The Island of Pain
Let us not mince words. You are a slave. You have been plucked from whatever walk of life you once came from, and are now little more than a product. Our product.
We are the Shepherds of Flesh. We own you.
The years have been good to us. With the Great Spirit asleep there is no-one to rein in the Brotherhood of Makuta, or the Dark Hunters, or any other of the similar but lesser organisations.
We are slavers and there are always openings for slaves. Be it in the foundries of Xia, or the wars of Zakaz, slaves are always in high demand. Perhaps you were travelling. Perhaps you were cast out. Perhaps you were on the run. It matters not. Our agents took you, contained you, delivered you to us. And then it was simply a matter of what to do with you.
We think the Island of Pain. Oh yes, the Island of Pain should suit you well. Where every shadow is cast by a beast trying to eat you. Where every flash of colour is an enemy tying to kill you. Where we have a team whose sole purpose is to make you die in the most agonising way they can think of.
Oh dear, it appears you've been captured by an organisation of ruthless slave-traders called the Shepherds of Flesh. And rather than send you to be a menial labourer or cannon-fodder, they have posted you off to their deadly island. Perhaps you were a bit hard to break, perhaps they're making an example of you, perhaps one of your enemies paid to have you sent there. Whichever. You are now on the so-called Island of Pain. And you are going to be hunted.
For the Island of Pain is a game reserve of sorts. Apart from other slaves it is full of hazardous terrain and dangerous wildlife, along with the team sponsored by the Shepherds to hunt you down.
The Island of Pain was artificially created by the Shepherds specifically for hosting their twisted games. It is roughly circular in shape and surrounded by a dome made of some kind of metallic shell to prevent slaves just swimming or flying away. The Shepherds sought to create as many different environments as possible to provide their 'guests' with a variety of combat scenarios.
Toothy Bane: A series of mountains and valleys on the island's southern side. Jagged and unforgiving, their icy peaks stretch high into the sky, gathering snow as though they were scraping it from the clouds themselves.
Haven Cove: Nestled away in Toothy Bane is the Cove. It is a perfect little beach, flat, white sands and gentle waves. There is only one path leading to the Cove, leading many to think it is also the perfect defensive spot. Their remains tell a different story…
Shadowtangle: A massive forest that covers half the island, fed by meltwater from the Bane mountains. The canopy of the trees blocks the light, turning the world below into a permanent realm of twilight. This place is infested with ravenous animals solely there to eat you.
The Yawning Sunder: The Sunder is a massive chasm that spans the length of the island. It severed Shadowtangle in two, and as a result the side facing the forest is one colossal waterfall as the meltwater drains into the abyss. The echoes of this waterfall are supposed to sound like the yawns of a giant, hence the name.
Stony Leap: The only permanent bridge across the Yawning Sunder, in contrast to the numerous lesser and temporary wooden bridges. It is a formidable and impressive construction, made of solid stone with metal reinforcement.
The Parched Wastes: When the Yawning Sunder bisected Shadowtangle half the forest was cut off from the waters that sustained it. It withered and died, turning into a dry and dusty desert. The Shepherds merely adapted this into a new environment for combatants, creating buildings that were purposefully constructed to be ruins. Watch out for these ruins, as they often conceal oases.
The Shimmering Maze: At first this appears to be a lake, a flat expanse of shimmering blue. Its position in the north-west of the Parched Wastes means it is often considered a mirage. It is in fact a deposit of diamond, vast and brilliant. The Shepherds have drilled down into the crystal, creating a labyrinth of glittering catacombs
Ashring: A semi-circle of volcanic terrain around the Parched Wastes and the Shimmering Maze, reaching around the northern half of the island. The skies are dark with noxious clouds, the air is filled with a brimstone stench and the ground burns and boils. There are often slow-moving patches of lava bubbling from beneath the crust.
Dragon's Roost: The largest volcano in Ashring, lava and sulphurous vapours constantly pour forth from its gaping crater. The Shepherds can apparently make it erupt at will should they want to provide a challenge for those in the area.
The Dome: Surrounding the island, preventing escape by sky or sea. It is made of an unknown substance not quite rock, metal or shell but somewhere in between. The Shepherds project images onto the inside of the dome; snippets of action, the location of caches, and a huge map of the island. It appears to be impregnable, but supplies have to get onto the island somehow. As does air. And the waters inside are still affected by tides. It seems there is hope for escape yet…
As if the natural pitfalls and savage beasts weren't bad enough you will also have to contend with the minions of the Shepherds
Observers: Small and oval, rather like a metallic egg. A metallic egg with a massive camara lens for an eye, a propellor on the top for flight, and two sets of spindly extendable tentacles on either side. They buzz around the island recording the action, or noting where repairs are needed. They have no means of attacking and no defence other than running away, but there is no penalty attached to destroying them. So if one is trailing you, revealing your location to all, you are free to smash it.
Caretakers: Robotic enforcers for the Shepherds, they are similar to the old Vahki units, but enhanced with Rahkshi parts scavenged from battlefields. They are sent out to plant caches, deliver rewards or carry out repairs. Their adjustments give them assorted Rahkshi powers, allowing them to defend themselves if necessary, though destroying a Caretaker will earn the displeasure of the Shepherds
Team Patronage: An elite team of six Toa sponsored by the Shepherds to hunt down slaves, receiving extra weaponry and equipment as payment of sorts. Formerly slaves themselves they banded together into an efficient killing machine, and became an official part of the games. If you kill a member of the team you take their place, so the Shepherds will often reveal their locations on the map they project in case you wish to challenge one
The Shepherds want to give you a chance that is at least half-way fair, so they have their Caretakers plant caches randomly about the island. These can contain anything from a new weapon to medical supplies, and can prove most useful if you can find them. They may be revealed through an image, a placement on the map, or sometimes a riddle.
Fill this in and wait for approval. You are allowed five characters
Name: The name your character chooses to go by
Species: You can't be a Makuta. Custom species are fine
Gender: Speaks for itself
Appearance: What do you look like
Powers: What can you do?
Weapons/Equipment: Keep in mind that, as you're a slave, you won't have anything too fancy
Bio: What happened in your characters past? How did they come to be on the Island of Pain? What are they like? What are their goals?
[b]Character Name:[/b] [b]Species:[/b] [b]Gender:[/b] [b]Appearance:[/b] [b]Powers:[/b] [b]Weapons/Equipment:[/b] [b]Bio:[/b]
Character Name: Laelius
Appearance: Stately-looking but actually somewhat shorter than average. His armour is more gold than red, kept perfect and shiny by his heat powers searing off grime. His mask appears to be a Pakari, the grills studded with small jewels
Powers: Fire elemental powers
Weapons/Equipment: Jutlin, Great Mask of Corruption. A pair of Great Scissors, long protosteel blades affixed to each other with a hinge.
Bio: The coward. Laelius was a general in a great and formidable Toa army, one renowned across the southern continent for its mighty victories against its foes. However Laelius faced a Vortixx warlord who was smarter than he was, and could see his army being routed and slaughtered. Rather than be killed or captured he fled, turning his back on his troops. He was picked up by the Shepherds while wandering a lonely road, a dusty and destitute beggar.
Character Name: Arillan
Appearance: Appears as a Metru-style Toa with dark green armor, slightly mixed up in a few places to help blend in with foliage. He also wears a black robe retrieved from a cache, and appears to wear a green Mask of Illusions.
Powers: Elemental Powers of Air. Specializes in Vacuums.
Weapons/Equipment: Kanohi Crast, the Great Mask of Repulsion. Kanohi Hau, the Great Mask of Shielding. Kanohi Garai, the Great Mask of Gravity. He carries a handmade bow from the Shadowtangle, along with a quiver holding 25 arrows with stone tips. He also has a Protosteel Tomahawk and a metal dagger.
Bio: Arillan was once a woodworker, specializing as a bowyer. As time passed, he grew bored of the job. When the Toa of his village died from poisoning, a tournament was to be held by the Matoran to choose his successor. Arillan stole the whole lot of Toa stones and used all of them at once. Because of his corrupt motives, his armor was twisted and his mask took on an immoral nature. His first kill – for sport, not necessity – came about a year later. He grew more and more corrupt over time, culminating in killing a Dark Hunter who stole his target. The Shadowed One ordered his capture, and the Shepherds of Pain took advantage by capturing him shortly after his final murder.
Arillan is a master archer, even with the poor quality bow he has been forced to make from scratch. He doesn’t like alliances, and would rather just kill everyone than deal with them. Not to say that he’s actively looking to murder as many people as he can. Just that he wishes they would all go away (aka die). One of his most dangerous targets was Laelius. He later attempted to kill Laelius again, but only succeeded in taking out Team Patronages former Toa of Air, and was unable to finish the job due to Caretaker intervention.
Character Name: Jaxenia
Appearance: The term armour really applies here. Jaxenia is covered in thick battle-armour, dull grey and heavily battle-scarred. Her mask appears to be a symbolic Hau, though it seems more like a helmet than an actual mask
Powers: Water elemental powers
Weapons/Equipment: Eypoxi, Great Mask of Suffocation. A long fishing rod she can use as a quarterstaff or unwind the reel to act as a barb-ended whip.
Bio: The tyrant. Formerly a Chief of Police for a corrupted government on a small island. Jaxenia was personally responsible for the detainment and interrogation of those who did not show sufficient loyalty and devotion to the city-state. She grew in power and ruthlessness until finally the Matoran decided they wanted no more. There was a coup, and Jaxenia and her cohorts were driven out. Jaxenia herself was cast adrift on a raft with no supplies or way of steering. She was found half-starved by pirates and passed on to the Shepherds
Character Name: Blinding White
Appearance: His joints are ethereal and crystalline, coloured as they are translucent white. His armour is a shade of delicate snow-white. His mask has the semblance of a Matatu, draping over his head like mail with a lens staring darkly out at the world
Powers: Ice elemental powers
Weapons/Equipment: Wocax, Great Mask of Blindness. Ice pick
Bio: The traitor. Blinding White never really got on with his old team. They squabbled and bickered, and never really got on with each other. Things were especially bad between Blinding White and the team leader, Blazing Red. Their conflict descended into physical blows in which Blazing Red and his fire powers came out on top. Humiliated and furious Blinding White waited until nightfall and murdered Blazing Red in his sleep. he chose to leave his village after that, no longer caring about it or seeing its as his responsibility. He was mugged on the road and found half-dead by the Shepherd's agents amidst the corpses of his assailants.
Character Name: Vertan
Appearance: Vertan is clad in bright red, silver, and black armor. His head/spine is also red, and his eyes are scarlet. He has club-like hands that end in silver claws (shaped like Tyrant’s) and large feet (shaped like Gatherer’s) with three clawed toes, silver in color as well. Vertan also has this symbol tattooed on his right shoulder armor.
-Fire elemental powers (in conjunction with another Skakdi)
-The unique ability to create and fire force bolts. He can also charge the bolts in his hands to make a bigger, stronger blast, though this process is rather slow.
-A spiked, wooden club
-Great Pigrit, Mask of Slowness (taken from Kuy'saz'ra)
Bio: Vertan was once a vicious warrior on Zakaz, often being one of the first combatants in battle. However, when the army he was fighting with lost, he was sold to the Shepherds by the enemy, mostly for being too destructive. They decided to put him on their island, where he could take out his aggression on other slaves. After killing the Toa Kuy'saz'ra he became a member of Patronage
Name: Okena (oh-KEHN-uh.)
Species: Toa of Plant Life.
Appearance: Okena stands at the same height as a typical Toa, and has dark green eyes. Unlike most Toa of Plant Life, his armor is brown and dark green in appearance, designed to improve his ability to blend into the forest; in other areas, he relies on his mask to do the job for him. The armor on Okena's left arm is slightly bulkier than that of his right; the reason for this is that his left arm is mechanical, due to an accident while serving the Brotherhood of Makuta. However, the bulky armor has a secondary purpose as well, as a compartment within houses and hides his slingshot when it is not in use. He wears a leather belt around his waist; hung on this are several bags containing the ammunition for his slingshot, as well as a makeshift holster for his tomahawk.
- As a Toa of the Green, Okena can control, manipulate and create plant life in a variety of forms. An older Toa on top of being an assassin for most of his life, Okena is very precise and quick with his abilities; oftentimes those that attempt to get a jump on him will appear to succeed, only to be stopped by thorned vines shortly after... and then ripped apart by said vines once all is said and done.
- His affiliation with the jungle and the Brotherhood has given him a vast knowledge of poisons and antidotes, as well as an impressive amount of information regarding Rahi and their various natures and abilities.
- Due to experiments performed on him by the Brotherhood, Okena is an anaerobic being, and does not breathe like a normal person would. Instead, a device built into the back of his armor siphons sulfur and other electron acceptors from his environment and feeds them directly into his body, thus rendering his aim more stable. However, this forces him to rely heavily on the device for survival, as he can no longer breathe on his own; if it were to be damaged or destroyed, he would die soon after.
- A Brotherhood-grade composite slingshot, and a few bags on his belt each containing 40 metal marbles (made of the same material as Nostala's staff, and thus near-Protosteel in strength) for ammunition, each of them about half an inch in diameter. Packing a remarkable amount of force behind it, the slingshot is built into the armor on his left forearm and can be hidden inside of a compartment on it, and is capable of inflicting quite a bit of damage even over long distances.
- Okena wears a scoped Kanohi Kova, Mask of Chameleon, allowing him to alter the colors and texture of his body to turn almost completely invisible in any terrain. He primarily uses it during his 'sniping' sessions as a way to keep himself from being detected; likewise, his scope aids him in aiming, especially from a long distance. The mask is shaped like a Mask of Rebounding.
- When forced into close-range combat, the Sniper will resort to a handmade tomahawk, crafted from materials he has found on the Island of Pain. When not in use it can be found on his belt.
- 12 metal spears carried in a quiver on his back; gained from one of the four 'treasure hunt' caches.
- A purple flag and an empty cache, from which Okena gained the aforementioned spears; used to set up traps for other slaves.
- A Noble Kanohi Avsa, Mask of Hunger, given to him by Hexxon.
- A Great Kanohi Sanok, Mask of Accuracy, taken from Rastaque's body.
- A bag full of senbon (dual-tipped throwing needles) taken from Rastaque's body.
Biography: An efficient, intelligent and emotionless individual, Okena was once a member of the Brotherhood of Makuta's primary army, operating as an assassin for them whenever they required the execution of their enemies. Okena was somewhat famous among his fellow officers for his effectiveness on the field; rumors stated that he could do anything from crush a small rebellion single-handed, to plant a head shot on a Fikou Spider from two hundred feet away using his rifle.
After several decades under the Brotherhood's service, Okena volunteered for an experimental program that aimed to create more efficient soldiers; it resulted in the nullification of his ability to feel remorse and other emotions, as well as rendered him a better sniper by removing his need to actively breathe.
Soon afterward, the Sniper defected, seeing no further reason to operate under the group. This resulted in a bounty being placed on his head. After several unsuccessful attempts at capturing the Toa of Plant Life, a pair of bounty hunters managed to ambush and defeat him; after being returned to the Brotherhood, Okena was handed over to the Shepherds to participate in their operations as punishment for his actions. Became a member of Team Patronage after killing Jontan
- BZP Rules apply, obviously
- No god-modding (e.g. controlling someone else's character, having your character do something impossible). And if someone god-modes against you, don't do it back, tell a Staffie
- This is a Text-Based RPG, so to join in you post what is basically a miniature story for what is currently happening to your character
- Don't bunny (meaning control extensively) other peoples characters without their permission
- No silliness such as suddenly firing cream pies from your Midak. Believe me, it's not as funny as you think
- Don't glory hog or continuously degrade someone else's character
- Use IC for In-Character and OOC for Out-Of-Character
IC: The Toa leapt from ledge to ledge, escaping the enraged Rahi
OOC: Hey Randommember1, care to join in?
- The Kraahkan, Avohkii, Olmak, Mohtrek, Vahi, Tryna and Ignika are not allowed.
- You are not allowed any unreasonable elements (e.g. Life or Time) and Nova Blasts are strictly off-limits.
Thanks to Cipher for creating the map
Edited by Lord of Adders Black, Jan 07 2013 - 09:35 PM.