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  1. Profiles Topic | IC Topic | OOC Topic | Game Rules The Desert is a hostile, unforgiving place. This is why we built walls to keep it out. This is why we stay together, in our Tribes, for no one can survive the Desert alone. This is why we do not wage war against one another: We are already at war with the Desert. When our differences cannot be resolved with words, we solve them in the arena: a Glatorian stands to represent each village, and to the victor go the spoils. These matches have become a crucial element of our culture, with bouts fought just as often for sport as for peace-keeping, if not moreso. This is the purpose of our Arena Magna, the pride of Atero, a monument of civilisation that has stood for time untold against the Desert’s brutality. It stood when water still flowed through the Skrall River, and it stands still now that we are perched above falls of liquid sand. It is in the Arena Magna that we hold our annual Grand Tournament, where Glatorian and Agori meet in glorious combat to decide our Champion. The preparations have already begun: as we speak, Agori are hard at work in Atero, refurbishing the Arena, and the exhibition matches in villages across Bara Magna have begun. It is sure to be a spectacle to rival all that came before. This year, we fight in honour of our cousins in the Iron Tribe, who are unable to join us due to issues in their village. We wish them well, and look forward to their return in next year’s games. Anyone travelling from their home village for a match, whether to Atero or anywhere else, should make sure to take extra precautions on the roads. Remember: always travel in groups, and keep a regular watch at night. Though there is no immediate concern over the reports of unusual Bone Hunter activity, it is always wise to exert caution out in the Wastes. Additionally, please refrain from Zesk-hunting during this time, as disrupting their habitats may result in difficulties on the roads due to unexpected migration. Worry not, though, as each village has guards and archers at the ready to deter any vermin that wander too close to our borders. With those announcements out of the way: Glatorian, Agori, gathered friends of all stripes… Let the Games begin! The Setting The Solis Magna System The Solis Magna system is the solar system in which Bara Magna resides. The life stage of its star, the eponymous Solis Magna, is unknown, as is the exact number of planets in the system. Bara Magna Bara Magna is the only known habitable planet in the Solis Magna system, orbited by two moons, Aqua and Bota Magna. The vast majority of Bara Magna’s landmass is desert, owing to some unknown disaster in the distant past; the ruins of the civilisation that came before, now known only as the Great Beings, are scattered across the planet, but most notably form the foundations of the cities Atero and Roxtus. Points of Interest Villages There are eight main settlements in the Wastelands of Bara Magna: Atero is the capital city and the site of the Arena Magna, a structure dating back to the Great Beings themselves. It is the closest thing to a melting pot on Bara Magna, welcoming to Agori and Glatorian of all backgrounds, although tribe affiliation is still expected. Though freelance Glatorian exist, they are still compelled to make deals to fight for tribes in exchange for food and board, which are otherwise largely inaccessible. Atero is managed by a City Council of representatives from each of the Exhibition Match villages: Kyry of Vulcanus, Kirbold of Iconox, Tarduk of Tesara, and the typically truant Kirbraz of Tajun. Vulcanus is home to the Fire Tribe. The nearby lava flow is harnessed by the expert craftsmen of the village; with its heat, they forge weapons, armour, and mechanical components from the iron and exsidian they trade from Ferrum and Iconox. Vulcanus once had its own supply of Exsidian; however, it proved too dangerous to mine, and one of Raanu's first acts as Tribe Leader was to shut these mines down. The Arena Vulcanus, built atop the lava flow, is among the most impressive on Bara Magna, with various mechanical functions; for instance, the ability to let the lava flow into the arena, creating islands separated by streams of molten rock, an environmental hazard suited only to the most expert of Glatorian. The leader of Vulcanus, and by extension the Fire Tribe, is Raanu. Tajun is the home of the Water Tribe. Built in shaded crevasses below surface level, this village is the site of the largest known oasis on Bara Magna, providing its citizens with the most readily available source of water in the Wastelands. It’s this water that they trade with other villages, in exchange for the foodstuffs of Tesara and the metalwork of Vulcanus. It is also home to the Arena Tajun. Tajun is also currently home to the workshop of Celrys, the famed artificer. Tajun is led by Scodonius, who covertly supports the village's thriving criminal element despite Berix being its face. The twin villages of Tesara are home to the Jungle Tribe. Built atop two gigantic tree stumps connected by a bridge, Tesara is surrounded by an incredible rarity on Bara Magna: a large swath of lush greenery. Thanks to this unique resource, Tesara is the sole export of non-animal agriculture and wood, which isn’t used for much construction outside Tesara itself as a result of its rarity. The Arena Tesara lies in the northmost reaches of the green zone, and just beyond that are the Hot Springs. Between the roots of its two great trees stands the statue known as the Lord of the Jungle, a lichen-covered giant believed to represent one of the six Element Lords, quasi-religious figures who are believed to have created the biomes in which the villages lie. Tesara is led by the Merchants Guild and its Chairwoman, Linnea. Iconox is the village of the affluent Ice Tribe. Its location in the White Quartz Mountains gives the Ice Tribe alone access to Exsidian, the most valuable metal ore on Bara Magna. Mined using slave labour, Exsidian is used in all cybernetics and other complex mechanical parts due to its unique properties. Relations between the Ice Tribe and other villages are tense, due to the universal reliance on Exsidian and their purchasing of slaves from the Bone Hunters. Another source of suspicion is the notable lack of Bone Hunter raids on Ice Tribe caravans despite their value, believed by some to be due to their trade relations. Iconox and its Tribe are led by Metus, who was buoyed to power by his discovery of the very Exsidian vein that has made Iconox so powerful in recent years. Ferrum, located at the far end of Iron Canyon, is home to the Iron Tribe. Despite its apparent proximity to Vulcanus, which has always helped the booming trade between the two villages – which trade iron and mining equipment, in a symbiotic loop – Iron Canyon is extremely dangerous to traverse, near impossible for those unfamiliar with the safest route. Trade with Vulcanus is currently halted as a result of this, with only the Iron Tribe’s traders – who haven’t been seen in some weeks – able to safely navigate it. This has also held back any outreach to discern the issues currently facing Ferrum. The leader of Ferrum and the Iron Tribe is the Agori Somnii. The city of Roxtus is the current home of the militaristic Rock Tribe. Though the Rock Tribe is known to the rest of Bara Magna only by its males, the Skrall, these are only the military wing of the tribe. The actual leaders are the females, known as the Sisters of the Skrall; they possess alleged psionic abilities, and are feared and hated by the males who serve them. Male Skrall are not entitled to names – unless they earn a title through some extraordinary act, they will be known only as Skrall. Additionally, Roxtus is not the original home of the Skrall; previously, they resided in the Skrall Fortress, north of the Black Spike Mountains, until they were pushed South by an unknown enemy. This fact is unknown to all outside the Rock Tribe, as the Skrall have led the rest of Bara Magna to believe that they are expanding South, not retreating. Like Iconox, Roxtus makes use of slave labour, supplied by the Bone Hunters. The Sisters of the Skrall live apart from the men, residing within Skull Mountain, immediately adjacent to Roxtus; none but the Sisters themselves are allowed entry, barring the occasions on which they select a male for breeding purposes. Such men return broken and mentally feeble, and are shunned by their peers. So great is the dishonour of laying with a Sister that those who do so are forbidden even from calling themselves Skrall, and are forced into exile. The Skrall military is led by Tirveus, and the Sisters by Visena. The Bone Hunter Stronghold, located in the eastern reaches of the wastelands, houses the greatest concentration of Bone Hunters. Other long and short-term encampments exist in order to enable their movements around the desert, but the Stronghold is, for all intents and purposes, their home base. Chief among these smaller outposts is the Gatherers’ Hideout, located beneath the Dark Falls south of Roxtus, and just north of Creep Canyon. The Bone Hunters, in fact, traditionally refer to themselves as 'the Gatherers', with ‘Bone Hunters’ having begun as a pejorative before entering common parlance. Though they operate in small groups with individual, disconnected leaders, a mysterious newcomer called 'the Ghost' is attempting to unify them under his banner, with the aid of his right-hand man, Crucius. Smaller villages are also scattered around Bara Magna, though these are often subject to Bone Hunter raids, such settlements being difficult to maintain in the brutal Wastelands. Natural Landmarks The Wastelands are the mapped area of Bara Magna, from the Black Spike Mountains in the north to the Sea of Liquid Sand in the south. Though this stretch of desert is, for the most part, barren and desolate, there are a few more hospitable areas from which the Agori settlements have grown. Little vegetation grows in the desert, Thornax plants being the most common exception, and the wildlife is frequently hostile. The Dunes of Treason are one of the largest regions in the Wastelands, bordered by the White Quartz Mountains to the west, the Green Zone to the north, and the Skrall River to the east, and stretching as far south as Tajun. This part of the desert is almost entirely composed of sand dunes, punctuated by some rocky outcrops, and is almost entirely uninhabitable. The Eastern Canyons (Creep Canyon & Iron Canyon) are perhaps Bara Magna's most hostile locations, thanks in large part to being the primary habitat of the Skopio: colossal insectoid beasts, who react aggressively to any intrusion upon their territory. If a traveller happens to be lucky enough to avoid them, they're still likely to fall victim to the Bone Hunters who patrol the area, or perhaps simply become lost amongst the twisting paths – infamously difficult to traverse without an experienced navigator – there to die of thirst. Iron Canyon is especially treacherous due to its extremely narrow paths being ill-suited for vehicles. Sandray Canyon is a smaller canyon located south-east of Tajun, named after the creatures who inhabit the Sea of Liquid Sand. Though not as treacherous as the others, there have been sightings of Skopio, so caution is still advised. The Sea of Liquid Sand is an ocean-like expanse of the same fluid sand that flows through the Skrall River. The Skrall River flows through the Wastelands; although it's known to have once been entirely made up of water, throughout living memory it has been a stream of liquid sand from the foot of the Dark Falls south until it enters the Sea of Liquid Sand. The White Quartz Mountains are a range of snow-capped peaks, rich in Exsidian ore. The main landmarks within the mountain range are Iconox, Elbow Peak (a canyon flanked by two mountain ridges) and Gatherer's Ridge, a line of mountains stretching further east than the rest, into the northern border of the Green Zone. The Green Zone, sometimes called the Tesara Green Zone, is an area of dense vegetation in the north-west of the Wastelands. Home to Tesara and the Hot Springs, it is the only source of wood and non-animal agriculture for the other villages. The Black Spike Mountains are the southernmost stretch of a large mountain range north of the Wastelands. The area is volcanic and unstable, and honeycombed with tunnels that appear to have been dug by the Great Beings. The treacherous terrain, and the presence of the Skrall, have prevented proper mapping of the mountain range and the regions beyond. The Culture Skrall Due to their isolation from the other Tribes, the Rock Tribe military has developed its own unique culture, based primarily around winning honour through feats of martial prowess, and thereby demonstrating Skrall superiority. All Skrall are nameless by default, receiving names only when they have proved themselves worthy. Though these worthy Skrall can be stripped of their names if they dishonour themselves, there is no greater dishonour than to be chosen for bedding by one of the Sisters of the Skrall. The Sisters are treated with superstition and fear, due in large part to their psychic abilities; it is using these unnatural abilities that they craft the cybernetics used by the Skrall, and through them that they detect and choose the few fertile male Skrall for procreation (almost all male Skrall are barren). Upon their return, these Skrall (psychologically broken by their experience) are banished from the Rock Tribe, and stripped of the right even to call themselves Skrall. The secondary colouration of a Skrall denotes his rank: red for regular Skrall, maroon for Special Forces Skrall, and green for leader-class Skrall. Likewise, the rank of a Sister is apparent by her secondary colour: yellow for a regular Sister, teal for Priestesses, and blue for the High Priestess. The Sand Tribe Little is known of the exact history of the Sand Tribe, except that they were once as intelligent as other Agori and Glatorian. For centuries now, however, they have been little more than animals, moving through the desert in packs and communicating with clicks and other strange noises that bare only the most tangential resemblance to language. Efforts have been made by some particularly determined anthropologists to establish communications with them, proving in the process that they still retain some basic form of intelligence; however, the people of the Wastelands still view the Vorox and the Zesk as beasts and vermin, respectively. Great Beings The Great Beings (dubbed as such by the Agori) are a long-extinct, technologically advanced race of four-eyed humanoids who ruled Bara Magna millennia ago. Their ruins and technology continue to be of great value to the Agori; both Atero and Roxtus are built upon the remains of Great Being cities, and modern cybernetics and vehicles would not exist if not for unearthed Great Being technologies and the major breakthroughs to which they led. Their appearance is known to the Agori primarily from statues in Atero and at other Great Being sites, although the remains of long-dead Great Beings have occasionally been discovered in decades and centuries past. Element Lords The six Element Lords are quasi-religious figures of myth. Each one is believed to have brought life to the Wastelands by creating a biome in which the Agori now live, and the six largest tribes (Rock, Jungle, Fire, Water, Ice and Sand) are named after them. A statue of the Lord of the Jungle can be found between the base of the two great trees in Tesara, a roughly humanoid figure with no head and unusually long arms, which twist upon themselves like vines and plunge into the soil amidst the trees’ roots. Though overgrown with moss and flora, the Lord of the Jungle is still treated as something of a religious monument. Trade The Tribes and villages of the Wastelands trade various valuable commodities with one another; though some are obvious, such as wood and foodstuffs from Tesara, water from Tajun, and iron from Ferrum, others are more unusual. Vulcanus, for instance, is the home of industry in the Wastelands; although it once had its own Exsidian mines, it now forges weapons, cybernetics and mechanical components using Iconox’s Exsidian and Ferrum’s iron, and trades these for both necessities and the materials required to produce more. Atero’s status as the capital city of Bara Magna is not just the result of its high walls and central position; every safe trade route in Bara Magna, as shown on the map, converges upon the city, leading to its bustling marketplace. Though the city is at its busiest around the time of the Great Tournament, merchants provide plenty of business for its inns throughout the rest of the year. Exsidian is by far the most valuable metal on Bara Magna; its unique properties make it ideal for cybernetics, circuitry and complex mechanical components. Though once provided by Vulcanus, before its mines were shut down by Raanu, the relatively recent discovery by Metus of a vein in the White Quartz Mountains has quickly made Iconox an economic powerhouse. The slave trade, distasteful as it is, plays an important part in the economy of Bara Magna; after all, Iconox’s Exsidian is mined using slaves provided by the Bone Hunters. Roxtus is also reliant on slave labour, and both it and Iconox have backdoor trade routes with the Hunters. It’s through these that the Bone Hunters receive Exsidian from Iconox, which they provide to Roxtus in exchange for Skrall supplies, weapons and cybernetics. The Bone Hunters don’t only trade in slaves, however; perhaps even more lucrative to them is the trade of Spice, a psychoactive drug. The ideal source of unrefined Spice is Skopio bone marrow; however, impure Spice can also be found in the soil in and around Creep Canyon, particularly in those areas in which Skopio reside. It is for this reason that the Eastern Canyons are their primary hunting grounds.
  2. Six Kingdoms: Apocalypse -- Gameplay Topic (IC) The stars are falling. They fall to the sands of the Time Between Time without a trace, and the sands of the island drain like sand draining from an hourglass. A band of stars remains, a bright line in the sky that can be seen faintly even in the light of day. At night, those living in the Time Between Time begin to remember. They toss and they turn, they feel the fear, and they know the nightmares have always been there. Only the skakdi sleep peacefully, chosen and loved by Irnakk in the volcanic center of Irnakk's Tooth. And each night a star falls. And each night the world echoes with a single word: "More." Introduction Welcome, gathered friends, to Six Kingdoms: Apocalypse, the final game in the Six Kingdoms RPG trilogy. Apocalypse will run for six months, from January through June of 2021. One month, the most favored amount of time in the post-game survey for Rebirth, has occurred between the events of Rebirth and the beginning of Apocalypse. While a month may feel like a long time, this period of time between games is a way to help you start fresh in a new game. It is not a way to gain free power-ups without writing them, and it is not a way to accomplish things without writing about them: Any actions you take must at least be briefly described in your first post. writing, "we went from the wastes to the Ash Barrens, stopping by the wark skak garage on the way" is acceptable. writing later in the game, "oh hey remember when we went to the suva, attuned to it, and are now fighting the boss of the region? Yeah let's use the power-up we got" is unacceptable. You are welcome to write about resolving any immediate actions of your character that would logically have occurred during the span of a month. These actions must not need GM approval in order to be completed. You may have traveled to any location you were en route to at the end of Rebirth. Synopsis of Prior Events Escapement: The League of Six Kingdoms and the last remaining bastion of matoran civilization fight over the city of Metru-Nui and the very principles of the Great Spirit: Unity, Duty, and Destiny. In the end, both lose and Mata-Nui is awakened by rogue elements within the League itself. The Great Spirit Robot's head is decapitated by an asteroid, and it plummets with the city of Metru-Nui and all combatants inside through time and space to... Rebirth: ... the Time Between Time, a place where old and new are merging, and nothing is exactly as it seems. The island looks like Mata-Nui, but is called Zakaz. An ancient race escaped after the arrival of the skakdi, but none of ark-saved matoran and League warriors who arrive remember their collective past. Dark beings, the antithesis of the builders known as aspects of makuta, seek followers in their selfish desires for achieving grand wishes. The Skakdi of this new land follow Irnakk, the Great Spirit of Nightmares, who wells within the central volcano known as Irnakk's Tooth. The Builders who remain hide in terror, afraid of the genocidal wrath of Irnakk's Prized warriors. The refugees from the GSR brave a new world at war, and find the secrets to their past hidden away in ancient suvas and Elemental Ruins that are overseen by a malign AI known as The Administrator. In Unlocking the Elemental Temples, NUVA is discovered, titanic machines known as Kaita ACRs embodying lesser spirits are unleashed, and great kaiju are born from the volcano with dark rites taught to skakdi by Irnakk. But sometimes the past and the future are the same, and that vicious ouraborus of time brings us to... Apocalypse. Locations The majority of Apocalypse takes place in the Time Between Time, a proverbial planar eye in a hurricane of unraveling timelines and disintegrating futures. A long long time ago a civilization known as the Builders lived on the island of Tren-Nui, where they worshiped a being known as Tren Krom. It was from the Time Between Time that the great Ark, AKA Great Spirit Robot (GSR), departed to escape a fate worse than death itself: Irnakk, the god of nightmares and his monstrous, rite-born, kaiju. Now, gathered friends, we return to the Time Between Time to tell one last story... The Time Between Time* *This map of the Time Between Time is current as of 05/18/2021 The Hidden Valley of Kini-Nui Temple of Kini-Nui The Makoki Wall Far Shore Rift Amaja Circle The Mangaia Tombs of the Lords of Elements Kini-Koro Among the mountains between Spiriah’s Labyrinth to the North and the Fau Swamp to the South rests a valley hidden from the violence of the world beyond. A lake of silver protodermis rests in the center of the valley, and floating on this lake is the sacred temple of Kini-Nui. A long floating bridge connects the temple of Kini-Nui to the lakeshore. There are several religious sites at Kini-Nui: Makoki Wall: a wall of prophecy and warnings written in the sealed mouth titanic matoran skull. In the center of the wall is a circular depression where the six Makoki Stones once formed the Great Makoki Stone, connecting the planes in the Time Between Time. Far Shore Rift: a circular machine once used to implant the powers of kanoka disks into creatures now rests in the Kini-Nui partially disassembled. In the center of the machine is a rift to the Far Shore, a place within the multiverse where the multiverse confirms itself. Those who pass through the rift go on a Far Shore Adventure (see the expansion in the rules), and return with many rewards. The matoran scholar Nuju waits by the rift, offering commentary and urging travelers to enter the Far Shore in search of a Makoki Stone. Amaja Circle: at the opposite end of Kini-Nui is a raised tower with a sandpit and a ring of seats at the top. This is the Amaja circle, where stories and legends are told with the use of colored stones placed in the sand pit to represent the heroes and villains of legend. Suva Kaita: in the center of Kini-Nui is a Suva designed specifically for storing the equipment used by Kaita ACRs. When a puzzle involving the suva kaita is solved, it slowly descends into the earth to reveal a great spiraling stairway down into darkness. The Mangaia: locked away by the suva kaita puzzle and deep below the protodermis lake and the temple of Kini-Nui is the Mangaia, a room of shadow and death. All is dark in the Mangaia, and a great door swallows the souls of those who pass through. This is a deadly place, and only the very brave or the very foolish attempt to walk the path of prophecy through the doorway of death. When the NUVA process is completed in an elemental temple, a permanent teleportation portal opens between the temple’s final room and the forest surrounding the lake in the Hidden Valley. So far, portals to and from the Elemental Temples of Ice and Stone exist. These portals exist as glowing rainbow mirrors of energy floating in the forests. The world on the other side of the portal is murky. The faintest sounds of what is occurring on the other side echo over. In the hillsides ringing the temple of Kini-Nui are six sealed doorways that gladly suck the life from those who offer it. Only a NUVA has enough power to offer for one door to open at the cost of their life. These six doorways are the seals that bind the Lords of Elements, ancient ACRs embodying the great Kaita warriors of the ancient Builders. Behind each door is one Kaita ACR, waiting for the day to be revived and piloted in war once more. Kini-Koro is a new settlement on the island of Zakaz in the Time Between Time. The refugees who lived in the village of Metru-Koro during Rebirth picked up and moved in search of a safer home after the constant threats. They used the opened teleportation gate in the Elemental Temple Ruins of Ice to travel quickly inland, discovering a verdant valley nestled among the surrounding mountains. They settled in the Hidden Valley surrounding the ancient temple of Kini-Nui, and they named their new village Kini-Koro. A matoran named Vulimai is the leader of Kini-Koro, and the village seeks to rebuild peacefully after the events of the Cataclysm. Spiriah’s Labyrinth (NW portion of the Island) Spiriah’s Labyrinth (boneyard) Elemental Temple of Earth Suva of Earth The sinking sands and falling rain revealed a network of carved tunnels running deep into the earth beneath the deserts and plains west of the mountains. The tunnels run through the skeletons of ancient, right born monsters and the destroyed armor of uncounted ACRs. Cracked mud and dirt shroud the uppermost tunnels from sunlight, but Mesi who normally cannot stand the sight of the sun have begun to crawl out into the open air of day. The elder aspect Spiriah is searching for something, and his religious warriors follow his command. In the center of Spiriah’s Labyrinth is Elemental Temple of Earth, a ruin built in the center of an underground saltwater lake and connected to the rest of the tunnels of the Mesi by a dangerously old rope bridge. The Mesi have a small camp stationed at the ruins, dedicated to collecting rubbings of the hieroglyphs inside for their aspect god. Hidden in the roots of the mountain reaches nearly flattened by the arrival of the Great Skull, the suva of earth is accessible from a small tunnel in the hillside. A single large purple amethyst growing from the ground marks the entrance to a tunnel that takes explorers down into the earth. Mesi tunnels cross the pathway to the suva of Earth, making the trek dangerous in and of itself. The Great Skull (Large left circle on the map) Metru-Nui Coliseum Fringe Districts Toxic Bay The great skull of Mata-Nui has been sinking as waters flooded the cavity where the city of Metru-Nui still stands and the ocean floor beneath it shudders. The only remaining strip of the once proud City of Legends above is the Coliseum, and the fringe district built into the inside of the skull’s eyes and nasal cavities by the League of Six Kingdoms. The Fringe District, a whole metru built after the arrival on the island of Zakaz, is a district of survival and industry. Buildings are secured into the metal of the Great Skull, providing commanding views of the outside world while also remaining hidden. A working protodermis chute runs from the Coliseum to a station in the Fringe District. League warriors and civilians work to recover lost technology from the sunken Metrus, bringing their findings back to the Fringe or the Coliseum. Surrounding the Great Skull of Mata-Nui is a bay of defiled Energetic Protodermis created by the Great Skull’s impact. It shimmers like an oil spill, and a sulphuric mist off gasses day and night. The waters curse whatever it touches, mutating or killing whatever falls beneath its surface. An unknown force keeps the defiled waters from spreading further than the bay and the coast. The Northern Wastes and the Rivers of Loss (North and Northeastern portion of the island) Tobduk Koro Elemental Ruins of Stone Suva of Stone Fort Nektann Warskak Garage At Spiriah’s command the Northern Wastes began to sink, the sands slipping into the earth to reveal caverns and pathways carved in Shagrak’s wake over the centuries. Where Mesi once walked safely in the cover of darkness, sunlight now shines. Two villages exist in what’s left of the desert: Tobduk-Koro to the Northwest built by a group of refugees around the Elemental Ruins of Stone, and Fort Nektann to the Northeast built by the warskaks on the foundations of an ancient fortress of the Builders. Tobduk-Koro, led by the matoran Kanohi, has become a modest township despite the hardships of the sinking sands, and the populace is well integrated and diverse. The elemental Ruins of Stone sit in the cliffside in the middle of Tobduk-Koro, and the villagers often spent the hottest parts of the day inside the temple reading the hieroglyphs, visiting the lake in Kini-Nui, or speaking with the AI caretaker of the temple known as the Administrator. Fort Nektann, run by the skakdi Barius, is the base of the warskak raiders, whose livelihood depends on stealing from traveling caravans. The leader of the warskaks, Barius, inherited the position by killing the old chieftain and turning him into a tahtorak monster that roams the island carving destruction in its path. The Warskaks have a small garage, one of their stolen holdings, at the southernmost point in the deserts, just on the edge of the Ash Barrens with a solid view of Irnakk’s Tooth. The garage was stolen from a matoran while she was away assisting the refugee settlement of Po-Koro recover from a warskak raid. Spiriah’s domain has revealed itself throughout the mountain ranges that form the natural border of the sandy northern desert. The sands have also drained from the western side of the desert, revealing a network of tunnels carved by Shagrak over the many centuries that lead deep into the earth. The shrieking cries of Shagrak echoes through these caverns, as do the echoes of her spawn. Metru-Koro and the Relic Fields (West side of the island) Metru-Koro (ruins of) Elemental Temple Ruins of Ice Suva of Ice Relic Fields Hafu's Statue On the Southeast edge of the bay rests the ruins of an abandoned refugee settlement called simply Metru-Koro. It was establised by Turaga Sans in the week after the Cataclysm in Rebirth, and became a place of significant conflict between the Refugees, the remnants of the League, and even the Mesi. At the end of the settlement's occupation it was led by Vulimai, Captain of the Guard. It had no geographical defenses, no significantly stable water supply, no cover from view, and the greatest number of refugees who wanted to return to the Great Skull and rebuild matoran civilization. It was built during the first week of their arrival on Zakaz, and those who lived there relocated to the settlement of Kini-Koro in the Hidden Valley. A few hours walk South from the toxic bay along the Western coast of Zakaz is the Elemental Temple Ruins of Ice. It is a stone ziggurat in three tiers that reaches high into the sky. It’s exterior is covered in a slick coating of black ice, and pools of melted ice gather at the bottom of the temple. Herds of wild mahi are often seen drinking from the pools. Ko-Pou is a tiny settlement built next to the Elemental Temple Ruins of Ice. It is mostly a medical ward and small garrison where some of the mutated villagers from Kini-Koro are being treated as a cure is being researched. Ko-Pou is under the political jurisdiction of the village of Kini-Koro. To the West of Metru-Koro is the suva of Ice, a two story structure that sits atop an icy hilltop. It never gets warm enough to melt the frost covering the grass here. The fields between the Elemental Temple of Ice and the Suva of Ice contain many structures that have appeared overnight. They flickered in and out of existence for a week, until fully arriving as structures covered in ivy and graffiti. The pillars for a broken protodermis chute system run through the fields, and several abandoned knowledge towers melt under the glaring light of the sun. The civilians in Metru-Koro have begun to call the fields where these buildings appeared the Relic Fields, although if they are a relic of the past or the relic of a future lost to time is impossible to say. Between two of the flickering knowledge towers in the Relic Fields is one of Hafu's Statues. Ash Barrens and Mi-Kiri, the Aqua Sphere (East side of the island) Irnakk’s Tooth Forest of Ash Elemental Temple of Fire Suva of Fire Mi-Kiri, the Aqua Sphere Elemental Temple of Water Suva of Water Great Telescope Irnakk's Tooth is the central large volcano on the island of Zakaz in the Time Between Time. It is from this volcano that the great monsters of Irnakk's making crawl into the Time Between Time to ravage the island of Zakaz with destruction. Where in the far past the Forge of the Heartsflame stood, a testament to the incredible inventiveness of the Builders, now the Nightmare walk and Irnakk's dark domain exist in the volcano's heart. To enter Irnakk's Tooth, take the Nightmare Walk through through the door marked by cairns of skakdi skulls halfway up the volcano's mountainside. The lava flows from Irnakk’s Tooth have spread, swallowing up what was once the bay where the Riggers lived. Other older portions have fallen into the sea, disappearing beneath the waves. The Riggers have moved further out into the bay, and many have left for safer waters around the island coast. The Elemental Temple of Fire sits in the Forest of Ash, where the petrified trees are covered in white ash that looks almost like snow. It is a large three tiered Ziggurat with a bronze gong at the top. While the inside puzzles have been solved, it still holds the opportunity of the NUVA transformation. Between two lava rivers in the middle of the Ash Barrens is the Suva of Fire. It is a single story circular structure with three doorways leading in and a suva at its center. Flying ever present just above the cloud layer over the eastern coast is Mi-Kiri, the Aqua Sphere. The life-giving waters that made anything they touched young have stopped flowing after the arrival of Barraki Ehlek. A floating fortress, once a vahki hive, orbits Mi-Kiri. In the lava-filled bay where the Riggers once lived lies the Elemental Ruins of Water, hidden behind a great stone Mask of Waterbreathing carved into a prominent waterfall. On an island in the middle of the bay, so far out of the reach of the cooling lava flows, is a single story circular tower. Inside the tower is a passageway to a grotto containing the Suva of Water. The Great Telescope sits on a tiny island-like sandbar off the Eastern coast of Zakaz, and a stone bridge connects the coastal cliffs with the ancient observatory. The Great Telescope itself is a copper device, green with age, and salt encrusts most of its turning gears. It rests on a large pedestal. There are a series of carved panels along the pedestal, which tell the story of the Builders escaping the Time Between Time in their Ark. Fau Swamps and the Kumu Peninsula (Southern side of the island) Fau Swamp Le-Metru Nuva Suva of Air Elemental Ruins of Air Kumu Peninsula The Caldera Aspect Shrines The toxic marshes leading to the Fau Swamp sank underneath the island during a large quake after the rising of the Kaita ACRs from their tombs of the Elemental Lords. Splitting the island of Zakaz into almost two separate islands as salt-water rushed in, now the Fau Swamp covers the entirety of the southern half of Zakaz. The massive jungle ecosystem sits in a marsh of polluted waters and defiled Energetic Protodermis. Plants and rahi alike mutate rapidly during their own lives, absorbing the poisons of a world defiled after the arrival of Irnakk. The refugee village of Le-Metru Nuva is hidden in the Fau Swamp. Started by Sorilax and a group of refugees from the Great Skull, Le-Metru Nuva has grown into a village of industry. The Suva of Air is a single story tower hidden in the Fau Swamps. The Elemental Ruins of Air, sometimes called the Grand Temple, is the regional Ziggurat that contains not only the solved puzzled of the Administrator but the unsolved NUVA device waiting at its heart. The Kumu Islets became the Kumu Peninsula. No one saw it coming, and no one knew it could, but suddenly the very islands themselves floated from the distant south to crawl onto the mainland like strange creatures of obsidian and basalt. The ancient temples of the aspects now exist on the mainland of Zakaz in the Time Between Time. The Caldera, a massive depression in a ring of obsidian and basalt, is the traditional meeting ground of aspects. A green pool of antidermis bubbles in the center of the caldera, and it is from this pool of antidermis that aspects emerge and return. In the dark shrines and monuments to ancient powers are sealed doorways marked with the symbols of taboo rites. Strangely, the do not offer the knowledge of the symbol, but instead seem all to willing to receive it. NPC Villains In Apocalypse, many villains work to achieve their own goals. Many villains are leaders of factions. This section provides some information on these villains and their goals. You may choose to work towards achieving these goals with them, or you may choose to try and stop villains from achieving their goals. Whatever your choice, your actions impact not only you but the rest of the game as well. As villains are introduced and they reveal their goal it will be recorded here! Misc. Notes Hello all, please notify GMs via a comment in the OOC topic if there is something in this initial post that seems really weird -- like a missing paragraph or something. We've been working around the clock to get this all up in time, and some things may have slipped between the cracks. @Unreliable Narrator is only human after all, we think... OLD MAPS: These are a good reference for looking back to see what may have been discovered or changed over the course of the game. They are presented chronologically, with the oldest being first.
  3. Synopsis: One week has passed since the events of Six Kingdoms: Escapement. Past, present, and future collide in the Time Between Time on an island called Zakaz. Broken worlds drift closer as paradoxical alternative timelines collapse, and island denizens live short and violent lives seeking out a meager existence. Thousands of years ago the skakdi migrated to a new island after utterly destroying their homeland. They drove the local populations of matoran and toa nearly extinct and named their new island Zakaz as homage to their original home. Now, the desecrated wasteland tribes of the Skakdi-Xa ride their scrap-built vehicles and Advanced Combat Rigs through the dunes in search of Energy Sources to keep powering their machines. Miserix, an elder Aspect, guides the wastelands from his containment sphere prison. The Barraki Pridak and Ehlek seek to rebuild their once great empire. The refugees who fled the apocalyptic crash of Mata-Nui’s skull into Zakaz seek a new life and the answers hidden within ancient temples scattered across the island that show predictions of their arrival. The Aspects of Makuta scheme and plot from their cursed homes in the Kumu Islets... How To Play: Like many "Play By Post" RPG games on BZPower, we use a system of Out Of Character (OOC) and In Character (IC) for notifying readers when our writing is as ourselves or from our characters' perspectives. Please be patient between posts, allowing everyone else involved in the scene a chance to reply before continuing. The main focus of this game is a compelling narrative written together. This places more power in the hands of the players: you may describe the environments as you see fit, as long as pre-established in-game descriptions by other players, the GM, or Bionicle canon is not broken. By contributing our individual ideas we create a beautiful living world together. If you have an idea for a plot, write it because I believe in you. If you get greedy I'll step in and bring things back into perspective. The Reliable Narrator: When interacting with the world of Six Kingdoms: Rebirth (SKR), you may find your character is responded to by the Reliable Narrator. This is a game master describing the actions of your character and the responses to them by the rest of the world. Examples of the Reliable Narrator include descriptions of new locations your characters enter, rising tension, or sudden commentaries on events to shed new light on the story. The Reliable Narrator is similar to a Game Master (GM) in more standard table-top roleplaying games (i.e. Dungeons & Dragons, Pathfinder, Fate Core). All Playable Locations Are In This Single IC Topic: Art by Rube (@art_rube) GSR Head/Metru Nui Ruins: Split off from its body by asteroid impacts and the wear and tear of millenia adrift in space, the head of Mata-Nui plunged into a rapidly decaying orbit, eventually entering the atmosphere and impacting on the Western half of the island of Zakaz. Metru-Nui, contained in the cranium, already ravaged by the Barraki’s invasion, was devastated by the impact. As the head fell, the entire island was flung forward and the combined force of the outer and inner impact cracked open the skull of the GSR, causing the silver sea to leak out and parts of the island to jut out of the opening. Ta-Metru, already damaged by a terrorist attack and deliberately sabotaged to halt the league’s advance into the city of legends, has been reduced to slag after the impact. The great forges and refineries exploded or ruptured, spilling molten steel like lava, destroying what was left of the once-great Metru. Whatever wasn’t utterly destroyed has been salvaged or scavenged by the survivors. Consider this Metru dead. Onu-Metru and its great archives had already been a dangerous place that was impossible to monitor properly. After the league invasion and subsequent massacre, this was even more true. Now, after the impact, the area has become an underground maze of collapsed tunnels, rifts, and all manner of Rahi freed from their stasis tubes by the loss of power. Only the brave or foolish venture here to salvage what little is left. Nobody lives here. Po-Metru was devastated alongside Onu-Metru when the massive underground archives collapsed for the most part. Broken statues reflecting broken dreams litter its ruins. Consider this area dead. Ga-Metru was left mostly intact during the invasion, thanks to the non-violent manner of Takadox’ takeover. Most of the damage here occurred during the sudden draining of the silver sea after the impact, causing many structures to collapse, though a number of the scholarly buildings remain. The great temple somehow managed to survive as well, serving as a refuge for a great number of survivors. However, it is now sitting on dry land, at a slant on the massive pillars that held it aloft in the sea. This is where most of the Barraki’s forces have made their new home. Le-Metru and Ko-Metru took the brunt of the impact and are now a massive tilted maze of fallen skyscrapers and broken chutes, jutting out of the ‘wound’ in the GSR skull. Effectively forming the entrance to the remains of the city, the league’s forces have begun fortifying the region and are slowly trying to salvage and rebuild these Metru to be habitable once again. They have managed to activate one chute, connecting the still functional Metru and Coliseum. Coliseum: What used to be the center of Matoran civilization is now largely defunct, but remains one of the only parts of the city that settled level after the impact. In addition, the Barraki managed to reactivate one of the Vahki hives contained within and several of the major functional rooms, including the Cortex are intact. This is where Pridak has set up his throne and is planning his next moves. Pridak's throne room is specifically in Dume's old office on the Private Floor 50 (of the 100 floors above ground). The broken glass floor to ceiling windows have been replaced in the past week, but construction continues on a section of the roof that caved in. Pridak moved the piloting chair from the Cortex into this space, and uses it as his new throne. The throne room sits level with where the pupil would be in the empty eye socket of the GSR skull, allowing Pridak a view of the world beyond. Zakaz Zakaz once represented a beautiful tropical island, but thousands of years of conquest, disregard for the environment, and the crash of the GSR's skull changed things. The Northern half is a desolate wasteland of dunes and rocky plateaus. The deserts of the North are easy to get lost in, and the skakdi who live there in warbands live in fear of giant, burrowing sand worms and other monstrous rahi. The Southern half of the island is scraggly plains, toxic bogs, and putrid marshland. Banyan trees and other plants grow in a massive forest over the marshes. The center of the island is home to an active volcano whose magma runs to the East. A forest of charred trees remains in the cooled magma. The entire Western side of the island's mountain ranges were flattened by the crash of the GSR from space, and now a great moat of toxic liquid from the Silver Sea surrounds the impact zone. Underneath the island are warrens and caverns of rahi and Masi. Each region, of which there were once six, has two temples. These are built in the matoran style the Refugees remember from their lives in the GSR. Find and explore them for more details to be posted below. A shortlist of locations on Zakaz are listed here. See below the short list for an expanded description of each region. Refugee Camps: small camps have popped up across Zakaz housing refugees from Metru-Nui. These are places to regroup, survive, and find a new place to call home. Metru Koro: one of the refugee camps, led by Turaga Sans. Ruins of Ice (511): this ziggurat is on the western side of Zakaz. Irnakk’s tooth: Named after the nightmare creature, the tallest mountain towers over the center of the island. Being volcanic in origin, it is honeycombed by cave systems containing all sorts of mysteries. The Nightmare Pits are located within this cave system. (See Ash Barrens) The Rig: Located just off of the eastern coast, accessible by a ramshackle bridge, this assembly of scrap metal is home to one of the major Skakdi factions. Half anchored to the sea floor by foundational pillars and chains and half floating on massive pontoons, the Skakdi use jury rigged wave energy generators, underwater turbines and other scrapper tech to power their habitat. As a recent addition, salvaged forge tech from Ta-Metru now dumps slag and waste into the coastal waters. Beings unfortunate enough to wind up on the Riggers bad side hang from chains or spend the end of their days in cages suspended from outriggers, until they expire. Their remnants are left as warnings. Fort Nektann: The Warskaks desert stronghold in the far North. Built into the natural terrain surrounding the oasis supplying the warband with water, this Skakdi village could be called almost quaint, if it weren’t for the spiked metal walls surrounding it and the fleet of wasteland raiding vehicles they operate. The Under Hive: deep below the surface of Zakaz are the Mesi’s fungal caverns and villages. These tunnels extend the length of Zakaz, and surface dwellers can be seen caving in entrances regularly to try and shun the Mesi away. Mesi also pose a problem to the Barraki as they can access the underside of the broken GSR’s skull. The Fau Swamps: the Southern half of the island is covered in a toxic bog. Ancient temples and ruined towers extend above the canopies of massive banyan groves. The Kumu Islets: these islands are the home of the Aspects of Makuta. Ruined temples dot the landscape, with labyrinths below. The skakdi dare not venture to these islands, instead performing the rites of desecration when Aspects visit the mainland. Natural hot springs of liquid antidermis exist in the islets. Aqua Sphere: a strange floating glass sphere hangs above the island of Zakaz, high above the cloud line. It can be seen glinting far away on sunny dies. It travels in a mysterious pattern that defines normal weather and provides rain to the island below. The rain, however, makes anything living younger. A trail of sapling plants and baby rahi is often left behind the rain's path from the Aqua Sphere. Treasures undoubtedly exist in this broken floating sphere for those brave enough to venture into the sky. Kini Nui: the central temple of the Builders, and a site of great history and power. You can access the Far Shore expansion from here. The Ash Barrens: The desolate region to the East of the Zakaz’s active volcano, nothing grows in this hospitable land. The steam of constantly cooling lava fills the air with noxious vapors, and burned and petrified forests cover the view. No skakdi lives here, not even a very stupid one. Notable locations include: Dead Forest: a once massive forest now petrified and covered in the ash of countless eruptions. The Dead Forest contains many mysteries, and even more corpses. Fire Suva Temple: located in the center of the lava rivers flowing from Irnakk’s Tooth to the eastern coastline and cooling on the seaside. Irnakk’s Tooth: named after the nightmare creature, the tallest volcano towers over the center of the island. It is honeycombed by cave systems containing all sorts of mysteries, including the infamous Nightmare Pits where skakdi perform the Rites Of The Tahtorak. Ruins of Fire: a crumbling ziggurat ruin is located deep within the Dead Forest, and is one of the many ancient structures remaining from a time before the skakdi’s arrival. Untold mysteries are hidden within. Valley of Bones: near the Southern edge of the Dead Forest lies a deep valley where the soldiers of a great conflict were buried in a mass grave. It is here Kal has made his new home and created his Blood Keep. Many hazards present themselves to travelers braving the cruel Ash Barrens. Irnakk’s Tooth is prone to frequent eruptions, leading to lava rivers flooding their banks. In the aftermath a poisonous smoke lingers for days, causing severe nausea and dizziness in acute mild exposures and anaphylactic shock and death in chronic and prolonged exposure. Beyond the terrain, mounds of Charcoal Beetles house colonies of fist-sized relatives of the hoto bug who are dangerous, deadly, and extremely territorial. Beyond the physical, the Ash Barrens are rumored to be haunted by dead forest spirits, and it is said they lead travelers to their death with sounds of chimes and childish laughter. The Fau Swamps: The Southern end of Zakaz is covered in the bogs, marshes, and toxic waterways making the Fau Swamps. The waters are murky, filthy, and full of garbage. The marshland northern border of this region quickly becomes a blossoming fungal jungle clouded in acid rains, and toxic spores fill the air. Large trees with massive sprawling roots act as the solid base for much of the ecosystem. The rahi in the Fau Swamps are dangerous, mutating with successive generations, and mostly giant insects. Locals know to make as few sounds as possible so as to avoid gathering the attention of an insect swarm. Large conical nui rama hives dotting the Fau Swamps are best avoided. Notable known locations include: Mar-Koro: the secretive village of Gaius and other indigenous matoran villagers living in hiding from the warring skakdi of the rest of Zakaz. By the owning player’s request, Mar-Koro is not a playable location at this time. Sorilax’s Village: an Aspect living in the Fau Swamps has assembled a small village of under fifty refugees from the fallen head of Mata Nui. Sorilax teaches the refugees how to survive in the Fau Swamps, but how long his project will last no one can say. Radiation Zone: after the fight with the gargantuan manas crab, Giruga, the hex (4,6) became full of toxic radiation. Simply passing through this hex will give your characters radiation poisoning. They will need to seek immediate medical attention once exiting the hex. Grand Temple Ruins: Ancient temples and ruined towers extend above the canopies of the Fau Swamps as part of a massive ancient complex of unknown purpose. No one, not even the indigenous population, can remember when these structures were built. A hive of territorial nui rama built their nest inside a portion of the ruin, posing as a threat to visitors. Toa Stannis spent a short period of time looking at the ruins on his own after the Great Impact, and what he deduced from the temple walls greatly disturbed him. Explore these ruins to learn more! Suva Temple: hidden somewhere in the Fau Swamps is the Suva Temple for the region. Explore to find it! Desecration Rock: a spit of dark granite that juts into the sea from the southernmost point of Zakaz and has a view of the Kumu Islets. The surface of the rock is covered in the carvings of Skakdi prayers and wishes, as well as various religious symbols. It is Zakazian custom for those seeking to form a pact with an Aspect to make the dangerous trek to Desecration Rock and fast there until an Aspect forms a pact with them. Some Aspects will wait until a Zakazian is delirious with thirst and hunger before approaching. Very few make a life in the Fau Swamps, and are destined to succumb to a multitude of illnesses from their toxic environment. Two of the most common are Corodi and Brachel Spurs. Corodi is caused by breathing in toxic spores and turns organic tissue to glass over a process of several years. The glass breaks and shatters inside the body, killing those suffering from the inside. Brachel Spurs are painful growths that form on the inorganic matter of a protoderm, most commonly on the soles of the feet. Some healers say the spurs are actually polyps for an infectious worm that lives in the marshy waters. The only known alleviations for Corodi are regular healing sessions using a kanohi kiril or slowing but not stopping the transformation by chewing the root of a plant found in the Fau Swamps. The only known cure for Brachel Spurs is a mask of healing and avoiding the waters of the Fau Swamps. ... And so with all the fiddly bits out of the way, let's play! Updated Zakazian Map (new coordinates) with environmental effects Legacy map (old coordinates) for reference Expansion: Unlocked November, 2020 The Far Shore: The Far Shore is a location beyond the reality of the multiverse. It’s a realm where the universe verifies the resolution of all possible realities. Buildings fade in and out of focus and time, being both decayed and built simultaneously. Stars and constellations swirl within everything. Colors of objects and locations blend and change, never quite settling on a permanent appearance. What matters most in this realm is your will. Rather than physics, the strength of one’s will can overcome all possibilities. There are two solidified timelines within the Far Shore accessible via the portal in Kini-Nui. Speak with Nuju near the portal for more information about his hunt for the Makoki Stones. List of Optional Matoran Principles Prompts: Duty Courage Strength Unity Speed Purity Faith Accuracy Strategy Creation Destiny Prosperity Stamina Peace Willpower Timeline "A" Available Option Prompts: Destiny Prosperity Strength Timeline "B" Available Option Prompts: Purity Creation Willpower Running Far Shore Adventures: Entering the Far Shore changes its reality, meaning each time you visit is different! Each short adventure in the Far Shore has a selection of randomly determined prompts. A Game Master determines the timeline, the central conflict, and the twist by using random tables. Players who’ve returned from an adventure in the opposite timeline can provide three optional prompts as well. You and everyone else who entered the Far Shore with you use the combined prompts to construct a short adventure. As long as the core conflict is resolved, there is no minimum adventure length. Game Masters will determine if the story is fairly concluded in cases of obvious system abuse. Tag a Game Master in the post where you enter the portal to the Far Shore. There are four parts of each adventure in the Far Shore determined by Game Masters using random tables: The Timeline: determines A or B The Element: determines the primary element of the region. The Conflict: determines what must be overcome The Twist: determines what complicates the resolution Once you’ve been assigned your prompts, it’s up to you and your friends to create the short adventure in the Far Shore! Need a suggestion on combining prompts? Feel free to contact a Game Master in the OOC topic if you need assistance. The Timeline: This fifty-fifty chance places you randomly in timeline A or timeline B. The same timeline can only be run twice in a row before the opposite timeline if chosen. You are only able to interact with other Player Characters that entered at the same time as you and in the same timeline. The Element: This table determines the primary elemental alignment of the region. You determine how this affects the region of the adventure. You and your fellow players decide the details of your adventure’s setting. Characters with the same element as the one rolled for the adventure gain a temporary boost to their elemental-based abilities during the adventure. The Conflict: This table determines what must be overcome. There are a few core conflicts, which can be interpreted as you wish during your adventure, but must be resolved to conclude your adventure. These conflicts are the six forms of conflict in Western literary fiction: Character vs Self Character vs Character Character vs Nature Character vs Supernatural Character vs Technology Character vs Society The antagonizing force, or the villain, of your adventure in the Far Shore is based on this central conflict. You may choose how these conflicts are approached, explored, and resolved while keeping the final prompt in mind. The Twist: This final random prompt determines what complicates the central conflict of your adventure in the Far Shore. This complication changes how you view the conflict, as well as perhaps how to resolve it. Work the twist into how you resolve the central conflict of your adventure in the Far Shore. Be careful what you wish for The cake is a lie Genuine Imposter The story that never was Yank the dog’s chain Random twist from TV Tropes Ending Your Adventure: Once the conflict is resolved, your adventure in the Far Shore comes to an end. Your characters travel through a portal back into the Time Between Time at the end of your adventure. They cannot bring anything from the Far Shore back to the Time Between Time except the loot they are rewarded after the adventure. Tag a Game Master in your final post for the adventure. A Game Master will read the adventure to make sure all the required prompts were used. If everything is concluded properly, a Game Master will post in the OOC topic regarding your rewards. You will receive awesome loot equal to the number of Player Characters that participated plus the number of optional player prompts used based on a random loot table. At the end of your adventure as a group, pick three matoran principles charms that have been unused (used is indicated by the strikethrough effect) in the opposite timeline you were assigned. Provide the list of three matoran principles to a Game Master so they can properly update the available optional prompts for the correct timeline. If the same timeline is run multiple times in a row, do not choose new charms at the end of the adventure. A certain timeline cannot be run more than twice in a row. If GMs roll the A or B timeline more than twice in a row, they will assign the other less played timeline in order to balance charms across both timelines. The next adventuring group may choose to use up to three of the currently available matoran principle charms for their respective timeline (A or B) during their next short adventure. Once all of the optional prompts are used in a given timeline, the next short adventure will be run by a Game Master and will guarantee the Far Shore Makoki Stone as a reward.
  4. Happy 2020! Metru-Nui is under threat from the League of Six Kingdoms and the brave Toa Mangia have been imprisoned after their betrayal alongside Lhikan. Turaga Dume searches for new Toa, offering to award the power of Toa to those lucky six who can retrieve the legendary Great Discs from each Metru. While the race for power begins across Metru-Nui, a war of intrigue and diplomacy brews as the great Barraki warlords gather their forces for a final assault after years of proxy wars with the last bastion of Matoran civilization. The Dark Hunters mercenary group led by the Shadowed One pit brother against sister for profit. The Great Spirit remains distant and uncommunicative save with their servants in the little known Order of Mata-Nui. TLDR: Fight for or against the armies of the six barraki warlords, assassinate POIs as member of the Dark Hunters with weekly posted bounties, search for the hidden great discs to gain toa powers, and try to uncover what dark secrets exist in the political web of Metru-Nui. Please note that during the first week this initial post might update frequently as I realize areas I've missed that would be helpful in telling our shared story. How To Play: Like many "Play By Post" RPG games on BZPower, we use a system of Out Of Character (OOC) and In Character (IC) for notifying readers when our writing is as ourselves or from our characters' perspectives. Please be patient between posts, allowing everyone else involved in the scene a chance to reply before continuing. The main focus of this game is a compelling narrative written together. This places more power in the hands of the players: you may describe the environments as you see fit, as long as pre-established in-game descriptions by other players, the GM, or Bionicle canon is not broken. By contributing our individual ideas we create a beautiful living world together. If you have an idea for plot, write it because I believe in you. If you get greedy I'll step in and bring things back into perspective. The Reliable Narrator: When interacting with the world of Six Kingdoms: Escapement (SKE), you may find your character is responded to by the Reliable Narrator. This is the game master describing the actions of your character and the responses to them by the rest of the world. Examples of the Reliable Narrator include descriptions of new locations your characters enter, rising tension, or sudden commentaries on events to shed new light on the story. Playable Locations In A Single IC Topic: Metru-Nui: all six metrus in their golden age, chute system and all, now stricken by the hardships of a prolonged war effort against the league of six kingdoms to the South. Somewhere in each metru is a legendary disc. Find it, and you can be rewarded with toa powers by Turaga Dume! Silver Sea: the protodermis ocean dotted with nameless islands is the theater of conflict between Metru-Nui's forces and the League's combined armies. Outstations on these islands are in constant flux between the League of Six and Metru-Nui. ... And so with all the fiddly bits out of the way, let's play!
  5. What goes up must eventually come down. But like a phoenix from the ashes, that which falls can sometimes rise again. Discussion Topic Discord Server The Story: Welcome to Skyrise: Ascent. In this world, after defeating Makuta, Mata Nui was unable to restore Spherus Magna to its former glory, and the Mask of Life was lost in the chaos that followed. Without the mask’s energies to properly repair it, the newly-reformed planet became unstable, prone to earthquakes and floods, the decades of natural disasters drastically reshaping the landscape and decimating many of the existing population centres. Over a period of several hundred years, Bara Magna was transformed into a maze of plateaus and canyons, with the seas of sand at the bottom being ruled by rabid bands of Zesk, Vorox, and vicious Rahi. In the process, Marendar was unleashed, wiping out the few Toa who remained before presumably being destroyed. The sentient races that were left made their homes atop the sturdiest of the rock formations, further reinforced by the efforts of friendly Skakdi and other powered beings. On the less secure plateaus, criminals and other outcasts still cling to life in settlements of their own, living in constant fear of the next tremor being the one to spell their doom. Two years ago, a war broke out between the settlements of New Atero and Fe, with New Atero constructing terrain crawlers and striders to covertly assault the aeronautically-superior Fe from below. While this attack seemed, at first, to be unprovoked, it was eventually revealed that the government of New Atero was being manipulated by Tuma, whose sole intent was to emancipate the hundreds of Skrall being worked to death as slave labour in the mines of Fe. With all of their defences pointed skywards, Fe was taken by surprise, and though they were they had the technological advantage, their people weren’t as battle-hardened as those of New Atero, and were gradually overwhelmed. In the face of imminent defeat, Fe’s ruling council threatened to unleash a horde of trapped Baterra upon the wasteland. The attackers were left with no choice but to destroy Fe, detonating the settlement’s stockpiles of ammunition, weapons, and machinery. The surviving citizens either took to piracy, or assimilated into the other settlements. In the years since, an unsteady peace has settled over the Wasteland. While most of those within the remaining settlements are content in their uneventful lives, toiling each day to ensure there’s enough food and resources to go around, there are those tasked with travelling between settlements to bear news, ferry resources, and most importantly, keep the peace. It is into these roles that players will be stepping, captaining airships or piloting scout craft across the hostile surface of the new Great Barren. Locations: The new Bara Magna is a dangerous, desolate place, with the various permanent settlements serving as the only real safe havens. (Map) Note that there are certain marks and notes on the map that do not appear in the list below. These have been included for player reference, but are currently not common knowledge to characters in-game. Tesara – Sitting astride a singular pillar of earth and stone in the centre of an immense crater, the roots of this jungle village’s immense trees have withstood the test of time, and have held it together for untold decades. The Tesara plateau is overgrown with vegetation, and is even home to a small population of various rahi species, suitable for use as livestock or even pets. Tesara supplies most of the Great Barren’s food, and maintains long-standing trade deals with the other settlements. Tesara is undoubtedly the most open and accepting of all the settlements, although there are some who would argue that they’re too trusting, a trait that was used against them to some extent during the war, which has led to lasting tensions. Tesara is ruled by a triumvirate of elected officials. New Atero – Originally little more than a shanty town built up at the foot of the remains of the fallen Great Spirit Robot, New Atero has endured the disasters that have lashed the planet, and coalesced into a singular, colossal fortress. Being in fairly close proximity to a freshwater lake and the open ocean, they’re becoming increasingly self-reliant, their more militant nature leading many to distrust and fear them. New Atero’s surrounding are strewn with shattered metal and rocky outcroppings, dotted with watchtowers and turrets. New Atero is currently suffering civil strife, with a newly-formed parliament struggling to soothe tensions within the different factions among the populace. Fe – Once the technological powerhouse of the Great Barren, this settlement was reduced to rubble in the war. While many of the survivors were able to assimilate into other settlements, the actions of Fe’s leadership before and during the war have led to many of these survivors being treated with suspicion and disdain. Cliffside – A precarious shamble of random structures with no coherent order or organisation, this is where the outcasts and rogues flock together for survival. Scattered across a number of small plateaus spanned by constantly-collapsing bridges, this village has no government or law enforcement, and is dominated instead by mob rule. Its populace is too small in number to pose a true threat to any of the major settlements, while simultaneously being too big to be easily destroyed, and as such this pirate port continues its uncertain existence, its citizens stealing or bartering for what they need. Aqua Magna – Volcanic eruptions and earthquakes have turned the oceans foul and polluted, with only the strongest, most vicious of creatures still able to thrive there. Despite this, the beasts that dwell there make for good eating, for those who have the means and the skill to hunt them. Rumours abound of ancient treasures and old-world artefacts being located somewhere in the depths, although the equipment to pursue such rumours is costly, and difficult to come by. Expeditions have attempted to search for lands beyond the shores, but none have ever returned. The Arena – No one is entirely sure who built this place, or when, or why, only that it is hewn from some seemingly indestructible stone, the strongest of earthquakes and most powerful of Kanoka alike having no effect on this mysterious structure. Given its proximity to The Chasm, most beings chose to avoid it entirely, but it is still occasionally used for trade meetings or impromptu tournaments. On some nights, a beacon issues skywards from a dais in the arena’s centre, though none have yet figured out to enable whatever mechanism the dais is intended to activate. The Chasm – While the planet slowly shook itself apart, the colossal corpse of the Matoran Universe remained where it lay, sprawled across the fragmented canyons. That was, until Marendar did battle with the last remaining Toa atop the long dead machine, and the ground gaped open like a hungry maw, swallowing the entirety of the Great Spirit Robot into the darkened depths. The resulting chasm’s edges still glow with unseen heat, frequently belching fetid smog into the air, and every now and again some kind of horrendously mutated rahi crawls up from below. Those who’ve attempted to explore what lies below have never returned. At least, not with their sanity intact. Aircraft: Travel between settlements, aerial combat, and scouting is accomplished using various vehicles, reverse-engineered from technology that was salvaged from Karda Nui before the evacuation of the Matoran Universe. In addition to these uses, it is strongly encouraged by the rulers of the settlements that those who feel the need for violence to take their altercations away from where innocent people can be caught in the crossfire, and fight their battles in the skies instead. Please note, each character is only allowed to have a single vessel/vehicle. Airships - Utilising a complicated system of levitation and weight increase Kanoka, each of the airships is controlled by pulleys that cause either the levitation or the weight increase Kanoka Disks to strike the Airship's framework, forcing the Airship to rise or fall. A modified version of a transport Chute, capped at both ends, is built into the back of the Airship, providing forward thrust by letting a small portion of pressurised air jet out from the back. These vessels are usually slow and unarmed, but often come equipped with a small number of Cargo Haulers to make the task of transferring goods easier. There are no set limits for what players can and can’t include in an airship, but please exercise common sense. Airships are already slow and heavy, so tacking on a whole heap of armour or weapons, for example, is going to weigh you down even more. Likewise, if you wanted to use your airship to carry a crew of other players and serve as a hangar for their aircraft, there won’t be much room left for any other special additions. Jetpacks - utilised solely by smaller races, these are simple, sturdy devices. With in-built parachutes and enough energy to stay airborne for several days, they can get up a decent amount of speed, and depending on the skill of the user, can be highly manoeuvrable. These are equipped with a built-in parachute, and have no proper weapon or customisation slots. However, they do double as backpacks, being able to store extra fuel, equipment, weapons, etc., so that the wearer is able to keep their hands free. Skyfighters - again only able to be used by the smaller species, these speedy, agile fighters are equipped with a single weapon. It is worth noting, however, that while these glorified gliders are able to stay airborne for much longer than most other craft, they’re far from the most versatile of aircraft, and a few well-placed shots in the right place could easily knock them out of the sky. (Pilot teleportation, 1 weapon slots, 1 customisation slot). Rockoh - used primarily by many of the larger races, these stocky, heavily armoured craft are equipped with enhanced engines, capable of putting on incredible, albeit brief, bursts of speed in order to ram targets. As well as their characteristic rams, these craft are usually equipped with two weapons. (Pilot teleportation, 2 weapon slots, 2 customisation slots). Jetrax - the perfect midpoint between speed, agility and firepower, these craft are also used by most of the larger races. Capable of carrying three weapons, the Jetrax model’s most noteworthy vulnerabilities are its two bulky wing-mounted engines. In addition, although most of the vehicle is armoured, the cockpit is not, leaving the pilot somewhat exposed. (Pilot teleportation, 3 weapon slots, 2 customisation slots). Axalara - the biggest and heaviest of the vehicles in the fleet, it’s not as fast or agile as the Jetrax, but is much more heavily armoured. It can carry only two weapons, as its primary purpose is to serve as a bomber, deploying explosives from a hatch underneath to drop onto targets. This aircraft’s main drawback is that its pilot is left even more exposed than that of a Jetrax. (Pilot teleportation, 2 weapon slots, 2 customisation slots, 1 bomb bay). With the exception of jetpacks and airships, which carry parachutes, all vehicles are equipped with teleportation devices that will automatically transport their pilots safely to the nearest stable surface if their aircraft is destroyed, or they’re severely injured. This system is in place to prevent the rampant murdering of PCs, and hopefully stop people from godmodding in order to save their characters from what would otherwise be inescapable deaths. All aircraft share a default cruising speed, which allows them to travel between any of the main settlements within 3-4 hours. While airships and jetpacks cannot accelerate much beyond this cruising speed, most other aircraft can make this trip in roughly half the time, making them ideal for use as messengers or scouts. The crew and pilots of airships, jetpacks, and skyfighters are still able to access their powers and use powered weapons. However, the unique energies that power larger aircraft (Axalara, Rockoh, Jetrax) also render the pilots unable to use any powers or powered weapons they might have, forcing them to rely solely on their vehicle’s capabilities. After the fall of Fe, the means to create new aircraft was shared with all three of the remaining settlements, with advances in development allowing for new innovations in regards to customisation and capabilities. New or replacement aircraft, as well as upgrades to existing ones, can be obtained from staff NPCs such as settlement leaders, usually in exchange for favours or as a reward for some kind of special quest or mission. Rules: Please use IC (in character) and OOC (out of character) tags in your posts. OOC-only posts should be limited solely to the discussion topic. This is a pet peeve of mine, but please put both your character’s name and their location in your posts. It’s confusing for other players seeking interaction, otherwise, especially in an open-world game such as this one. No god-modding, metagaming, fightbotting, autohitting, etc. In general, play fair. Please be considerate of other players, and recognise the distinction between OOC and IC. If someone’s character kills/injures/dislikes one of your characters, it doesn’t mean that their player has a personal problem with you. Most importantly, have fun. _____________________________________________________________________________________ Note: This is not an April Fool’s joke, and permission has been gained from site staff to restart this game:
  6. Nato G

    Skyrise

    When the universe fell, we rose… [Discussion Topic] The Story: Welcome to Skyrise. In this world, after defeating Makuta, Mata Nui was unable to restore Spherus Magna to its former glory, and the Mask of Life was lost in the chaos that followed. Without the mask’s energies to stabilise it, the newly-reformed planet became prone to earthquakes and floods, the decades of natural disasters drastically reshaping the landscape and decimating many of the existing population centres. Over a period of several hundred years, Bara Magna was transformed into a maze of plateaus and canyons, with the seas of sand at the bottom being ruled by rabid bands of Zesk, Vorox, and vicious Rahi. In the process, Marendar was unleashed, wiping out the few Toa who remained before presumably being destroyed. The sentient races that were left made their homes atop the sturdiest of the rock formations, further reinforced by the efforts of friendly Skakdi and other powered beings. On the less secure plateaus, criminals and other outcasts still cling to life in settlements of their own, living in constant fear of the next tremor being the one to spell their doom. While most of those within the settlements remain content in their uneventful lives, toiling each day to ensure there’s enough food and resources to go around, there are those tasked with travelling between settlements to bear news, ferry resources, and most importantly, keep the peace. It is into these roles that players will be stepping, captaining airships or piloting scout craft across the hostile surface of the new Great Barren. Locations: The new Bara Magna is a dangerous, desolate place, with the various permanent settlements serving as the only real safe havens. (Map) Tesara – Sitting astride a singular pillar of earth and stone in the centre of an immense crater, the roots of this jungle village’s immense trees have withstood the test of time, and have held it together for untold decades. The Tesara plateau is overgrown with vegetation, and is even home to a small population of various rahi species, suitable for use as livestock or even pets. Tesara supplies most of the Great Barren’s food, and maintains long-standing trade deals with most of the other settlements (with the exception of Cliffside). Tesara is undoubtedly the most open and accepting of all the settlements, although there are some who would argue that they’re too trusting… New Atero – Originally little more than a shanty town built up at the foot of the remains of the fallen Great Spirit Robot, New Atero has endured the disasters that have lashed the planet, and coalesced into a singular, colossal fortress. Being in fairly close proximity to a freshwater lake and the open ocean, they’re becoming increasingly self-reliant, having abruptly severed many of their trade deals in recent months, and their militant approach to negotiations lead many to distrust and fear them. New Atero’s surrounding are strewn with shattered metal and rocky outcroppings, serving as a barrier against rahi and other dangers, while a number of watchtowers and turret fortifications have recently begun to appear in recent weeks. All signs point to New Atero preparing for war, but a war against who?Fe – An underground village nestled somewhere in among what remains of the Black Spike Mountains, this mining settlement supplies most of the Barren’s raw materials, weaponry, and aircraft. Its people are extremely reclusive by nature, and as such no outsider knows the exact location of the village itself. Those who attempt to find it are intercepted by Fe aircraft and turned around, or escorted to the village blindfolded. They send trade convoys to the other settlements every fortnight or so, bringing new vehicles, weapons, and equipment which they exchange for food, water, and other necessities. Cliffside – A precarious shamble of random structures with no coherent order or organisation, this is where the outcasts and rogues flock together for survival. Scattered across a number of small plateaus spanned by constantly-collapsing bridges, this village has no government or law enforcement, and is dominated instead by mob rule. Its populace is too small in number to pose a true threat to any of the major settlements, while simultaneously being too big to be easily destroyed, and as such this pirate port continues its uncertain existence, its citizens stealing or bartering for what they need. Aqua Magna – Volcanic eruptions and earthquakes have turned the oceans foul and polluted, with only the strongest, most vicious of creatures still able to thrive there. Despite this, the beasts that dwell there make for good eating, for those who have the means and the skill to hunt them. Rumours abound of ancient treasures and old-world artefacts being located somewhere in the depths, although the equipment to pursue such rumours is costly, and difficult to come by. The Arena – No one is entirely sure who built this place, or when, or why, only that it is hewn from some seemingly indestructible stone, the strongest of earthquakes and most powerful of Kanoka alike having no effect on this mysterious structure. Given its proximity to The Chasm, most beings chose to avoid it entirely, but it is still occasionally used for trade meetings or impromptu tournaments. The Chasm – While the planet slowly shook itself apart, the colossal corpse of the Matoran Universe remained where it lay, sprawled across the fragmented canyons. That was, until Marendar did battle with the last remaining Toa atop the long dead machine, and the ground gaped open like a hungry maw, swallowing the entirety of the Great Spirit Robot into the darkened depths. The resulting chasm’s edges still glow with unseen heat, frequently belching fetid smog into the air, and every now and again some kind of horrendously mutated rahi crawls up from below. Those who’ve attempted to explore what lies below have never returned. At least, not with their sanity intact. Aircraft: Travel between settlements, aerial combat, and scouting is accomplished using various vehicles, reverse-engineered from technology that was salvaged from Karda Nui before the evacuation of the Matoran Universe. In addition to these uses, it is strongly encouraged by the rulers of the settlements that those who feel the need for violence to take their altercations away from where innocent people can be caught in the crossfire, and fight their battles in the skies instead. Please note, each character is only allowed to have a single vessel/vehicle. Airships - Utilising a complicated system of levitation and weight increase Kanoka, each of the airships is controlled by pulleys that cause either the levitation or the weight increase Kanoka Disks to strike the Airship's framework, forcing the Airship to rise or fall. A modified version of a transport Chute, capped at both ends, is built into the back of the Airship, providing forward thrust by letting a small portion of pressurised air jet out from the back. These vessels are usually slow and unarmed, but often come equipped with a small number of Cargo Haulers to make the task of transferring goods easier. There are no set limits for what players can and can’t include in an airship, but please exercise common sense. Airships are already slow and heavy, so tacking on a whole heap of armour or weapons, for example, is going to weigh you down even more. Likewise, if you wanted to use your airship to carry a crew of other players and serve as a hangar for their aircraft, there won’t be much room left for any other special additions. Jetpacks - utilised solely by smaller races, these are simple, sturdy devices. With in-built parachutes and enough energy to stay airborne for several days, they can get up a decent amount of speed, and depending on the skill of the user, can be highly manoeuvrable. These are equipped with a built-in parachute, and have no proper weapon or customisation slots. However, they do double as backpacks, being able to store extra fuel, equipment, weapons, etc., so that the wearer is able to keep their hands free.Skyfighters - again only able to be used by the smaller species, these speedy, agile fighters are equipped with a single weapon. It is worth noting, however, that while these glorified gliders are able to stay airborne for much longer than most other craft, they’re far from the most versatile of aircraft, and a few well-placed shots in the right place could easily knock them out of the sky. (Pilot teleportation, 1 weapon slots, no customisation slots).Rockoh - used primarily by many of the larger races, these stocky, heavily armoured craft are equipped with enhanced engines, capable of putting on incredible, albeit brief, bursts of speed in order to ram targets. As well as their characteristic rams, these craft are usually equipped with a single weapon. (Pilot teleportation, 1 weapon slots, 2 customisation slots).Jetrax - the perfect midpoint between speed, agility and firepower, these craft are also used by most of the larger races. Capable of carrying three weapons, the Jetrax model’s most noteworthy vulnerabilities are its two bulky wing-mounted engines. In addition, although most of the vehicle is armoured, the cockpit is not, leaving the pilot somewhat exposed. (Pilot teleportation, 3 weapon slots, 1 customisation slot).Axalara - the biggest and heaviest of the vehicles in the fleet, it’s not as fast or agile as the Jetrax, but is much more heavily armoured. It can carry only two weapons, as its primary purpose is to serve as a bomber, deploying explosives from a hatch underneath to drop onto targets. This aircraft’s main drawback is that its pilot is left even more exposed than that of a Jetrax. (Pilot teleportation, 2 weapon slots, 1 customisation slot, 1 bomb bay).With the exception of jetpacks and airships, which carry parachutes, all vehicles are equipped with teleportation devices that will automatically transport their pilots safely to the nearest stable surface if their aircraft is destroyed, or they’re severely injured. This system is in place to prevent the rampant murdering of PCs, and hopefully stop people from godmodding in order to save their characters from what would otherwise be inescapable deaths. All aircraft share a default cruising speed, which allows them to travel from one side of the Great Barren to the other within a little under a day. While airships and jetpacks cannot accelerate much beyond this speed, most other aircraft can make this trip in roughly half the time, making them ideal for use as messengers or scouts. It is worth noting, however, that the unique energies that power these faster aircraft also render the pilots unable to use any powers or powered weapons they might have, forcing them to rely solely on their vehicle’s capabilities. New or replacement aircraft, as well as upgrades to existing ones, can be obtained from staff NPCs such as settlement leaders, usually in exchange for favours or as a reward for some kind of special quest or mission. Rules: Please use IC (in character) and OOC (out of character) tags in your posts. OOC-only posts should be limited solely to the discussion topic.This is a pet peeve of mine, but please put both your character’s name and their location in your posts. It’s confusing for other players seeking interaction, otherwise, especially in an open-world game such as this one.No god-modding, metagaming, fightbotting, autohitting, etc. In general, play fair.Please be considerate of other players, and recognise the distinction between OOC and IC. If someone’s character kills/injures/dislikes one of your characters, it doesn’t mean that their player has a personal problem with you.Most importantly, have fun.
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