary Matoran without a moment's warning. Behind every leaf might lurk a predator, and every rustle of the wind through the trees might be a hunter ready to jump upon its prey. The bogs are full of false trails and sinkholes, and every safe-looking patch of grass could easily be a step to your doom. Even the most experienced Matoran are leery of the prospect of travelling through the swamps. The canopy of Le-Wahi is not much better, where Nui-Rama hunt in packs to kill their prey and return it to their towering hives. This Wahi is the stomping grounds of the Wild Wraith of the Sky, Lewa.
~+~

Le-Koro
The treetop village of Le-Koro is home to the elusive Sky Matoran and their Turaga Matau. They protect their village on the backs of tamed Kewa and Kahu, but foragers and scouts can sometimes be seen flitting through the highest branches of the Le-Wahi canopy. Unfortunately, few have ever entered Le-Wahi to try and meet the Le-Korans, and fewer have survived the perilous journey. Those exceedingly few Le-Korans who have wandered out of their Wahi have expressed unfamiliarity with the other Koros, aside from their mere existence.
PLAYER OPTIONS
Players can and only will be Matoran villagers. "Toa" do not exist here. The term itself is a forgotten one. You must choose your allegiance and profession and land of origin, but beyond that, you are mostly left to your devices to decide your fate. Remember, your choices truly matter in whether you survive in this place. Death is a frequent visitor, even on players. We will be watching, and if you do not watch your step you will be facing an untimely end. Think very carefully about who you face and how you face them, because this is not a game of power, but a game of wits.
Character Sheet:
Name:
Gender:
Koro of Origin: (Ga/Ko/Ta/Onu/Po/Le only)
Occupation: (if any)
Weapon(s): (if any)
Brief Description (colors, mask, etc.) of appearance and history:
We fully encourage you choose an occupation of importance and utilize it well - we need bounty hunters to hunt down heretics, we need merchants who tinker away at new technology to ward off predators, we need explorers to seek new refuges within the abandoned temples scattered across the lands, we need cartographers to map out new territories and make new connections with other Koros, we need diplomats and tradesmen. We need hired guns and guards for bands traveling bearing goods. GMs will not be doing any of this - you will be tested however, but the better you grasp a role and make it your own, the "harder" it'll be for us to dispose of you if you become a vital part of the villager lifestyle. Take advantage of the sandbox-element of this and truly find your niche - the RPG depends on it.
You may also want to be careful on what you declare to be - character sheets are common knowledge, in-game and out. If you list yourself as a cultist, you will be known as that in-game and be hunted down within the first week, we guarantee it. We suggest you keep your motives and "true" allegiance to your posts and force us to find out who is who, detective style. In fact, you could even be a sleeper-agent within missionary-ranks secretly working for the cultists, or vice-versa. Keep secrets that we must find out to keep the story engaging - be prepared that anything posted can and will be used against you if you're not careful. That said, we like a bit conflict here and there.
Jam-sessions, or multi-person posts mostly written on a messenger program or PM, are also encouraged if you want to keep certain things secretive, like meetings between different cult-players, for example. No place on the Island is secret, so be careful, because if anyone takes a hunch on your true motives, they are more than welcome to act on it. We're looking at you, bounty hunters and hired guards.
Le-Korans have natural camouflage, Ga can hold their breath longer, Ta are more resistant to heat, Onu have sharper eyesight, Ko are more resistant to cold and Po are physically stronger. Use these to your advantage.
RULES
* You can have a maximum of three characters. Remember however, if you do not keep your wits about you a character can be killed off in a flash - this is not a punishment (usually), but way of life on The Island. If you cannot face up to the trials of The Island, then that's that. Characters cannot be brought back from the dead or re-made, although there can be similarities. I suggest you pick very carefully traits for your characters that will increase the chances of survival. You can request to have a character to be killed off, or simply do it yourself if you wish to create a new character after reaching the three-limit capacity.
* As there are no powers, god-modding will be difficult, but still possible. Don't do it. If you're facing a giant Muaka alone with nothing but a rock, chances are you won't be making out of that fight alive unless you run or have some back up. We will be watching every fight and every step into dangerous territory. Treat these players like real people and treat every situation as a life or death situation, and act accordingly. If you really have no chance of surviving, and you choose to stay, or bend the rules of luck into your favor, you won't be surviving. Go into every confrontation with a fight or flight mentality, and be prepared to have an infallible fight plan or an infallible flight plan, because any holes or mistakes will be taken advantage of by the cunning Rahi, or anything worse you might fall upon.
* There will be one main in-game post, not several, to avoid running into complications with the current BZPRPG. In the main post, time stamps will be utilized to indicate place and time. For those new to the concept, a time stamp is a small stamp at the beginning of each post and change of time and or place, and looks like this, for example:
{Lewa, Le-Koro, Afternoon}
or
{Jala, Ta-Koro, Sundown}
* Be kind and helpful to new players - coach them when need-be and it will help in the long-run if groups start forming to protect one another. Lone wolves will quickly find that that path is a nigh-impossible one to maintain for long.
* No one can kill another player or NPC (including Rahi) without strict permission from the controlling player beforehand, unless it is your own character. If you kill off a character you plan on bringing back sometime, please let one of the GMs know in advance.
* Feel free to ask any questions to any of the GameMasters, which include myself, Lloyd, and Exalt (or CJ to vets).
* Other standard rules apply
* Have fun and be interesting - we're looking forward to you guys finding solutions to the problems and coming mysteries, and there will be little coaching from us. We will constantly challenge you, and we highly encourage you not telling us your plans so that we're just as surprised as you are when we spring things on you. However, if you're ever concerned about a particular option, always feel comfortable to broach it with us.
* Remember, we love you. It will be tough love at first, but smart players will be rewarded with very beneficial awards.
STORY CLARIFICATIONS (Dangers of Rahi and Spirits)
Although based on the island of Mata Nui, this is not a carbon copy of 2001 or the current BZPRPG plot. It is quite distinct and separate from the traditional mythology. There is no giant robot underneath this island. Kini-Nui is a hidden location yet to be discovered by any Matoran or Turaga, and there are plenty of mysteries that will crop up that are quite solvable by players. However, we are serious about the prospect of frequent deaths. Wit, cunning, and wisdom will be the things rewarded, not brute strength or arrogance. We will be paying attention.
Rahi are not the traditional size and shape either. They are huge in comparison to their canon-counterparts, truly of mythological and prehistoric proportions. Drawings and more visual representations will be added later. Think Shadow of the Colossus to get an idea.They are cunning and coordinated and will be controlled solely by GMs until certain players are rewarded with the ability. You are to control your Matoran and yours only unless given strict permission. Matoran are about human-height and Spirits several feet taller. Muaka can come as tall as ten-feet tall while standing on all fours, to get some perspective.
We must also clarify the "Spirits" (Tahu, Gali, etc.) are not the "Toa" you know. We highly suggest if you come across one you take into account you have no idea what you're going up against, and may pay the penalty for your lack of caution.
This entry will be fleshed out a little more in the coming days, but we hope you enjoy and can be excited for what we have to present. This has been a long time in the making and we are extremely excited to share this with you guys. This will likely be our last RPG and we wanted to go out with a bang.
Good luck, and may the true Great Spirit look down upon you in favor.
Our best,
Cap, Lloyd and CJ