Waves of the South – Alter Securi
The Second Chapter, by Toa Levacius Zehvor
The Matoran Universe – a mysterious, barely tamed place; a place home to exotic lands, sanctuaries of peace, and unseen wonders. Though often travelled, it is very much unexplored. Yet the great lands of the north cannot capture the alluring beauty of the crystalline seas of liquid protodermis and the unexplored islands.
This is not the story of armies meeting on open field of stranded villagers trekking across Kio of wilderness. It is not the epic tale of good competing against evil. This is tale of the Yheyn-Seas, and the events that transpired there. It is a tale of daring heroes who dare challenge manipulative villains in search of new lands, and ancient treasures.
Perhaps you are a hero, or perhaps you are a villain. Maybe you’re not sure what you are. It matters little, for you have been plunged into this grand tales. The Yheyn-Seas are open to you, and great treasures await you and others similar and dissimilar to find them. In this struggle, you are not alone travelling the waves of the south.
The Imperial Age (IA) was the 14 Millennia span in which the League of Six Kingdoms ruled. AL (After League) refers to the time after its leaders vanished at the Battle of Metru-Nui, and PL (Pre-League) refers to the time before the rise of the Barraki, and progresses in an opposite direction from the others.
The following details the history of Yheyn –
Matoran colonization of Yheyn from an unknown place began 4,318 PL, not long after Mata-Nui brought life to the universe. Turaga Gauraur was the first Count of Yheyn and worked in conjunction with the islands combined judicial and legislative branch, the Justiciars. The island was peaceful until 3,100 PL, when heated conflict between the Justiciars and Gauraur led to his execution and their full and tyrannical power over the island.
The Justiciars were an enigmatic lot towards the end of their 200 year reign, building secret fortresses and bases across the Yheyn-Seas. At that time, an emissary of the Toa Council named Gremost quickly rose against the order with his own rebel army, overpowering their armies and killing their leaders. His forces toiled for decades to finish the job. The Toa of Earth claimed the title of Count of Yheyn and began construction of the massive Castle Sakrinil over the course of many decades.
Quiet millennia passed until 8,619 IA. Most of the Universe rested in the hands of the Barraki. Fear for their homes led to the leader of the twelve major countries in the eastern Southern Islands, including Yheyn, to meet on the central island of Everok on the sixth month of the year to forge an alliance.
This new confederation was the Southern Alliance, and consisted of twelve minor counties joined together to defend their homes. Their combined military force never saw conflict with the League, who focused solely on the north. But the trade agreements formed at this time remained. The Alliances benefits outweighed all opposition and the decision for its continuation was unanimous.
Yheyn was the smallest and the most isolated of the Island-Countries, Gremost tired of annual visits to Everok, where the twelve islands’ leaders formed a Council of Twelve. He appointed a foreigner named Vamden to become his Ambassador and, eventually, declared him his eventual successor. During that time, construction of the Simmering Palace began – more for show than as a place of residence.
It is the eighth month of 3,692 AL. The citizens still mourn the five hundredth anniversary of Gremost’s passing. Vamden controls the country under the title of Governor with Turaga Jovalik appointed to Viscount and controlling affairs from the city of Sakrinil while Vamden himself sits comfortably in Summering Palace.
Despite these minor changes, Yheyn has been a static place of the millennia. But with so much opportunity for adventure, how much longer could that last?
At the time, Yheyn is undergoing numerous possible events which can be deal with. Certain groups of characters are already in the middle of their own events, but the following still remain to be dealt with -
Mining Rights: The Governor of Yheyn is offering a reward to any and all who are willing to travel south in search of a new island that can be used for mining, after the sale of those to the north to Ampora. The rewards for this are a cut of all profits, along with the clipper ship Star of the South, one of the fastest clipper ships in the Alliance.
Late Night Thievery: Hundreds of years ago, the thief Midnight went on a number of raids, along with stealing the Legion Scepter from Count Gremost. After that, they vanished. Now, though, someone - or something - has come back, and has stolen from a number of shopkeepers. A few groups are already out, trying to track this down. The thieves distinctive trait is having left a strange crescent moon imprinted in the walls of all who they have stolen from.
Finding the Legion Scepter: The Yheyn Rebellion and Vermillion Dragon have both been trying to uncover any information they can on the mysterious Legion Scepter artifact from the ancient past. Recently, the Rebellion has tracked it down to the island of Nibar. However, upon arrival in the old Overlook Courthouse on that island, they were attacked by a powerful adversary - almost everyone is dead. Perhaps, though, your character is one of the survivors, or a latecomer?
Note from GameMaster: This RPG does not employ the canon Southern Islands map. It is located in the upper right leg of the Mata-Nui robot (south-east of the Universe), with Yheyn being the furthest south. The twelve large islands in this section range from Yheyn (about the size of West Virginia) to Everok (about the size of Utah) in size. Hundreds of minor isles dot the seas.
The Southern Alliance controls all known islands in the eastern chain of the Southern Islands. In order of size, these islands are Everok, Ampora, Wulfath, Riffia, Fanik, Nui-Vatur, Tiyark, Kigym, Ibrak, Aztara, Acirma, and finally Yheyn.
For now the primary setting of the RPG is the Yheyn-Seas – the area directly around and including the Island-Country of Yheyn. Yheyn is a minor part of the Alliance due to its small size and population combined with its isolation. At the speed of a standard transport ship it would take a 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, and even with a fast internet connection could take some time to load.
The Island of Yheyn
Yheyn may not have the most environmental regions in the Alliance, but it is fairly impressive for its small size. Inhabitants reside in the southernmost area of the island, which is rich agricultural land composed of rolling hills and fields. Much of this area is connected by canals and railroads and dotted with small settlements. To the north of this is a vast dungeon that blocks off deserts, badlands, and mountains. Some regions are volcanic. The only hospitable area here is the central forest (Karda-Vir), and the lake found within – a common refuge for rogue Toa and criminals.
The railroads are a necessary eyesore. While Sakrinil is the source of many of them, one must make the final couple dozen Kio to Shimmering Palace on foot. They are relatively new constructions, and prone to malfunctions.
Yheyn has two major points of interest –
Shimmering Palace – Shimmering Palace is the current seat of power on the Island of Yheyn. It is composed of marvelous zoos and shining, marble buildings that glimmer in the sunlight. The palace proper is the home of Governor Vamden, and staffed with some six dozen workers and nearly twice as many soldiers, many being foreigners. While only the central complex is walled, the cities well positioned towers and asymmetrical buildings add to its defensibility.
The Shimmering Palace is open to all who don’t disturb the peace, but those who cause trouble receive the worst punishments here. Only a few pass through the palace gates, and usually only to speak to the steward or captain-of-the-guard – very few have the privilege of speaking to the Governor himself.
People of Interest – Governor Vamden (Le-Toa), Steward Onuks (Ta-Turaga), Captain-of-the-Guard Elain (Ga-Toa)
Sakrinil – The city of Sakrinil is the largest in the Yheyn-Seas, housing some fifteen thousand residents of assorted races. It doesn’t extend far inland, instead being stretched for Kio along the coast. The city is rather wealthy, and compared to other feudal societies has a rather well-to-do lower class. There are still a few hovels and ghettos in the city where the lowest rung reside.
Since the Justiciars fall, and the construction of Castle Sakrinil, the city had been Yheyn’s seat of power. With the construction of Shimmering Power, this is no longer so. Within the Castle resides the honorable Viscount Jovalik, and elderly Turaga who was previously mayor of a small village before his appointment to the current position by Governor Vamden.
Though not common knowledge, most with basic understanding of the cities politics know Jovalik acts as a figurehead; a puppet for the guildmasters and a scapegoat for Vamden’s bad decisions. For this reason, he is mocked by the upper class. The reasons are unknown, but his loss of being in touch with reality is attributed to a few failed assassination attempts.
All of Sakrinil save the upper area of the Castle is open to the public. Its large size and spread out guards make crimes easier to get away with, as long as the attention of the Toa isn’t drawn – anything that causes smoke will likely result in trouble. It runs off of a currency system of widgets, but most citizens barter.
People of Interest – Viscount Jovalik (Ta-Turaga), Steward Tselkar (Ko-Matoran), Captain of the Guard Morvalk (Fe-Toa)
Though Yheyn is part of the Yheyn-Seas, it has been excluded from this last due to the presence of its own locations and comparatively greater size. The more important isles of the Yheyn-Seas are as follows –
The Six Lights – These six highly volcanic islands are off the east coast of Yheyn. They are inhabited only by Rahi.
Moroni – Moroni is a cluster of five isles south-east of Yheyn. The first, nearly twice as large as the others combined, is a barren wasteland with the mountain Smugglers Peak jutting out from it. The mountain is close to 400 Bio high, with a base spanning many Kio. Its name comes from the many criminals inhabiting its mysterious, ancient ruins – huge stone fortresses and archways that point to a proto-Matoran civilization.
The first two smaller isles are coated by tropical forests and common places for criminals to hole up. The other two – one volcanic, the other a rocky waste – are less often visited.
Effrah – Effrah is composed of mountain ranges on the north and south with a loose, temperate forest squeezed between them. The only point of interest here is the village of Port Green Peak, located on the coast of the southern mountain/forest border.
Dajon – Dajon is a mysterious island coasted in thick, verdant rainforests. Mountains rise from points on the west, east, south, and center. It is the most recently discovered island, and remains mostly unexplored. The only ‘civilization’ is a few research camps.
Nibar – Known as the Serpents Isle for its shape – a great, twisting ‘body’ ending with a ‘head’ – Nibar is considered a cursed place, as it was the ancient base to the Justiciars, whose ancient fortress, Overlook Courthouse, is nestled among the coastal mountains. Along the lower (southern) area of the ‘body’ is a mountain chain which continues into the upper section along the ‘belly’ to the east. Everywhere else is coated in rainforests, save for the ‘head’, which is highly volcanic.
Frumus – Frumus is the only place in the Yheyn-Seas independent from the Southern Alliance and Yheyn proper, and has been so for 300 years. It is composed of closely knit fishing and farming villages, the largest being Fisherman’s Rise alongside a seaside plateau. The diplomatic treaty between Frumus and the mainland allows continued trade between it and the mainland.
Frumus is mostly flatland along the western and southern area, and is famous for its massive and unexplained canyons. A small area of the islands north is forested, with a few mountains along the far, seaside edge. The Rebellion rarely pose a problem to those moving through this countryside, but there are some bad apples in the lot.
Kantis – The final island of the Yheyn-Seas, Kantis is the only ore rich island that Yheyn retains. The southern coast is mostly agricultural, and provides supplies to the miners, whilst the eastern coast is a mountainous area. The remainder is barren wasteland, rich in ore but not much else – and the ore is running dry.
Leaving the Map
Heading north, east, or west of Yheyn is simply unproductive. You could head east or west, but there’s nothing there. And going north would be too much trouble for all involved – and require the introduction of an entirely new map. The goal isn’t to spread players out over all islands in the Alliance, after all. For those wondering, Yheyn continues off the map for another sixty or seventy Kio of volcanoes, barrens, and mountains past the edge.
The south, on the other hand, is open to exploration. Yheyn itself has many mysteries, so any who are interested in pursuing the main plot of the story would be advised to keep characters near the mainland. But there are all sorts of other stories that can be pursued to the south. Two have been discovered so far –
Misty Island – The Misty Island is large – how huge is hard to say. The northern coast is splintered by numerous rivers that all head inland. The Island is constantly covered in thick mists that reduce sight. To the south, mountain peaks can be seen – perhaps a valley could be found? Most of the island is flatland with a few small pools of water and depressions occurring across the grass. The inhabitants are a strange race of flying creatures.
- PS (GM) – These creatures are of the Dark Hunter Poison’s species. This island is open to all, but you cannot return to the mainland if you go here.
Forgotten Island – This island is the home to two warring groups of a massive species, that of the Order of Mata-Nui warrior Brutaka. These beings are incredibly powerful physically, and also possess mask powers; the full extent of their abilities are unknown. Kheflekar and Astorond lead the two factions.
- PS (GM) – This island is open to those who discovered it last game only.
What else lies to the south? That remains to be seen by you, and revealed by me. Note that any island tagged open to all means that you can travel there at any point. However, the distance from then to Yheyn means that you may never return to the mainland.
The following chronicles the most common species on the island of Yheyn and the Yheyn-Seas –
Matoran – The most populous species of Yheyn, who form some eighty percent of the population. Most are workers – fishermen, smiths, millers, etc. – though, while most Matoran aren’t soldiers, most soldiers are Matoran. They make the world run.
Turaga – The revered leaders of the Matoran, who for the most part serve as sedentary jobs such as priests, scribes, sages, librarians, or judges.
Toa – The most powerful sub-species of Matoran, who act as their warriors and defenders. Most Toa are member of the Toa Code following Toa Council, or the Xankah Order, a less stringent group that also acts for the greater good. Some choose neither – either rogues, or powerful political figures. For PCs, the first is the only alternative.
Prime Species – There are six Prime Species in the Matoran Universe, with two encountered on Yheyn – those of Pridak and Carapar, the High Primes and Great Primes respectively. High Primes are of roughly Toa size, and usually either red or white with a secondary color. Great Primes are wider than their kin, and somewhat taller, with dark colorations for their natural armoring, which is incredibly thick. They are strong and tough. Both species can use Kanohi mask powers, and are naturally adept at their use. While rarely the best in any physical attribute, they are overall the most athletically rounded as a species. Finally, they natural leaders, and often butt heads when together – such conflicts pushed away three of the other groups of Primes; those of Ehlek’s species are nowhere to be found.
Steltians – The Species of Stelt are the third most common, after the Matoran and Primes. They come in many shapes and sizes – the Leader, Guard, and Slave types the most prominent – and are often associated with the cities crime. Their war like natural is held in check by the Toa Council and city-guards, and most in Yheyn are more concerned with material possession than battle – the reasons many left Stelt in the first place.
Vortixx – The Vortixx are a species boasting incredible strength, second to all but those of a few Steltians. They aren’t a very common species, but make up for it in deeds – most are master business, artisans, or conmen; usually, they are a mix of the three. The most advanced technology on Yheyn is mostly based on Vortixx development, using steam and clockwork.
Zyglak – A major problem on any mostly costal area like Yheyn is the Zyglak. Their numbers are unknown; their hiding places are impossible to find. This barbaric yet cunning species always remains a step ahead of their adversaries. They are the only species the Toa Council has not deemed the Toa Code necessary to follow when dealt with.
There are many factions available in this RPG. Aligning yourself with one presents many benefits and problems. If you don’t like the ones presented, I encourage you, rather than remain neutral, to group up with other players and form your own.
Southern Alliance – Any character in this RPG lives under the control of the Southern Alliance. Even independent islands or groups, such as Frumus, have their fate resting in the Alliances hands. It is a large and powerful group. It’s representative on Yheyn is Governor Vamden, and it is based from the Shimmering Palace. He ensures that it continues its purpose of defending the Southern Islands against all threats, within and without, and sustaining trade and commerce.
Symbol – Black twelve-point star on teal background, twelve golden arrows firing from of the twelve points of the star
Yheyn Traders Guild – Guilds are common in the Alliance, but the Traders Guild on Yheyn is easily the most powerful of its kind. The Traders Guild is composed of multiple smaller guilds and merchant groups, and to some extent controls most everything on the island. All wealth on Yheyn rests in its hands. The Guild is controlled by a Vortixx named Guildmistress Sarillia and is based out of the city of Sakrinil.
The Guild was created to keep all businesses on an even playing field. Those who work with the guild can look forward to being successful as long as they continue paying its dues and following its rules. Refusing to do so results in ‘accidents’. Still, some are resolute in their refusal, and succeed on their own.
Symbol – Pile of silver and gold on a brown background.
Yheyn Coast Guard – The largest military force on Yheyn, which defends the coast line against Rahi (or worse). All without a criminal record are welcomed by their leader, the Ta-Matoran Commander V. Redblade. They are based from Port Wardens Stone in Sakrinil.
Symbol – A wave rising from a red sea, a white sun in the blue background.
Toa Council – The Toa Council is an ancient order of Toa with chambers across the Universe. The one on Yheyn is among the oldest, with the ones on Everok and Nui-Vatur its only elders in the Southern Islands. In the ancient past, Toa were forced to join it or go rogue. They were to follow the Toa Code to the letter or risk punishment. From these policies emerged the Xankah Order – though Toa were still forced to choose one of the two.
Members of the Toa Council may fight for another faction if they present a good reason for doing so. Only Toa can be members of the council, which exists to enforce the Code and protect the security of the Universe. In Yheyn, it is based from the Council Chambers within Sakrinil, and is led by Toa Sorlan, a Toa of Magnetism.
Symbol – Three Virtues symbol (Unity, Duty, Destiny)
Xankah Order – The Xankah Order is only a few thousand years old. It was founded by Toa Precentus, who hailed from Yheyn as a Matoran. It follows the Toa Council to some extent, but also the writings of its founder in The Role of the Toa. Under its teachings, enemies can be slain if it means preserving innocent lives. Precentus has long since left Yheyn, though the Order base on Yheyn is very large – larger than the Toa Council – due to his former presence.
Like the Council, the Order allows members to work for other factions. Members are usually granted more freedom of action, but the Order is more selective about who their members work with. All members are Toa, and follow the goals of protecting Matoran at any cost, and rooting out evil wherever it hides. They are led on Yheyn by Toa Pearaldra, a Ce-Toa, and based from a complex to the west of Sakrinil, near the Coast.
Symbol – Silver claymore over a light grey map of the known Matoran Universe; light green background
Guild of Sages (NPC) – The Guild of Sages is composed of a number of Turaga. All who seek knowledge of forbidden or forgotten lore may speak to the Sages… for a price. Their only goal is to accumulate knowledge, which they house in their base, the Great Library of Sakrinil.
The Vermillion Dragon – One of the largest criminal organizations is the Vermillion Dragon. Once based off of Sakrinil, its original leader was killed by the Coast Guard, and it was dispersed. Many small bases are scattered across the islands, composed mostly of smugglers and riff-raff. Over the years, they have driven out or absorbed other pirating and criminal groups, granting the Dragon unsurpassed power over Yheyn’s criminal underworld.
The Dragon seems to exist for only one purpose – making a profit. Most of these criminals are known for enjoying it, and a few of these pirates appear at least somewhat good of heart, though the majority outshine them. Though their original leader and founder, the Steltian Nuvinus, is deceased, there are numerous others who have replaced him – however, the struggling for power has left the Dragon splintered, rather than a whole faction. These minor operatives have bases across the Yheyn-Seas, though the largest is believed to be in a set of ruins on the northern jungle isle of Moroni. All are hidden well, to keep them safe from operatives of the Coast Guard or the Alliance.
Symbol – A vermillion scaled Proto-Drake with glowing orange eyes flying over a purple background.
Yheyn Rebellion – Within days of Vamden shedding the title of Count and becoming Governor, a small organization now known as the Yheyn Rebellion was formed. It has sworn to ‘free Yheyn from the Alliance and execute their spineless puppet’. Many of the rebels were miners on the small mining isles to the north, who were sent back when Ampora bought the rights to them. Though most are natives, foreign aid is accepted.
The Rebellion is a splintered group, with no true ‘leader’ per-say. The closest thing to that is Eydarian, a High Prime, though many others exist; thus, the Rebellion is truly numerous groups with the same goal – secede from the Alliance, and execute Vamden for treason. As with their leader, they have yet to rally behind one symbol or one base, though most are located on Frumus.
Parties and Guilds
The term ‘party’ in this RPG refers to any group of three or more PCs working together towards a common goal, along with any NPCs who are recruited with pay or the like to join them. It is a term used mostly out-of game (OOG), but sometimes in-game (IG) NPCs will refer to a group as one. Most players will, at some point, join a party for their own interests.
‘Guild’ is a term used both OOG and IG. Most guilds are formed by NPCs, and very large. However, any group of fifteen characters (possibly less, given enough influence) with at least five players between them (this is regardless) can form a guild. Guilds are official groups IG, and major factions will seek such a group to join with them. If a guild manages to establish a suitable base to work from, they may begin recruiting NPCs to join them. However, with this comes the possibility of many enemies…
To form a guild, the following form must be filled out –
[b]Guild Name: Founders, Leaders & Positions (Characters/Users):[/b] <em>Here, all PCs who founded the faction are listed, along with if they are still members and what position they serve in if they are. All who hold some form of leadership position must have its name listed. </em> [b]Members (Characters/Users):[/b] <em>Here, all PCs and NPCs in the faction are listed.</em> [b]Emblem:[/b] [alternatively Crest/Colors/Symbol or whatever] [b]Goals:[/b]
Character Creation & Gameplay
Waves of the South is best described as – a text-based, plot-driven, open-world, exploration/adventure RPG. It is under my control as the GameMaster, and any Co-GameMaster I appoint. Of course, what’s important is you – the player, and your characters.
I request the following form is used for your character sheet; changes may be added if they enrich the profile in some way. Otherwise, leave it as is – using another character profile from another RPG might be easier, but most are a lot more stretched out than this one, which makes it harder to see where everything is.
[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]
A note I feel I must make –
Kanohi Masks – Masks can be three things – powers, appearance, and equipment. When describing a character, two must mention the mask(s) they use, if any. The appearance is used to describe what the mask looks like. In the equipment section, the mask itself (and its powers, if it’s a custom mask) is listed.
Describing Custom Species – You do not describe custom species in the gender & species section. Their appearance goes in the appearance section (but better be good), and the powers go in the power section. Back story can go in the biography. Other notes might be made in personality.
Gender & Species – You can play as a member of either gender for any race or elemental affiliation. When this section is made, you must phrase it in that order – gender, and then species. When describing members of a race, such as Matoran or Toa, that has affiliation to any element, add the prefix (thus Male Ta-Toa); if none exists, just place ‘of X’ (Female Turaga of Magnetism).
Biology – I do not subscribe to the frequent belief that Bionicle characters are primarily organic. There is very, very little organic to their bodies. There are no children; all beings come into the world fully grown and matured, and just… come into it. They appear where they need to appear at, or just happen to blend into the world as though they were never missing. How, exactly, all of this happens, is up to debate; those who come cannot say for sure exactly what it is either.
Red Star - For the sake of this RPG, the Red Star broke after the League of Six Kingdoms were defeated due to such massive battles that happened. Bodies in the Southern Alliance are backed up compared to the rest of the universe, and all but a few remain for at least centuries; many for much longer. Most new Matoran that appeared (above) were created by Mata-Nui.
The following are character creation rules –
You may play as almost anything, including members of custom species or beings with custom elements, as long as it isn’t something that seems overpowered. Botars species, able to teleport anywhere instantly, and Makuta, for obvious reasons, are not allowed. Likewise, outlandish powers or combinations of equipment and powers will be rejected.
Equipment is limited to stuff appropriate to the time period – technology is very limited in Yheyn. Most advanced stuff is either steam or clockwork, though no steam ships are seen. Some pretty cool stuff is being made, including things you wouldn’t see in the real world; the year 1900 in the real world is about the limit of technology, but most of the stuff from that point wasn’t even there. Gunpowder is employed, mostly for cannons, though a few handheld weapons are used (uncommon, though, as they were deemed inefficient by most). Natural resources from Rahi and the local flora is in common use. While onboard a ship, few employ heavy equipment, as it often hampers more than it helps – lighter, more elegant arms and armor are often used.
The personality, appearance, and biography sections must all be well detailed. Personality needs to be at least fifty words, at the minimum. Appearance needs merely be twenty, but this can be reduced to zero if a link to a picture, or a small one, is provided; shape-shifters need to provide their most common/favored/default form(s). Your biography needs to be one hundred words, which is an incredibly short description – less than some of these paragraphs. Make sure to include your characters age.
Finally, keep this in mind – your characters are exceptional. There are some NPCs who surpass their abilities, but they are the minority. While the average player cannot fend off two trained Toa at the same time, this being an almost impossible task, they can take on much greater threats than the standard NPC. You are the movers and shakers, and this is your story.
You may have five (5) characters at the start; if you played in the first Waves of the South, you can have up to six (6) characters instead.
As a player of this RPG, you must abide by the following –
1. All BZP Rules and RPG Forum Rules apply. Attempt to use proper spelling, grammar, and post formatting. You won’t get punished for it, but it’s easier for everyone else. Just don’t use emoticons.
2. No godmodding – you must be willing to lose. If your ship is surrounded by four others, it’s time to accept defeat. This branches down into not doing anything overpowered, auto-hitting other players, or bunnying other characters; see the BZP RPG rules if you are unfamiliar with these terms.
3. Comedy and romance is allowed, but limited. Doing something humorous or cracking jokes is allowed, but don’t act ridiculous. Romance is allowed as long as it’s PG and can’t be construed past that – the original Star Wars trilogy is a perfect example, but going past that is allowed.
4. No posts made solely in OOC. That is what the Discussion Topic is for.
5. You may have a heavy influence on the story, but if you try to do something world-shattering, you better have a good plan for it – your plan to murder the Governor had best be foolproof.
Punishments are –
First Offense – Warning! You only get one, so stop now.
Second Offense – A character receives a debilitating injury at the worst possible moment.
Third Offense – One of your character dies, and the slot is lost.
Fourth Offense – All of your characters die – somehow. You can only make one more character to try to return to good graces… after a 48 hour ban. But if you continue…
Fifth Offense – Your last character is lost. Leave now, and never return to this RPG.
In order to actually play the RPG, you need to fill out the character profile and post it in the Discussion Topic. Once approved, you may post it in the Profiles topic; after that, 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.
The Waves of the South Wiki
Waves of the South has its own Wiki, believe it or not. The Waves of the South wiki has been wiped as much as possible of forums or the possibility of forums; the only thing on the site are the pages. Players may create pages for their own characters if they desire to. All BZP rules and the like must be followed, and any offenses committed on this other site will be treated as though they were committed in the RPG.
Almost anything about the island of Yheyn and most of the factions found on it can be answered in the pages of the Wiki. The same can be said for a number of other Alliance Islands, if you wish to include some of them in your biography. It is still not complete, but has everything necessary for the RPG.
Consider the Following
Travel takes time. Keep this in mind when island hopping. As soon as you leave, you immediately place your entire ship into a different ‘time slot’ in the world – the only thing that works differently is the mainland, as until the time of your return is met, you may not return to it. To pass time, have a little IC interaction on the ship when heading to or leaving a destination. It’s an RPG, so role-play.
At any time, if the majority (75%) of players who are active wish to advance into the future, they may do so, changing the ‘main’ time (mainland time) to that time frame.
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 (though don’t expect epic fight scenes at the right moments).
With that said –
Toa Levacius Zehvor