Toa Levacius Zehvor Presents
Waves of the South
The Matoran Universe – a mysterious, barely tamed place, filled with exotic lands and places of wonder. So many travelled, yet so much more left unexplored! Yet never has any solid land managed to capture the alluring beauty of the crystalline seas of liquid protodermis. It is here that our story shall be told.
Our story is not of armies meeting each other on the open field. It is not one of stranded villagers struggling to trek through Kio of wilderness. It is not the story of heroes meeting an ancient evil. This is that tale of Yheyn-Seas, and the events that transpired there. It is a tale of daring heroes clashing with manipulative villains, searching for new lands, and ancient treasures.
Perhaps you are a hero. Perhaps you are a villain. Or perhaps you don’t know what you are. It doesn’t matter – you have become part of this grand tale. The Yheyn-Seas are open to you, and great treasures are waiting to be found. It’s up to you and others both similar and dissimilar to find them. For you are not alone, travelling the waves of the south.
Imperial Age is the span of 14 Millennia in which the League of Six Kingdoms ruled. AL is After League, the time after its leaders were seemingly ripped out of the world. PL is Pre-League, the time prior to the rise of the Barraki (which progress the opposite direction from the other two).
The following is a detailed history of Yheyn –
Matoran civilization first began to grow on Yheyn in the year 4,318 PL, not a great deal of time after the Great Spirit first illuminated the universe. Turaga Gauraur was appointed as the first Count of Yheyn, aided by the members of the islands judicial system, the Justiciars. The island was at peace until the year 3,100 PL, until the increasing cruelty of the Justiciars forced Gauraur to disown them. But the Justiciars were ready, and with superior numbers, they easily defeated Gauraur and executed him.
Thus began the reign of the Justiciars. And so it would remain for 200 years, until Gremost, an emissary from the Toa Council, stood up to the order and struck quickly, overpowering their armies and killing off their leadership. For decades, the free Matoran of Yheyn who rallied under him toiled to finish up the job. Gremost then claimed the title of Count of Yheyn, and the Toa of Earth began construction of Castle Sakrinil, a project spanning the centuries.
Quiet millennia passed until the year 8,619 IA. At the time, most of the Matoran Universe was in the hands of the Barraki. Fear for their homelands led to the leaders of the twelve major countries in the eastern Southern Islands to meet with each other on the central island of Everok on the sixth month of that year to forge an alliance.
Thus the Southern Alliance was formed, a confederation consisting of twelve minor countries joined together to defend their homes. Whilst the combined military force would not see conflict with the League, who had been focused only on the north, the trade agreements formed over those six millennia remained. The wealth, fortune, and security offered by the Alliance made the decision for its continuation unanimous.
Yheyn was both the smallest and most isolated of the Island-Countries. Gremost eventually tired of the annual visits to Everok, where the leaders of the countries convened in the Council of Twelve. He appointed Vamden, a foreigner, to the position of Ambassador, and declared him as his eventual successor. During that time, construction for the Shimmering Palace began – its purpose for show, not as a home.
It is the year 3,692 AL in the Island-Country of Yheyn, and the citizens mourn the five hundred anniversary of Gremost’s passing. Vamden holds control of the country, not as Count, but as Governor, with a Turaga named Jovalik acting as viscount and in control of Sakrinil. Vamden himself sits in Shimmering Palace.
Despite these changes, Yheyn has remained quite static over the millennia. But with so much opportunity for adventure, how much longer could that last?
Note from GameMaster: This RPG does not employ the canon Southern Islands map. It is located in the upper right (south-east) leg of the Mata-Nui robot, with Yheyn being the furthest south. There are twelve large islands in the section – ranging from Yheyn (about the size of West Virginia) to Everok (about the size of Utah). There are hundred of minor isles dotting the area as well.
The Southern Alliance controls the entire eastern chain of the Southern Islands – or at least, all known islands. The islands composing it are (in order of size) Everok, Ampora, Wulfath, Riffia, Fanik, Nui-Vatur, Tiyark, Kigym, Ibrak, Aztara, Acirma, and finally Yheyn.
This RPG is set in the Yheyn-Seas – the area directly around and including the Island-Country of Yheyn. Yheyn is only a minor part of the Alliance, due in part to its small size and population, but also its isolation. At the speed of a standard transport ship, it takes a full week to reach Yheyn from its closest neighbor, Ampora.
Blue = Water /// Dark Green = Light-Medium Forest /// Light Green = Agricultural, Grassland
Grey = Mountain /// Red = Volcanic /// Brown = Desert /// Star = High Inhabitation
For the original, full size map, click here. It is much larger; I have pretty fast internet connection and it takes some time for me to load it.
The Island of Yheyn
Yheyn may not have the most environmental regions in the Alliance, but it certainly does for its small size. The southernmost, and inhabited, area of Yheyn is rich agricultural land, composed of rolling hills and fields. Much of the area is connected by canals or railroads, and small settlements dot the landscape. To the north is a vast jungle, followed by deserts, badlands, and mountains. The worst regions are even volcanic. The only hospitable area is the central forest of Karda-Vir and the lake found within.
The railroads are considered an eyesore – a necessary one, yes, but unpleasant to view nonetheless. Many emerge from Sakrinil, but none are found within a couple dozen Kio of Shimmering Palace. They are relatively new constructions, and prone to malfunctions.
There are only two major locations on Yheyn of interest –
Shimmering Palace – Shimmering Palace is the current seat of power on the island of Yheyn. The palace is composed of marvelous zoos and shining, marble buildings reflected by the shining water it rests near. The palace proper is home to Governor Vamden, and is staffed by over six dozen workers and nearly twice that many soldiers, many of whom are foreigners. Though only this central complex has a wall, the cities well positioned towers and twisting pattern of buildings add to its defensibility.
The Shimmering Palace is open for players to move about at their leisure, though causing any unwanted trouble could mean immediate arrest, or worse. Being allowed past the palace gates is a rare privilege, and speaking to the Governor himself is an honor most only dream of. In most cases, one will speak to the castle steward, or the captain-of-the-guard with regards to defense or military matters.
People of Interest – Governor Vamden (Toa of Air), Steward Onuks (Turaga of Fire), Captain-of-the-Guard Elain (Toa of Water), see Factions
Sakrinil – The city of Sakrinil is the largest in the Yheyn-Seas, housing nearly fifteen thousand residents of assorted races. It doesn’t extend very far into the land, instead being spread out across a massive distance around the coast. The city is quite wealthy, and even its lower class are considered better off than in most feudal societies. Still, there’s always a lower rung, and a few areas of the city are no more than hovels.
Sakrinil had been the seat of power in Yheyn since the Justiciars fall, and the construction of Castle Sakrinil. Now, with the construction of the Shimmering Palace, that significance is gone. Within Castle Sakrinil resides the honorable ruler of the city, Viscount Jovalik, an elderly Turaga who was previously the major of a small village before being appointed in his current position by Governor Vamden.
While not common knowledge, those with a basic understanding of the city realize Jovalik is just a figurehead, and has been slowly falling out of touch with reality. It is the guildmasters that hold true power. He is often used as a scapegoat for the Governors bad decisions.
Sakrinil is completely open to the players. Its larger size and spread out guards make it easier to get away with crimes here, but causing major trouble is likely to result in it coming back around. It runs off of a currency system of widgets where international trading us concerned; otherwise, you better know how to barter.
People of Interest – Viscount Jovalik (Turaga of Fire), Steward Tselkar (Ko-Matoran), Captain-of-the-Guard Morvalk (Toa of Iron), see Factions.
Whilst Yheyn is part of the Yheyn-Seas, it has been isolated from the smaller islands due to having its own locations and its great size. The more important islands of the Yheyn-Seas that have been discovered are as follows –
The Six Lights – These six highly volcanic islands can be found off the east coast of Yheyn. They are inhabited only by Rahi.
Moroni – Moroni is a cluster of five islands to the south-east of Yheyn. The first, almost twice as large as the other four combined, is a barren wasteland, with a single mountain known as Smugglers Peak jutting out from it. Smugglers Peak is easily 400 Bio high, with a Kio spanning base. It receives its name from the many criminals inhabiting its ancient ruins – these huge stone fortresses and archways are the only signs of civilization prior to that of Yheyn.
The first two smaller isles are coated by tropical forests, and also common places for criminals to hole up. The other two – one volcanic, one a rocky waste devoid of life – are rarely visited.
Effrah – Effrah is composed of a northern and southern mountain range with a loose, temperate forest squeezed in between them. There are no locations of interest here, save for the village of Port Green Peak, located on the coast of the southern mountain/forest border.
Dajon – Dajon is mostly coated in a thick, verdant rainforest, with mountains on its western, eastern, southern, and central points. It is the newest island to be discovered and is still mostly unexplored. The only ‘civilization’ is a few scientific camps.
Nibar – The island of Nibar has been dubbed the Serpents Isle for its shape, a great twisting ‘body’ ending with a ‘head’. Along the lower (southern) area of the ‘body’ is a mountain chain, which continues into the ‘body’s upper section along the ‘belly’. The upper portion is coated in rainforests. The ‘head’ is another of the Southern Islands volcanic regions. Nibar is uninhabited, but was not always – Overlook Courthouse, ancient base of the Justiciars, is hidden amongst the coastal mountains.
Frumus – Frumus is the only island independent from Yheyn proper and the Southern Alliance as a whole, and has been so for the last 300 years. It is composed of a number of closely knit fishing and farming villages, the largest being Fisherman’s Rise, located on a seaside plateau. The diplomatic break-off guarantees peace and continued trade between Frumus and the mainland.
As far as geography, Frumus is mostly flatland along the western and southern areas, and is famed for its massive, unexplained canyons. The small upper region of the island is forested, with a few mountains on the far, seaside edge. It is located west-south-west of Yheyn.
Kantis – The final island is Kantis, located west and a little north of Shimmering Palace. It is the only ore rich island that Yheyn retains. The southern coast is mostly agricultural, to supply the miners, and the east coast a mountainous area. The remainder is barren wasteland, rich in ore but not much else – and the ore is running dry.
Leaving the Map
Simply put, you won’t be going north, east, or west. You can, but there is nothing further east or west, and there isn’t much of interest to the north until you reach the other Island-Countries – and a week’s travel in-game would be far too long to do in the RPG. And for those wondering, Yheyn continues off the map for another fifty, sixty miles of volcanoes, barrens, and mountains.
The south, however, is open to be explored. This is encouraged! There’s still a lot of room to fill out on the map, and a lot more sea to cover.
It is for this reason that the southern area of the map remains incomplete. What islands are down there are known, and only to me. But it’s dependant on where the players go that they will be found – and what finding them might cause.
This details the common species of the Matoran Universe and their existence on Yheyn and the Yheyn-Seas.
Matoran – The Matoran are the most populous species of Yheyn, and composing some eighty odd percent of the population. Most Matoran are workers – fishermen, smiths, millers, whatever – though, while most Matoran are soldiers, most soldiers are Matoran. They are the ones who are described as making the world run.
Turaga – Turaga are the revered leaders of the Matoran. Turaga, for the most part, hold sedentary jobs such as priests, scribes, sages, librarians, or judges.
Toa – Toa are the most powerful of the Matoran species, and act as the warriors and defenders. Most Toa are part of the Toa Council, and follow the Toa Code, or the Xankah Order, which favors the greater good over its cost. A few, however, choose neither organization. Many of these have gone rogue; some are powerful political figures. For PCs, the first of these is the only alternative.
Prime Species* – There are two of six ‘prime species’ encountered on Yheyn. These are those of Carapar and Pridak. Those of Carapar’s are much wider and stand a head shorter than a Vortixx, with dark colors for armoring. They have thick armoring and are both incredibly strong and tough, to the point that crossbows are called in as soon as they're spotted, as a normal arrow lacks the armor-piercing capabilities to get through; they are also highly resistant to the environment. Those of Pridak’s are of roughly Toa size, and usually either red or white with a secondary color. Those of this species are much more physically adept than any Toa, being able to move incredibly fast,and having greatly enhanced senses and strength. Both can use Kanohi mask powers, and are able to adapt to both adapt to new mask powers quicker, and use them at a much heightened level of efficiency. Many are natural leaders as well, meaning that only a highly charismatic individual can keep a large force together for a long time; the Barraki are brought to mind. Bickering has pushed the other Prime Species out; those from which Ehlek hailed mysteriously vanished.
Steltians – The species of Stelt are the third most common species, after the Matoran types and prime species. They come in many shapes and sizes – the Leader, Guard, and Slave types the most prominent – and are often associated with the crime in the city. The war-like nature of these species is kept in check by the Toa Council and city guards, and the fact that many are more concerned with material possession than battle.
Vortixx – The Vortixx are among the most physically powerful of the species of Yheyn,, second only to Steltians of the Slave and Leader classes. There are very few of them on the island. Most are master businessman, artisans, or conmen – usually a mix. The most advanced technology is that of the Vortixx, mostly based off of clockwork. Recent inventors have turned to using steam.
Zyglak – A major problem on any mostly coastal area like Yheyn is the Zyglak. Their numbers are unknown; their hiding places impossible to find. Unlike Rahi, the barbaric but cunning species keeps a step ahead of its adversaries. The Toa Council has deemed lethal force necessary for them.
* To put it bluntly, members of Carapars species possess the equivalent of Limited Invulnerability of the 3rd level. Those of Pridaks move at about 20% Kakama power, sensory aptitude, and Dodge of the 3rd level. Both are strong; 20% Parakai for Pridaks and 30% in Carapars. In both cases, they are difficult to harm (though enough punishment will bring anybody down, and some things can't be dodged or resisted by anyone, especially when Toa get involved).
There are a great many factions in this RPG at the beginning. Aligning yourself with a faction presents its own benefits, and its own problems. If you don’t like the ones presented, I encourage you not to remain neutral – instead, join with other players and build up your own!
That marked as a ‘Current Event’ will be removed and placed in the Discussion topic if this RPG ever wins.
Southern Alliance – Any character in the RPG lives under the control of the Southern Alliance. Even independent organizations or islands, such as Frumus, have their fate resting in the Alliances hands. It is also the largest and by far most powerful faction. If you mark this as your faction, you may change it at any time.
Goals – The defense of the Southern Islands against all threats, within and without.
Leaders – Governor Vamden, Viscount Jovalik, Ambassador Orgym (Onu-Matoran) [away from island]
Base – Shimmering Palace
Allied with Traders Guild, Coast Guard, Toa Council Opposed to Vermillion Dragon, Rebellion
Yheyn Traders Guild – Each country in the alliance has a Traders Guild; the largest and most populated can have two or three. Guilds form the basis of society in the Alliance, and the Traders Guilds are the most important of all. It is composed of multiple smaller guilds and merchant organizations. While limited on power to the Southern Alliance as whole, the Traders Guild almost certainly controls all wealth on its island.
The Traders Guild was created to keep businesses from being more successful than each other. Those who set up shop under the Guild can look forward to being successful as long as they pay its dues and follow its rules. But those who refuse to do so often run into ‘accidents’. Some still remain resolute, and operate successfully in the city. If you are part of the Traders Guild, you must own your own business, but may also join another faction or create your own.
Symbol – Pile of silver and gold on a brown background.
Goals – Successful and profitable trade for the merchants of Yheyn, both with its citizens and with external organizations.
Leaders – Guildmistress Sarillia (Vortixx), numerous others
Base – Sakrinil
Allied with Southern Alliance
Yheyn Coast Guard – The largest military force of Yheyn are those who guard its coast line against Rahi (or worse). All without a criminal record are permitted to join.
Symbol – A wave rising from a red sea, white sun
Goals – Defense of the Yheyn coastline.
Leader – Commander V. Redblade (Ta-Matoran)
Base – Sakrinil, Port Wardens Stone
Allied with Southern Alliance, Toa Council, Xankah Order Opposed to Vermillion Dragon
Toa Council – The Toa Council is the oldest order of Toa, and has chambers across the Matoran Universe. The one on Yheyn is one of the oldest, and only those on Everok and Nui-Vatur beat it in the Southern Islands. In the ancient past, Toa were forced to join it, or be considered rogue and imprisoned. Members must follow the Toa Code to the letter, or else risk punishment. Disagreements on this led to the creation of the Xankah Order.
If a good enough reason is presented, the Toa Council may allow a member to fight for one of the other factions, doing as they see fit.
Requirements – Toa
Symbol – Unity, Duty, Destiny symbol
Goals – Enforce the Toa Code; protect the security of the Universe.
Leader – Toa Sorlan (Toa of Magnetism)
Base – Sakrinil, Council Chambers
Allied with Southern Alliance, Coast Guard Opposed to Xankah Order (non-combat), Rogue Toa
Xankah Order – The Order formed long after the Toa Councils conception, only a few thousand years ago. It was created by warrior Toa Precentus, who hailed from Yheyn as a Matoran. It follows the words of The Role of the Toa, a report accusing the Toa Council of value rules more than lives. It only loosely follows the Toa Code, allowing enemies to be slain if it means saving innocent lives. Though Precentus has long since left Yheyn, his presence allowed the Order to grow large enough on Yheyn that the Toa Council cannot risk open war on them.
Like the Council, they will ‘loan’ out members. While the terms of the agreement are usually more lenient, though the Order is more selective of whom their members work with.
Requirements – Toa
Symbol – Silver claymore over a light grey map of the Matoran Universe; light green background
Goals – Protect the Matoran at any cost; root out evil wherever it hides.
Leader – Toa Pearaldra (Toa of Psionics)
Base – Coast 25 Kio West of Sakrinil
Allied with Southern Alliance, Coast Guard Opposed to Toa Council (non-combat), Rogue Toa
Guild of Sages (NPC) – The Guild of Sages is composed of a number of Turaga. All seeking information about forbidden or forgotten lore may speak to the Sages, though often at a price.
Goals – Learn everything.
Base – Sakrinil (Great Library)
The Vermillion Dragon – One of the largest criminal organizations is the Vermillion Dragon. Originally based in Sakrinil, it became dispersed after the death of its leader by the Coast Guard, and scattered across the smaller islands. They have many small bases across the islands, and are composed mostly of smugglers and other riff-raff. Over the years, they have managed to drive out other pirating groups or absorb them, granting the Dragon unsurpassed power over Yheyn’s underworld.
Symbol – A vermillion Proto-Drake with glowing orange eyes over a purple background.
Goals – Make a profit, and have fun doing it!
Leaders – Nuvinus (Steltian Leader), many others
Base – Largest is on Moroni (N. Jungle Isle, ruins), numerous others; all hidden
Enemies of Coast Guard, Southern Alliance
Yheyn Rebellion – A very small organization that started up within days of Vamden appointing himself Governor. The organization has sworn to “free Yheyn from the Alliance, and execute the spineless traitor who supports them.” Many members were miners from the islands to the north, sent away after Vamden yielded those rights to Ampora. Most members of the Rebellion are natives, though the aid of foreigners is accepted. As they are a recently formed group, they have yet to rally behind any one symbol, and even their leader holds limited power.
Goals – Secede from the Southern Alliance, execute Vamden for treason.
Leaders – Eydarian (Prime Species [Pridak]), loosely connected others
Base – None, most members on Frumus
Enemies of Southern Alliance
Parties vs. Guilds vs. [PC] Factions
The term ‘party’ when used in this RPG refers to a group of three or more PCs who are working together towards a common goal. It is the most commonly used term, as most players will become a component in a party at some point (it’s dangerous to go alone, sword or not). Adventuring parties do not collect NPC allies.
The term ‘guild’ is the only one used ‘officially’ in-game. It is created when a group of at least three BZPower members, and at least five characters, come together and form their own group. Such a guild is extremely small, and holds little power, especially when compared to true guilds, such as the Traders Guild. To become a guild, players must submit the following form –
[b]Guild Name:[/b] [b]Founders & Positions (Characters/Users):[/b] [b]Members (Characters/Users):[/b] [b]Emblem:[/b] [b][alternatively Crest/Colors/Symbol or whatever] [/b] [b]Goals:[/b]
The guild may of course grow over time, and also attract attention.
At fifteen characters, and at least five members, the guild may begin garnering attention from one or more major factions, who will ask/demand their allegiance as allies. Players may at this time determine a base of operations, and NPCs may begin coming to join with them.
If a guild ever grows to twenty-five characters (and at least ten members), the number of NPCs attempting to join increases further. From henceforth, it is a Faction*. At this point, a base of operations is a necessity. Players may place the faction as a joinable, PC run faction. However, the faction will begin gaining more enemies.
* It is still a guild. Faction is the out-of-game term for it.
Character Creation & Gameplay
Waves of the South is a text-based RPG. It is controlled by the GameMaster – that’s me, and – and any Co-GameMasters that I appoint over the course of the RPG. Of course, the person who’s really important is you – the players! So, how do you play?
While I do not mind modifications if you deem them necessary, this character sheet fulfills all required functions in the RPG –
[b]Character Name:[/b] [b]Gender & Species:[/b] [b]Powers:[/b] [b]Equipment:[/b] [b]Appearance:[/b] [b]Faction:[/b] [b]Personality:[/b] [b]Biography:[/b]
Character name is pretty self explanatory. It is, of course, your characters name. If s/he has a preferred alias, be it a codename or nickname, put that there.
Gender and species are, again, self explanatory. Place both your characters gender and their species there. Keep in mind that the species list is not the only species that you can play as. For gender, there exist males and females of all elements, but the ratio is usually nine to one in favor of the canon one.
Note: You can create custom species. Play as an intelligent Rahi if you feel like it! Assume a power limit equal to that of a Toa.
Powers is where you place any powers that your character has that aren’t derived from equipment. This includes any secondary abilities, or improved physical abilities.
Note: You can make up your characters powers if you want to. This isn’t the BZPRPG!
Equipment is where all of your items go. Keep in mind with equipment that technology is limited – mostly steam and clockwork, though no steam powered sea vessels are used on Yheyn. There’s some pretty cool stuff being made, but in real world terms, anything after 1900, and a lot from before, isn’t going to be there. The creation of Kanohi masks is one of the most complex arts, though Kanoka are too rare a resource to waste on botched masks, and they are rarely made. Gunpowder is present, but used mostly for cannons, as handheld weapons using it were deemed inefficient. Natural resources, from Rahi and local flora, are commonly used.
Note: You can create your custom Kanohi, and ‘immoral’ ones are opened up for use to all Toa, as the Brotherhoods betrayal has yet to occur. Any unique or semi-unique masks are banned, or any I feel are too powerful. As far as weaponry and stuff, it’s mostly rather mundane – Toa are known to use their powerful tools, but that’s about it.
Keep in mind that heavy equipment is dangerous to use and hampers more than it helps when on board a sea vessel. As that is the most effective means to transport oneself between the islands, it’s safer to use lighter, more elegant arms and armor.
Appearance describes what your character looks like. A twenty word (or greater) description will work best, but if you have an MOC or sprite of your character, you can post that instead. The image must be clear enough to see and make out properly. If your character is a shapeshifter, or has an otherwise malleable form, simply provide the most common/favored/default form.
Faction is your characters affiliation. You may place your character in any you wish, unless they are restricted for whatever reason. Alignment (see below) does not restrict you from a faction, but it can put you at odds with other members.
Note: As noted, or at least implied, above, a Toa character not in the Toa Council or Xankah Order is a rogue Toa, whoever they sign up with. They will be hounded as criminals. But hey, that’s what friend are for, right?
Personality is how your character behaves. It is also here that you place your alignment. If you are not familiar with the Law/Chaos, Good/Evil alignment chart, look it up to figure out the one that best describes your character. You don’t need to be lengthy in your description, but can be.
Biography, or History, is the final section. This is where you put your characters age and past. The bare minimum is fifty words, which is an incredibly small amount (the above paragraph is fifty-one).
Keep this in mind – your characters are exceptional. They are the movers and shakers in the world, the ones that can actually make a difference. While outmatched by powerful entities and NPCs (such as many described on this page), they aren’t just normal NPCs. Of course, one person can only do so much. Fending off two Toa is regarded as an impossible task, without great advantages present.
You may have five (5) characters at the start, and have the potential to be rewarded for excellent roleplaying with an additional one (1) character slot up to once, for a maximum of six (6) characters possible. There aren't very many people on Yheyn, especially not those as exceptional as PC's; the higher than average Toa to non-Toa population ratio adjusts this somewhat.
As a play of this RPG, you must follow these rules –
The rules of the RPG are as follows –
1. All BZPower Rules and RPG Forum Rules apply. Attempt proper grammar and spelling if possible – you won’t get punished for bad writing, but it’s easier for everyone when you use it.
2. No godmodding. This means that, when in combat, you must be willing to accept lost. When your vessel is surrounded by four others, it’s time to accept defeat. This branches down into not doing anything overpowered, not auto-hitting anyone, and not bunnying (taking control of another players character without permission).
3. Comedy and romance is to be limited. As a swashbuckling RPG populated by charming rogues, a little bit of romance is allowed – but only simple flirting. That’s it. Doing something humorous or cracking jokes is alright, but nothing ridiculous – throwing pies at people, for example.
4. No posts made solely in OOC. That is why the Discussion Topics exist. Zero tolerance rule for this one.
5. You have a say in how the story develops, but if I can see even one reason why your plan to murder the Governor of Yheyn is going to fail, I will exploit it. Make world-shattering plans as good as you can!
If you don’t, you will be punished, as follows –
First Offense – Warning! This is your only one – don’t keep it up.
Second Offense – You will receive a debilitating injury of some kind to your character.
Third Offense – One of your characters dies, and cannot be replaced.
Fourth Offense – All remaining characters die. Somehow – I’ll make it happen. You can make one more character, and try to get back in good graces, after a 48 hour ban. If you persist…
Fifth Offense – All characters gone forever. Leave now and never come back.
In order to actually play the RPG, you need to fill out the character profile and place it in the Profiles topic. Once approved, you can begin playing in the main RPG topic, by placing posts in IC and OOC. Example –
OOC: The OOC section is where you state something to other players, out of game (or ‘out of character’). For example, “We’re looking for members in our group!” No post should ever contain only OOC information. If you are addressing another player directly, send a PM. Otherwise, post it in the Discussion topic instead.
IC: (Character Name / Location)
This is where you describe what your character is doing. Preferably in third person limited, but if you want first person I guess you can knock yourself out (not literally). If you know something OOC, but your character wouldn’t know it, do not meta-game (Ex. Lewa finds an ancient item. Suddenly, Pohatu knows where to find that ancient item, even though he never heard of it and was half the map away). You don’t need to format your IC posts heading as shown above – everybody does it differently. That’s just the one I use. All I require is that the characters (or characters’) names, and their location, are both noted.
It’s pretty simple, really.
The GameMaster (GM)
My job is a pretty simple one, really. In this RPG, I will not manifest my will into any PCs, but shall instead remain restricted to the following tasks, outside of obviously approving characters and punishing rule breakers –
- Controlling NPCs named on this page when PCs attempt to interact with them. This also applies to extremely entities and similar
- Timekeeper. Once I feel enough events have transpired to warrant it, the time in the RPG will change. Everything starts off at dusk (6 PM). I will then post to indicate midnight (12 AM), dawn (6 AM), midday/noon (12 PM), and dusk once more. The cycle then continues.
Consider the Following
Traveling takes time. Keep that in mind when you go island hopping – you will not immediately appear at your destination. Dajon, for example, is half a day’s travel in-game from Sakrinil. Frumus, to the west, would take even longer; Kantis could take well past a full days time (though you would leave from Shimmering Palace in that case). During this time, don’t just be static. Plan with other characters on what your game-plan is. Have a little IC interaction. Try to toss somebody overboard after a heated debate. If there’s not any role-playing in an RPG, that's bad.
On that note, what if most of the players are on long voyages at the same time, with only a few in the city, or doing other things? In that case, the majority can ask for the GameMaster to ‘jump time’ if you will, which would be the vast majority (80%) of active players voting to advance everything a full day, or more, into the future.
Then you come upon the problem of travelling. A ship needs a crew. Three or four characters together can pool enough money/goods/loans to purchase a small sea vessel, and a few NPC hirelings to get it moving.
One last thing – an RPG wouldn’t be very fun without PVP being an option. For this RPG, however, it is not the intended primary focus. Most (80%) of interactions advancing the story will involve role-playing, with lengthy discussion being possible. Lots of puzzles will be provided in search of ancient treasures (because what’s a swashbuckling RPG without treasure hunts?), and pretty much every riddle I can dig up, rather than super monsters.
With that said –
Toa Levacius Zehvor