Matoran die, the days grow cold
a piece of bread buys a bag of gold
I wish we'd all been ready
There's no time to change your mind
the Hunters have come in the night
two toa lying in their beds
one hears a sound and looks about
her brother lies limp on his bed
An arrow lodged within his head
I wish we'd all been ready
Two vahki walking up a hill
one's shot and one's left standing still
I wish we'd all been ready
There's no time to change your mind
The Hunters have come in the night
now’s your time to flee or fight
In the year 3,500 B.G.C. the city of Metru Nui changed essentially: Previously a peaceful bustling city, it became in one single night a conquered land, ruled by the Dark Hunters whilst the toa guarding the city, as well as the active vahki not slaughtered fled to the coliseum, the capitol of the city. They made a desperate last stand using the extensive technology contained in that building's arena to fight off the first few attacks. However, such tactics could only work as a temporary measure, and therefore Naho, the toa Mangai of water, volunteered to flee the city to get help from other lands. This mission succeeded, and she brought back an army of over a hundred toa to relieve the other nine toa Mangai. Mysteriously, the Dark Hunters seemed to melt away after a bloody landing battle. The toa retook the island in a single day, even though in Onu Metru, Dark hunters fought a delaying battle. Nonetheless, the toa viewed the war as almost over, and matoran soon began to resume their everyday lives, save in Onu Metru where skirmishes still warred.
The leaders of the now christened Metru Nui Protectorate, were bemused at the ease they had won, and tried to establish some fortifications. However, they were too later to repulse the counterstrike of the Dark Hunters: appearing out of nowhere and disappearing just as fast, they butchered and split portions of the toa forces, the remainder regrouping at the coliseum and the various chute stations of the Metrus, save that of Onu Metru, where few escaped. They found themselves in a situation they were completely unprepared to face; a war with few front lines, mainly composed of ambush and assassination. With their first duty to the matoran, the toa and the remaining vahki managed to herd the matoran into the buildings surrounding the chute stations, even establishing a beachhead at the Onu Metru chute station to do the same for the matoran there. With the help of the iron and stone toa the buildings were converted into fortresses. The Metru Nui Protectorate expanded the most forces in Ta and Le Metru, retaking those Metrus. And that is how it stands: The coliseum, Ta Metru, Le Metru, and the neighborhood around each Metru's chute station is held by the Protectorate, Onu Metru and parts of Ga Metru are held by the Dark hunters, and most everywhere else is a no man's land. In the outside world, most other nations remain neutral in the struggle, refusing either to side with the Dark Hunters or directly aid the Protectorate. This does not stop them from selling weapons, armor and other supplies to either side. The main ports are located in Ga Metru, as well as one in Le Metru and the ship owners will usually sell to whichever side is in control, regardless of any original orders. Because of this, there is constant, furious fighting over Ga Metru, especially the ports. The ships sometimes carry small groups of toa or militant matoran who have abandomned their homelands to aid Metru Nui. Of course, a great deal of mercenaries and brigands also have come, either offering a blade for hire or seeking to embellish themselves in the wartorn land.
Ta Metru is a largely industrial city, tasked with the production of kanoka and kanohi. The city is heavily developed with apartment buildings and factories taking up almost all available space. When the Protectorate launched their regrouping efforts, they especially focused on this Metru, activating literally every single Nuurahk and sending a great deal of toa into there as well. The Metru was retaken, but the Hunters hold most of the underground tunnels, and warfare is continuous. Nevertheless, the Ta matoran have resumed a great deal of their work, although now well guarded by toa and vahki. They have switched however to designing weapons, armor, kanoka, and of course masks, although not many of those. The Dark Hunters make constant attacks, making working here quite dangerous, and casualties quite heavily. Of especial interest is the port, the third one in Metru Nui. It remains for the most part under Protectorate control, despite almost constant attack on it.
Technology gone rampant. If you were asked to describe this Orwellian nightmare of a district in three words, technology gone rampant would probably be the three words out of your mouth. Then, of course, those words would be picked up by one of the thousands of little tiny microphones scattered in inconspicuous areas around the Metru and transmitted to the central vahki hive, filtered by highly programmed 'secretary' vahki, who would then deal with the message as fit. In short, if you do something you shouldn't, don't expect it to go unnoticed or unpunished.
Welcome to Le-Metru, one of the homes of the Protectorate war effort; due to its importance in testing war vehicles in the Moto Hub and other locations, the whole place has more bugs in it than a Nui-Rama hive, not to mention security cameras, automated defenses, a host of vigilant vahki, and various other security-minded goodies just waiting for a Dark Hunter to come and find them. The archive tunnels have been blocked and filled in, and remain that way. The Hunters as of right now have done little against this heavily fortified city.
Areas of interest are the local Vahki hives (there are three, instead of the usual one) and the Moto Hub, where most of the R&D for new vehicles is done. Toa Mangai Nidhiki comes here a lot in his spare time: if you wanted to plot, say, an astonishingly atrocious assassination attempt, this could be the place to do it.
Ga Metru, like the rest of Metru Nui, has been battle scarred by warfare. The schools have long since been shut down, and even the Vahki guards at the Great Temple have been reassigned elsewhere, even though some dozen or so stubborn scholars have refused all efforts to move from the Great Temple. The Fountains of Wisdom have stopped running and parts of it damaged by the Dark Hunters. The whole district is silent except for the roar of the Protodermis Falls. The teachers have gathered all they could from the schools, taking it with them to their hideouts. Of all the Metrus, this one has been most affected by the war: war rages constantly around the two ports where most buildings have been demolished or gutted in the fighting. In this Metru alone the Protectorate does not have control over the vahki: the Dark Hunters managed to capture the vahki hive, reprogramming the Bordahk to serve them. Because of this, despite the best efforts of the Protectorate, the ports remain under Dark Hunter control. But not always; sometimes the Protectorate manages to launch a desperate attack, capturing a port for only a few minutes or hours, but often long enough to purchase much needed supplies.
Onu Metru is best known as the home of the archives, although these archives now stretch under almost the entire city. It is home to several lightstone mines. The Metru is largely covered in homes and apartment buildings. Since the start of the war, sections of the city have been reduced to rubble, especially near the borders. The Dark Hunters are in great force here, and few matoran, toa, or vahki dare to step far outside the safety of the Protectorate fortress.
Po Metru is dry and arid, and as of recently, even more quiet than usual. With all the Matoran in hiding, there are no carvers or assemblers to fill the air with chatter. Sculptures in progress sit in the Sculpture Fields, forgotten, and any Vahki production has ground to a halt, or been moved to Ta Metru. The Metru has a single city in central-south Po Metru, and the rest of the Metru is dotted with villages. Since the start of the war, few of these villages have sustained any damage aside from being deserted. The city however has seen its share of fighting, although it is still in relatively good shape.
Ko-Metru, also called the "quiet Metru," is the district of Metru Nui representing Ice. It is one of the western regions between the borders of Onu and Po Metru. This is the home of Ko Matoran who study, observe, and look into the future to predict and research prophecies by reading the stars above Metru Nui to discern the future. Since the Dark Hiunter invasion, it is quieter then ever. The chute stations have had knowledge towers erected about them, where the scholars continue their work, searching for signs of the future in the stars. However, vahki and toa are always on constant guard.
The coliseum is an island itself, separated from the rest of Metru Nui by a forty foot moat which is crossed by one bridge and six chutes. The island contains six chute stations, as well as the massive coliseum building. The coliseum itself has been turned into a fortress, and the ground about it is built of the same technology as its arena, making it a deadly booby trap for any invaders.
The main building: well guarded by the toa, it is shut off from most people, except at certain times, namely public councils, the rare occasions where any member of the Protectorate may voice their opinions directly to the high council. At all other times, it is for authorized personal only.
Chute stations: the centers for each Metru, the chute stations have been heavily fortified, and barracks, armories, and medical bays. The command for each Metru meets here and in the chute station of each Metru.
In each Metru, the chute station is a military center, and people who wish to join the armored forces of the Protectorate must go here to the recruitment office located there.
The Metru Nui Protectorate
The Metru Nui Protectorate is the government of Metru Nui as well as its inhabitants. Until recently they were in control of all of Metru Nui and were composed largely of matoran and vahki. Now however they are situated in the island's capitol and the areas around each Metru's chute station, as well as in Ta and Le Metru.
They are largely a land force, but they have been transforming the trademark airships of Le Metru into massive flying fortresses; both troop transports and bombers alike. As of now, their only use has been against the Dark Hunter's pirate forces
-Matoran: The citizens of Metru Nui, matoran are up to four feet in height, and possess neither power nor the ability to use Kanohi. They are typically not warriors, but instead serve as laborers of various kinds. In metru Nui, they are for the most part of the basic six elements, although a few immigrants of other elements dwell there. In the Dark Hunters, matoran are not common, but neither are they non existent.
-Toa: The toa are the protectors of the matoran, and in Metru Nui serve as the bulwark of the defense. Standing between six and eight feet in height, they have control over an element and possess the ability to use noble or great Kanohi. They adhere to a strict code, which among other thing demands them completely abstaining from killing rational life.
-Vahki: The mechanical law enforcers of Metru Nui, vahki number in total about a thousand in active number. They possess the ability to teleport disks from the vahki hive of their Metru into their mouthpiece, which is actually a specialized disk launcher. They also carry two staffs which possess twofold power; a standard stun bolt, and a specialized mind affecting power as well. They are divided into troops of six to eight, and there is a specific design of vahki for each Metru. Several squads of elite vahki types are stationed to defend the coliseum.
The Dark Hunters
The Dark Hunters are a group of mercenaries of a number of different races and species, too numerous to be counted. For hundreds of years their leader coveted the island of Metru Nui, and recently sent a task force of several hundred operatives there. They control the archives and the tunnels that lead from it, thus allowing them to pop up virtually anywhere. The tunnels in the areas controlled by the Metru Nui Protectorate have been filled in as a defensive measure.
Since the start of the war, the Dark Hunters have been hiring mercenaries to add to their numbers, but their greatest hiring has been of pirates. These fiends patrol the waters, forcing incoming ships to dock at Dark Hunter ports.
-Vahki: In Ga Metru, the Dark Hunter have captured the vahki hive and reprogrammed the vahki of that Metru to serve them. All Bordahk therefore are members of the Dark Hunter Faction. Other models can be part of this faction, provided logical reason is given for how this is the case. The same goes for Bordahk being members of the Protectorate.
Notes and Comments
I think everyone reading this will be at least faintly familiar with the era this RPG is set in. A lot of you will also know it well enough to see the little tweaks to the canon I put in. This RPG is not going to go according to the canon; if it did, everyone would know the ending, thus rendering the RPG rather boring. Now, I'm not saying that Nidhiki will not be a traitor, that elements of the canon will not be used. What I'm saying is that the story from here will be the invention of both the players and the Game Masters. Events from the canon could happen, or they could... Not. Don't judge future events by the canon, or you'll likely be proven wrong.
This RPG is set in a war, which might make it seem two dimensional. However, there will be quests and the like officially started, and of greater potency, the players will be free to do what they will, within the limits of the story. Yeah, the ultimate goal is to win the war for your side, but there are innumerable ways to do that.
It's been commented that there are Dark Hunters and Toa Mangai we know little of, and it might be a good idea to allow people to play as them. I am willing to grant this, partly. You may not start out with one, but one may be gifted as a reward, or as an item gained through quest. Such events will be announced in the game.
Lastly, I caution players to remember the setting they're in, and specifically the technology. I'm not going to outlaw modern style tech, but I advise that weaponry and equipment be made somewhat Bionicalized. Xian weapons are a good meter.
Players are allowed to play as vahki. Just remember, vahki are mass produced, that means that all vahki have two staffs, a disk launcher that teleports disks into it, and nothing else. The powers of the staffs are determined by the model of vahki. Please note though, Bordahk cannot be on the Protectorate side; the Hunters have captured their hive and reprogrammed them to serve them. If you are a vahki, and your model is reprogrammed, you must go with that programming. If the Protectorate capture the Ga hive and reprogram all the vahk remotely, you become a member of the Protectorate. This is the key difference between the vahki and the other species; the toa and whatnot are rational beings, the vahki are intelligent robots, nothing more.
-Absolutely no autododging, autohitting, or other forms of god moding.
-Bunnying is illegal. No controlling other peoples’ characters without their permission.
-Use IC for In Character portions of the post, and OOC for out of character portions. Do not post OOC only posts in the role playing topic! The discussion topic is made for them. Making an OOC only post will result in a warning, and if repeated enough, banning.
-Please, use good grammar, and make your OOC and IC posts understandable. Bad grammar might not look bad to you, but it does for others.
-Staff controlled characters are staff controlled characters, not NPCs. Do not control them without permission of the GMs.
-NPCs are not target dummies. Just because they’re not PCs doesn't make them a lower life form. There are a limited number of troops for each side. Please, I don't want to see a hundred+ die in a few days.
-Your characters cannot know your enemies plans in an instant, or know the exact power etc of an opponent unless they are told IC, or find out IC. Your character is not all knowing, although you may know something from reading another IC post not related to your character, or reading an OOC post or whatever.
-Please act civil. Do not insult, degrade, etc other players.
-Do not play only to win. The purpose of an RPG is to have fun, and interact. Any character, no matter how powerful, can be defeated. Going into an RPG with only the specific intent to get ahead and win will get you nothing but failure and a lot of annoyed people.
-Respect staff rulings. If you have a problem with a staff’s ruling, take it up via PM with either that staff member or another. Do not disregard the ruling, start a temper tantrum over it, etc.
-When you are dead, you are dead. Your soul cannot take over another body. Bam, it's over, your character's soul is in the next world, or has gone *poof* or whatever you want to believe there. Reincarnation is also outlawed.
-There are times when death is unavoidable. Get used to it, your character is no more powerful than an NPC, you can die. It you're surrounded by a dozen Dark Hunters, and you have a broken leg and no powers, you're going to die. The meter is this: When staying alive falls under auto-dodging/invulnerability, your character dies.
Any degree of warnining may be given repeatedly, or only once (for instance, for repeated infringement of a very minor rule a person might get two 5thdegree warnings, not 5th and then 4th degree warnings. In contrast a person might get temporarily banned, or permanently banned, with no previous warning, should the offense be serious enough) This, however, is at the decision of the staff, not the player. The levels of warning are as follows:
5th degree warning
A simple warning, whether in the discussion topic, OOC portion of a post, or PM: nothing serious, just correct whatever you did wrong and don’t do it again.
4th degree warning
A more serious warning, and one of your characters is temporarily incapacitated. Please stop breaking the rules.
3rd degree warning
Okay, you’re getting on our nerves. One character is killed in game, and all other characters are unusable for a week.
2nd degree warning
This is getting old already. All your characters are butchered in game and you are not allowed to replace them for a week. This is your last warning.
1st degree warning
You are banned. All characters are killed, and you are no longer allowed to play. Any further posts in the story or profile topic will be reported or ignored. We really don’t want you here, go torment some other GMs.
Head Game Master
Assistant Game Master
Assistant Game Master
Assistant Story Master
I owe credit to a great deal of people for this RPG. It has to be the fastest one I've ever produced, taking only 2-3 days. I must credit Aderia and Spawn for supporting my idea of a Toa/Darh Hunter war when I first preposed it, and also for helping me with it; the profiles of Lhikan and Nidhiki are made by them, as are several locations. The RPG for most of its tim in being made had no name, and the credit for the name it now has goes to Kal Grochi. Lastly, I must thank the fans of CotD who have refrained from lynching me when I suddenly without warning withdrew that RPG. I greatly hope that this RPG will be as good, if not much better.
Edited by Zarayna: The Quiet Light, Jul 05 2012 - 01:01 PM.