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  1. Edelgard

    artwork & stories

    As you all know (or don't, I don't actually know who reads this), I hosted a series of games known as BZP's Game of Thrones. Those games finished, but the world that was born from them didn't - and for the last several months, I have hosted a series of smaller campaigns, making use of the wider world (and borrowing heavily from Bionicle's own lore, alongside other fictions and myths) to tell some standalone stories with smaller casts. So I thought it might be nice to go into the general plot of these various games, alongside some of the neat artwork that has been made for them. THE ARGONAUTS Featuring cover art courtesy of TBK, The Argonauts was a pirate adventure. It starred 8 player characters - Toru, Rassilon, Ehks, Tabek, Juke, Talos, Xavi, and Seqala - as they set off on a whirlwind mission to rescue Telluris from the clutches of the Iliad, a criminal organization fixated on destroying death itself. They suffered betrayals and death along the way (including the loss of Voltex), and it all culminated in a battle aboard their ship, the Argo, where they took one of the Iliad's leaders prisoner and managed to slay another. THE AENID Once more featuring cover art courtesy of TBK, The Aenid was a direct sequel to The Argonauts. It starred the same player characters, while adding one more - Jakura - as the war between the Argonauts and the Iliad approached its climax. As the Iliad found the final pieces needed to finally accomplish their goals, the Argonauts desperately sought out allies from across the world. It all culminated in the massive Battle of the Crossing, where the Argonauts and their allies finally emerged victorious, and the Iliad were destroyed. THEOGONY Unbeknownst to all, the Battle of the Crossing unveiled the Doors of Death, leading into Theogony - an arduous journey through the Underworld, and into the heart of Tartarus itself. It starred 4 different player characters, all villains - Efandril, Aion, Gragu, and Balathumel - seeking vengeance and rebirth. And their guide through this Underworld? The enigmatic and long-dead Voltex... but not everything was as it seemed. By journey's end, a decision had to be made; to slay the gods, or to fight for them. The choice that was made will have an impact that shall reverberate into future games and campaigns. THE ARGONAUTS AT WORLD'S END Featuring cover art courtesy of Akaku, At World's End is a bit of an oddball. It's a direct sequel to The Argonauts, starring the same PCs from that campaign (as well as one new one - Dortegus). I won't go into too many details, as it's still ongoing; but this game is mostly meant to be a fun adventure that will open the door for further standalone stories... and to occupy some of the more active players until the next big campaign begins - EDGE OF DAWN. (Edge of Dawn is a new story, for a new generation - and hopefully, if any of you out there are interested, it can star a few new players as well. I'll have more to share about it later.) And... yeah. This is what I've been up to recently. How about you?
  2. Legends. Stories scattered through time. Lies. History is such a vague concept, splintered and forgotten and ignored. Single moments captured upon the tip of a feather, everything else falling away. Lessons to be avoided. Events to be repeated. Cycles that begin only to end again. Welcome to Okoto. It is divided into several regions. Kamuk in the northwest; the North at its tip; Agua Hielo to the east; and the growing empire of Aodhiim in its south. At the island’s heart lies the Ancient City, abandoned. A Cornerstone of what once was, corrupted and tainted. Some would claim life on Okoto is peaceful… …more lies. Have you ever questioned the nature of your reality? Okoto remains ravaged by its histories. Kamuk’s military a splintered shell of its former self, the Knights of Ekimu turned fanatics, the people of Karamu vanished and gone, Aodhiim growing bolder in its divisive beliefs by the day. Ghosts haunting what remains of the Barren. Magic, that twisted, evil, darkest of things, spreading its wings once more, not content to be forgotten. A Cornerstone locking the island into its past, trapping it in its future. Its destiny. The dreaded. Rare is the moment that war does not rage across Okoto. Long nights and longer days; rebellions, usurpers, lands reduced to barren wastes. The conquered become the conquerors, then the conquered again. Falling up and rising down. Kings and Queens alike. War is Okoto’s history. War is Okoto’s reality. War is Okoto’s eternal dream in its eternal night. A cycle that ends only to begin again. The eternal truth of its people. You cannot run from it. The Great War. The three gods, the trinity. Ma, Ata, Rollor. Creation, Destruction, Balance. More legends. More lies. Loved and feared in equal measure. Okoto, their favored. Whispers spread now, of three legendary masks. One for each of the gods. Life, the great creation. Power, the great destruction. Time, the great balance. Beyond all comprehension. Broken and shattered, scattered. Little more than shards. Time has gone, faded away. The balance is lost; the threads of reality quake. The lie is becoming truth; the dream is becoming reality. The game has begun. The Great Game. Life and Power. Creation and Destruction. But can there be life in a dream? Can there be creation inside a nightmare? Only power remains. Pure power, split into six shards, and now guarded by those most fearsome of places. The Cornerstones. Where magic pulses and breathes and is alive. Alluring and repulsive, safe but threatening, cunning most of all. They seek reunion. They drive the game now, this game of thrones that Okoto plays. Do you hear them calling? You will. Win or lose. Win or die. You’re in the Great Game now. And this is your legend. Your story. Your lie. Your destiny. Only that… …and nothing more. Welcome to the Great Game. E0: The Great Game E1: Dreams in the Dark E2: The Nature of Reality E3: All Our Sins Remembered E4: From Shadows We Fall E5: Those Who Wander E6: Ashes E7: The Monsters that Make Us E8: From a Spark, an Inferno E9: Sentinels of Darkened Skies E10: No Greater Good E11: The Chosen Sparks HOW IT WORKS The game functions in rounds, known as “episodes”. Each episode will last for one week; there is no limit to the progress that can be made in any of the campaigns beyond your own abilities to move forward. Each person can play up to three characters and can therefore participate in up to three of the campaigns (though preference will always be given to those who have no characters signed up yet). PLAYER SHEET To play, you must fill out a character sheet (one for each character you hope to play) and post it here. I reserve the right to deny characters that don’t fit with the tone and atmosphere of the game, but I will always be open to discussion and will give my recommendations for how to make any necessary changes – so long as you are willing to meet me halfway. I will try to take campaign preferences into account when dividing characters later, but I cannot make any promises. Certain returning characters will be locked into certain campaigns, unless their players can provide me with very good arguments to place them elsewhere. Player Name: [Your Name] Campaign: [Which campaign you would prefer for this character] Character Name: [self-Explanatory; common last names for each element are listed below] Gender, Age, Element: [self-Explanatory] Personality: [What is your character like?] History: [What is their past?] Greatest Fears: [What are your character’s 3 greatest fears? What might paralyze them with terror, or send them spiralling into apathy? What will they do anything to avoid?] Greatest Dreams: [What are your character’s 3 greatest dreams? What do they seek, what are their hopes? What do they fight for? Why are they here?] Ultimate Power: [What would your character do with the Mask of Ultimate Power? How would they re-shape the world?] Strength: Agility: Intelligence: Charisma: Common last names for each region/element: Stone-Maran, Raqmu, Petros, Galum, Archean, Stalac, Umrik, Rigut, Hijr, Dagada Ice-Greavesey, Crustallus, Glacies, Nivis, Rime, Sivr, Nakali, Treml Water-Rayne, Corruich, Vatten, Tyde, Conlectus, Lurrun, Diurim, Shayl Jungle-Boscage, Briar, Gresh, Lasang, Saryian, Raieb, Shayd, Rani, Oak Fire-Aodh, Coal, Ember, Ash, Pyre, Cinder, Skorsh, Sear STATS You can use your stats to assist in determining your character’s strengths and weaknesses. You’ll complete the stat sheet alongside the character sheet and send them in together. Each character has a Strength, Agility, Intelligence, and Charisma stat; you’ll number each from 1 to 4, with 4 being the strongest stat. For certain actions in the game, you will be asked to roll a 6-sided die; when rolling, you will add your stat bonus to the result, increasing your chances of success. A MAP OF OKOTO: Click the image above to see a map of Okoto for this game. The map includes many major locations, including the various Cornerstones that you will visit. Location info can be found in a separate post below. THE CAMPAIGNS Every playable character will be assigned to one of the campaigns down below. As stated above, I will strive to meet with your preferences for each character, but it will not be my highest priority. Ultimately, each PC will be distributed where I feel would suit them best. You can, of course, increase your chances of playing whichever campaign interests you most by playing as multiple characters. #1: A Game of Hunters Players in this quest will journey to 'Shipwreck Cove' on the southern edge of Karamu where they will meet the Dark Hunter Ancient, and to the Labyrinth of Control, where they will meet Kirbraz. -Reisen Tyde (Burnmad) -Rassilon Oak (TL) -Jakura Aodh (Jakura) -Lein (RG) -Juke Bawks (Zippy) #2: A Clash of Brothers Players in this quest will journey to Ignika City where they will meet the Mask Maker Ekimu, and to the Chasm of the Gods deep beneath Makuta City, where they will meet the Mask Maker Makuta. -Pulse Vatten (Trijhak) -Voxumo Ash (Voxumo) -Pythia Rayne (TL) -Taktun Pyre (Imrukii) -Onaku Greavesey (Onaku) #3: A Storm of Blood Players in this quest will journey to the Vakama Ruins, where they'll meet RG Coal, and to Blood Harbor, where they will meet the Dark Titan Mutran. -Burnmad Aodh (Burnmad) -Kranan Crustallus (Glimmer) -Mashhani Diurim (Imrukii) -Triki (Xccj) -Anahera Abissm (Zippy) #4: A Feast for Titans Players in this quest will journey to Patrus Ruins and meet the dying ghost of Axalara, and to the Isle of the Dead, where they will meet Kulta... among others. -Alix Galum (Dane) -Virndrung Vatten (Trijhak) -Toru Sevoi (Toru) -Ehksidian Glacies (Ehks) -Tabek Umrik (TBK) #5: A Dance with Time Players in this quest will journey to the Great Forge beneath the Ancient City and meet Trijhak the Mad, and to Hinterhall and the Temple of Time, where they will meet Umarak... alongside another threat. -Efandril Darkfire (Burnmad) -Luci Clepta (Nato) -Tijekti Boscage (Imrukii) -Lurrun (Dane) -Feli Sivr (Xccj) #6: The Watchers of Winter Players in this quest will journey to Grave's Peak where they will meet Kazi, and to the abandoned Citadel in Rollor's Reach, where they will meet the Watcher... and his Knights. -Nato Greavesey (Nato) -TL Hinterland (TL) -Rilgivi Nivis (Trijhak) -Krosht Treml (Ehks) -Isniel Lasang (FF) This game will be played on Discord. Click the link below to join it: https://discord.gg/YPE7ruu (L&H-S1-S2-S3)
  3. (Season 1 - Season 2) EPISODE 00: Sahmad's Tale EPISODE 01: End of the Beginning (I-II-III) EPISODE 02: Divided We Fall (I-II-III) EPISODE 03: Shadow of the Storm (I-II-III-IV-V) EPISODE 04: Of Gods and Men (I-II-III-IV-V) EPISODE 05: The Long Night (No Scenes) EPISODE 06: Epilogue (No Scenes) ENDING (Beginning of the End) -- Welcome to Okoto. It has seen half a century of near-constant conflict since the year 296 AE (After Ekimu). Voxumo’s Rebellion; the War for the Throne; the Battle for the Dawn; the War of Five Kings; the Magical Crisis. Each one seemed to permanently alter the landscape of the island, only for everything to change when the next rolled around. As it stands now, in 347 AE, the island is divided into six regions. The nations of Kamuk, Agua Hielo, Karamu and Aodhiim; the centrally located Qendroj City; and the Barren, an abandoned ruin in the southwest. The past fifty years have taken a toll on the island. Historians, optimistic, refer to the Magical Crisis as the end of a time period known as the Age of War… but after six years of a shaky peace, calamity threatens Okoto once again. Something stirs in the Barren. All across Okoto, the local wildlife has turned hostile, corrupted by a dark force. For once, this mystery has been quickly solved, as the legendary Spirit of the Wild, Keetongu - long thought to be only a myth - has been sighted all over Okoto. Experts within all regions, particularly associated with the Knights of Ekimu, have noted that both Keetongu and the hostile beasts share several notable traits. Gleaming red eyes and a shadowy aura surrounding them are the most noteworthy, although temperature drops have been noted as well. With Keetongu corrupted and wildlife liable to become hostile at any moment, travel has become extremely dangerous, and trade even riskier than before. Relations between the nations are holding for now, but Okoto has a history of dealing with similar strain rather poorly… and with Toa Lewa, Toa Kopaka, and Toa Pohatu all now fighting against their own failing sanity after encounters with Keetongu, relations will crumble faster than ever before. The only beasts that seem to be completely free from corruption are the six mythical Elemental Creatures. Formed millennia ago from the dying energies of an ancient Titan, sightings of these creatures were sporadic and rare up until three hundred years ago, when they vanished entirely. Having been thought lost for centuries, the sudden reappearance of the creatures - with all six having been spotted all over Okoto multiple times - in recent months has some Protectors convinced that they are a sign that Okoto’s greatest conflict is still to come, and soon. As if the stirrings in the Barren, the corruption of Keetongu, and the reappearance of the Elemental Creatures were not already enough, six fearsome beings have been sighted all over Okoto. These beings, each of them standing as tall as a Toa, all radiate power and shadow. Ancient texts recovered from the homeland of the Mask Makers refer to these armored beings as ‘Rahkshi’, and they are said to be generals who once served Okoto’s darkest shadow in the time before time. They are sinister to the core, and all attempts to negotiate have been met with slaughter. The ancient texts claim that their master was once imprisoned deep below Okoto by the united strength of the six Titans… and with all six Titans now dead or gone, they - and their master - are breaking free. Hope might not be lost yet, however. Deep within the ancient texts, the Knights of Ekimu managed to uncover and translate a prophecy believed to be older than even the Titans themselves. It refers to a ‘Takanuva’, a Toa of Light, who will be born of the god’s divine will to protect Okoto from its darkest shadow in its darkest hour. Who this Toa is and how they can be found, however, are unknown. For once, Okoto might face threats united together. But the island’s leaders have always been power hungry, and there are always those who seek any available opportunity to tear others down to build themselves up. As old foes weaken and the chance to avenge old wounds opens, how many might resist the urge to fight once more? Okoto’s darkest shadow is breaking free of his chains, and his generals already roam the surface. Once he is freed, Okoto will face its darkest hour, and even united together, they might not have strength enough to survive. This is the Great Game, the Game of Thrones, where you win or you die. The Age of War has ended. The Age of Shadow has begun. HOW IT WORKS The game functions in rounds, known as “episodes”. A few key mechanics of the game are explained below, but it cannot be stressed enough how the game’s very nature leaves many things open to interpretation, manipulation, or even being outright ignored. If you have any questions about whether a move you want to make is legal or not, simply shoot the hosts a private PM to ask. If a move is impossible to make, we’ll let you know. If you’re up to it, you can also read through Season 1 or Season 2 to get an idea of some moves players have made in the past. We’ll start off with each round lasting approximately three days, but I guarantee you that it will fluctuate round to round, depending on activity. MOVES Every player will make their moves for each round via PM, of which there are two kinds - OFFICIAL and BACKDOOR. An official PM is any PM that involves the hosts. Moves made in Official PMs are the only ones that will be included in the scenes for each episodes, which means they are the only moves that will actually occur. If you want to kill another player, or bar them access to a location, or even speak with them directly, that must take place in an Official PM. The upside to Official PMs is obvious - it is how you make things happen! The downside is that anything in an Official PM could end up being used in a scene, and become public knowledge. When the episodes are released, we will include IC tags in each “scene” to note which players can consider those particular events as something that their character would know about. A Backdoor PM, then, is any PM or method of communication that the hosts are not a part of (although any Skype chats with the hosts will be considered as Backdoors as well, unless otherwise stated). Anything said or done in these PMs will not be included in the scenes, which means that they will not technically occur; in this way, the downside is obviously that your abilities are limited. You cannot kill someone (or take other such drastic actions) in a Backdoor PM. But they do allow you to operate behind the scenes where myself and others cannot see, and this can allow you to set up plans that might take several episodes to come to fruition. Some Example Actions TRAVEL Click the map up above to see the nations of Okoto, along with their largets population centers. Each episode, players can travel through adjacent nations (or halves, in the case of Agua Hielo) at a rate of one every 24 hours. Sailing can be done to decrease travel time by half, with a tradeoff that your voyage will become common knowledge wherever you leave and wherever you arrive. COMMUNICATION Will be a primary action in every round. Keep in mind that while Backdoor PMs are very useful, unless you learn that information in an Official PM, you cannot make use of it… unless, of course, you find a way to act on it without giving me a reason to call you out for metagaming. Each nation will be given their own Official PM; the same goes for other factions such as the Knights of Ekimu, among others. OTHER ACTIONS There are a variety of other actions that one might decide to take in a round. Perhaps you want to keep someone silent for a little while. Perhaps you want them silenced permanently. Perhaps you uncover new information, requiring moves not listed here. Players have poisoned entire regions in the past, burned down entire jungles, and survived confrontations with the commander of an undead horde. We have not thought of everything, for that would be impossible; and we’ll keep an open mind. Again, if you are uncertain about an action, run it by us and we can let you know if it’s possible. ROLES A quick note on roles: these will not always function the same as they have in previous seasons, as we have strived to provide as many players as possible with their own individual goals and storylines as possible. Personal storylines take precedent over fulfilling your role. RULER-These players rule over their respective nations or factions (in the case of Agua Hielo, both Rulers work together). They have final decision-making power over the players in their nation, and their opinions can sway a vast number of Protectors. They must worry about the approval of those living in their region, make sure the other players in their region do their jobs, and must contend in a deadly political arena with the other rulers across Okoto. Rulers have different titles attached to them in each nation. Kamuk uses King, Agua Hielo’s Rulers are known as Khans, Karamu uses Makani, Aodhiim uses Imperator, and both Qendroj City and the Knights of Ekimu are subject to their respective Lord Commanders. GENERAL-These players oversee their nation’s army, barring a few select cases. Should it become necessary, the General will also serve as their nation’s second in command should their Ruler perish or disappear. They must worry about the morale of their troops, while also keeping up to date on the movements of other forces across the island. DIPLOMAT-These players oversee diplomatic relations and trade. They will often need to travel to perform their duties, though Qendroj City is often used as a neutral meeting ground. They must worry about their approval, as the public will dislike a Diplomat that does not appear to be performing their duties… but in today’s Okoto, a Diplomat must always be careful not to appear too friendly with those from outside of their nation. LOREMASTER-These players have been charged with maintaining the lore and histories of their nation or faction, and are knowledgeable about Okoto’s ancient histories. The Loremasters have all had the opportunity to study the ancient texts of the Mask Maker Voltex, and might be able to shed some light on the newest threat emerging on Okoto. STATS These stats will help each player to set themselves apart; you’ll fill out a stat sheet and send it to me via PM when you sign up. You can fill them out to help you with a certain role, or fill it out to help you in other areas. Certain players might receive bonuses in stats (or other areas) depending on their roles, or whether they are playing a character that has survived a prior season. You will be given 15 points to assign wherever you choose, and can assign a maximum of 10 points to any individual stat. For more complex actions, you can choose to roll the relevant stat to increase your chances of success. PHYSICAL- Deals with all physical skills. This includes running, fighting, dodging, strength, agility, endurance, stamina, and ability with weapons, among others. MENTAL- Deals with all mental skills. This includes intelligence, charisma, perception, planning, and critical thinking, among others. LUCK- Can be used to give a small boost you roll for either of the other stats in a difficult roll. The LUCK stat can only be used once every five rolls. PLAYERS/FACTIONS Click this link to see location info. - Kamuk “As Strong as Stone” The Nation of Kamuk is largely self-sufficient. Thanks to new harbors they have a constant supply of fresh seafood and water, on top of their skills working with stone and metal to craft homes, tools, weapons, and other equipment. Kamuk is ruled by its King from its capital, Daggerfall, in the nation’s west. Daggerfall is home to what many consider to be the most deadly political arena on Okoto; rarely a week passes by without news of another politician’s ‘unfortunate’ demise. The nation’s relationship with the other countries and factions on Okoto are all carefully neutral; under the guidance of House Maran, Kamuk has shifted and evolved into a nation that actively seeks to increase its power and wealth. Others may barter with them at their own risk. Its military strength is approximately 11,500 Protectors strong, with an additional 2000 in training. Its navy is still in its infancy and without a large harbor to serve as a proper headquarters, and as such is only 200 Protectors strong. Recently, a Stone Protector named Ahkmou Umrik has made a name for himself throughout Kamuk, and he has risen to become a significant player in Daggerfall’s political arena. Available Last Names Great Houses: Maran, Raqmu, Petros, Archean, Galum Other Houses: Hijr, Dagada, Stalac, Rigut, Umrik Players 1-DANE as Quin Galum 2-VOXUMO as Vinheim Maran 3-SHADOWVEZON as ShadowVezon Raqmu 4-JED as Anuhea Petros NPCs 1-Toa Pohatu 2-Ahkmou Umrik 3-Velika Petros - Agua Hielo “United by Steel” Agua Hielo is referred to by many as the last remnant of what Okoto once was. It is unique on Okoto for consisting of two former regions - Ice and Water. Its two commanders and rulers during the War of Five Kings - Nato Greavesy and Terrorsaur Rayne - re-ignited their old alliance from the War for the Throne in the early days of the war, and once the internal conflicts within their region were snuffed out, they showed the rest of Okoto their combined military might, their regions slowly transforming into Agua Hielo as it is known today. Like Kamuk, Agua Hielo is largely self-sufficient, although trade between the North and South is commonplace, and both rely on the other for resources. The North supplies the vast majority of the nation’s land forces, as well as arming over half of its navy, which is the strongest on Okoto. The North is also responsible for the nation’s steel; advances since the Battle for the Dawn led to a new method of forging weapons, wherein the steel is infused with the ice powers of Toa Kopaka, giving the weapons an elemental boost in addition to strengthening the steel, though it is a long and arduous process, and weapons forged this way are extremely rare. This new metal is called ‘Cryosteel’. The South, meanwhile, is responsible for providing almost everything else - food, water, animals, and building supplies, mainly. While most of Agua Hielo’s land forces are stationed in the North, most of its navy is held in the South. Agua Hielo has two rulers, known as ‘Khans’, who rule from its two capitals in the North and South. The northern capital, Grave’s Peak, is in the center of the North. Built up from the ruins of the old House Gelu capital, it is now a veritable and nigh-impenetrable fortress thanks to the guidance of Nato Greavesy and Toa Kopaka. Outsiders - even those from the South - are almost always denied entry. The southern capital, Ignika, is in the northeast of the South. Refurbished from the ancient, formerly sunken Ignika City, it served as the battleground of the Battle for the Dawn. The city remains infused with the magic of the Mask Makers, enough so that any attempts to forge a Mask of Power within the city’s walls are more likely to be successful than anywhere else on the island. The national words of Agua Hielo refer to the alliance that the nation grew from. A simple alliance between two Protectors at the start of the War for the Throne that evolved into a fearsome joining of military forces during the Great War, which evolved even further into two regions combined into a single nation, with a singular purpose. Its military strength is approximately 13,200 Protectors strong, and its navy approximately 10,700 strong, with around 4000 Protectors in training. The Knights of Ekimu are 5000 strong in total with an additional 500 training. Available Last Names Northern Great Houses: Greavesy, Rime, Nivis, Crustallus, Glacies Other Northern Houses: Nakali, Sivr, Treml Southern Great Houses: Vatten, Rayne, Corruich, Conlectus, Lurrun Other Southern Houses: Weyt, Tyde, Abissm, Diurim, Sheyl Players 1-NATO as Nato Greavesey 2-PULSE as Rilgivi Nivis 3-EHKS as Krosht Treml 4-TERRORSAUR as Terrorsaur Rayne 5-BURNMAD as Reisen Tyde 6-TL as Pythia Rayne NPCs 1-Toa Kopaka 2-Gavla Lurrun 3-Hahli Vatten 4-Kazi Nivis 5-Berix Rayne - Karamu “Proud and Free” Karamu is a nation of paradoxes. In some ways they are the strongest and most dangerous nation, but in others, they are the weakest. Of all Okoto they are the least self-sufficient, but are also the nation that everyone else relies on the most. The past fifty years have not been kind to the Protectors of Jungle, but they have not allowed themselves to be deterred. The nation is named for the Titan Umarak, who reappeared in the jungle for the first time in centuries during the Battle for the Dawn, and worked directly alongside Makani Chloe Saryian against the Skull Army. Makani Chloe rules over the nation with an iron fist; once a chief warrior who fought for the good of Okoto above all else, rumors suggest that her ideals have become twisted; that she has become a Knight Templar, who believes that she can do no wrong… and that others can do no right, and must be stopped no matter the cost. Karamu’s primary contributions to trade with the rest of Okoto are their food and wood exports; while they are forced to rely on the rest of Okoto for almost everything else, the rest of Okoto is in turn forced to rely on them. Thanks to extensive research and studying of the Temple of Time, Karamu is rapidly becoming one of the most technologically advanced nations, although these advances have not yet proven to have any military applications. The nation’s words were chosen during the War of Five Kings, soon after they freed themselves from the control of Aodhiim, who had conquered them years earlier. They are a constant reminder of what the Jungle Protectors have suffered through, and the victory they achieved in winning back their freedom. Its military strength is approximately 9000 Protectors strong, and its navy approximately 2000 strong, with an additional 4000 in training. Available Last Names NOTE: If you wish to create your own rather than take from this list, feel free to. Great Houses: Boscage, Briar, Gresh, Lasang Other Houses: Saryian, Raieb, Shayd, Canopi, Rani, Oak Players 1-BLADE as Reyna Saryian 2-TEKULO as Tekulo Briar 3-TL as Rassilon Oak 4-SCRUB as Lan Lasang NPCs 1-Toa Lewa 2-Nidhiki Briar 3-Chloe Saryian - Aodhiim “Fire and Blood” As with every nation on Okoto, Aodhiim is self-sufficient. Unlike the other nations, however, Aodhiim can rely entirely on their own production of materials and food - for them, trade with the other nations is a luxury rather than a necessity. They are a very prideful and militaristic nation, and follow strength above all else. The nation is named after House Aodh, who have ruled over the region virtually unchallenged for over four hundred years. The Aodh family is known for their extreme dedication to their family, as well as their political and military skills, and are regarded as a permanent pillar of strength within the nation. Only one family has ever come close to toppling them; House Darkfire, during the Darkfire Rebellion over one hundred years ago. The rebellion ended with House Darkfire wiped out, and the secrets to the production of darkfire lost until the War of Five Kings. While Aodhiim is able to produce enough food and materials to sustain themselves, they are also the only source for certain materials in all of Okoto, forcing other nations to trade with them - mainly for coal, though Aodhiim’s forgers are also among the finest across the island. Since the War of Five Kings Aodhiim is also the sole producer of darkfire, a volatile purple liquid that is extremely flammable and burns for a long time, though Aodhiim has refused all offers to trade it to other nations, and its recipe is a close-guarded secret of Aodhiim’s Pyromancers. Aodhiim is ruled by its Imperator from its capital, Silodas, in the far south of the nation. Unlike the rest of Okoto, Aodhiim remains in the grip of a single ruling family, though as long as House Aodh continues to remain a bastion of strength, the nation will be content to follow them. The nation’s words are also shared with House Aodh, a symbol of their political and military strength. Its military strength is approximately 22, 500 Protectors strong, and its navy approximately 8500 strong, with an additional 12, 000 in training. It should be noted, however, that unlike the other nations, Aodhiim does not distinguish its city guards from its armed forces; they are one and the same. Available Last Names Great Houses: Aodh, Ember, Ash, Coal Other Houses: Regula, Cinder, Pyre, Skorsh, Sear Players 1-BURNMAD as Efandril Aodh 2-RG as Bartok Ember 3-UNIT as Unit Ember4-JAKURA NUVA as Jakura Aodh NPCs 1-Voltex Aodh 2-Takua Pyre 3-Balta Ash - Qendroj City “Here we Stand” Qendroj City is the last remaining home for the few surviving Protectors of Earth. Known as the Ancient City before the War of Five Kins, it has since been claimed and built into a towering fortress of a city by the Earth Protectors. Located in the exact center of Okoto, it serves as the primary trade center for the entire island. The entirety of its population is made up of Luroka Qendroj’s Earthen Knights and their closest allies from the Earth Region - the few Earth Protectors who did not belong to the Faith of the Skulls. Now under the guidance of Toa Onua, they maintain a strictly neutral stance regarding their political relationship with the surrounding nations, although their militaristic nature has allowed them to forge closer ties to Aodhiim. All travellers within Qendroj City must put down their arms. Any Protectors not of Earth will wield weapons within the city at their own peril. Available Last Names Great Houses: Qendroj Other Houses: Ikhav Players 1-LUROKA as Luroka Qendroj NPCs 1-Toa Onua 2-Garan Qendroj - Knights of Ekimu “All as One” The Knights of Ekimu were an order established by the Mask Maker Ekimu 300 years ago to combat the forces of evil. Now, with the Mask Makers having vanished from Okoto, they follow the rule of their Lord Commander, a Protector elected to the position out of respect for their accomplishments. They are responsible for defending Okoto from threats that would see the island destroyed, as well as recording and maintaining the island’s lore and histories. The various Loremasters of each region are loyal to the Knights above their nations, but otherwise, the Knights themselves now typically remain somewhat separated from Okoto, in order to avoid being sucked into political conflicts as they have been in the past. In recent months, there has been a burst of activity from the Knights. Rumor has it that the Mask Maker returned to Okoto briefly following the Magical Crisis, and made it possible for the Loremasters to translate texts older even than him - and that the prophecies contained within imply that Okoto’s darkest hour is yet to come. Players 1-JED as Jed Corruich 2-EHKS as Ehksidian Glacies 3-SMOKE MONSTER as Quad Roka Maran 4-FF as Isniel Lasang NPCs 1-Metus Crustallus 2-Marah Vatten 3-Piruk Lasang - Brotherhood of Ata “Dark as Night” Formed after the end of the War of Five Kings, the Brotherhood of Ata was formed from the remnants of the Faith of the Skulls, nearly all of whom were slain during the war and the Battle for the Dawn. Their members are commonly believed to be completely insane by the rest of Okoto, a belief that may not be too far off the mark - for the Brotherhood resides in the Barren, which has become so corrupted with Dark Energy that Skull Warriors, Skull Scorpios, Undead, and other creatures born of destruction still roam the territory. Players 1-PULSE as Virndrung Vatten 2-TORU as Urot Coal 3-IMRUKII as Gikayok Shayd NPCs 1-The Prophet When sending your PM with your stats, use the title "BZPGOT - [Your Name Here]".
  4. Rassilon Protector Rassilon by Toa TimeLord, on Flickr Toa Rassilon by Toa TimeLord, on Flickr "For years I thought if I understood the two rulers who wore this mask I would understand who I was. Not anymore it is time to let go." Protector Rassilon has a basic Protector build and includes is journal and custom Warhammer. Toa Rassilon uses a Star Wars gear box to use his twin blades.
  5. On May 6th 2016 Voltex introduced BZPower to a new world of game play. That would BZPower's realms. What is BZPower's realms? This game format is special because the game revolves around the players and their actions. There are no strick roles that have to be followed. If you want to turn on your faction you can the possibilities are endless for what you can do. This topic is to archive links to past games and plan new ones. If someone wishes to create a new series or release a new season to their game post they can post it here directly or post a link to a blog entry. Here is a rough idea on how the game type works that I have quoted from Voltex's BZPGOT S1. List of Series Season 1 Season 2 Created by Voltex Hosted by Voltex Season 1 Created by Pulse Hosted by Pulse, Vox
  6. a little summer project, let's call it. (credit to onaku) Following a devastating, years-long conflict now being referred to as the Great War, the surviving denizens of Okoto have realized that the magic that infused the island for thousands of years is beginning to fade. With the disappearance of the last of the legendary Titans and Mask Makers, Okoto is fading into normality, and even the surviving Toa now begin to weaken. In a desperate gambit to save their diminishing population and restore the magic – Okoto’s lifeblood, so it would seem – to the island, the region leaders have hunted down the notes of the Mask Maker Voltex. Within, they found mention of the Mask Maker’s homeland; an island named Ikir. Abandoned a thousand years ago after its destruction in a natural disaster, Voltex’s notes make it clear that the Mask Makers had to abandon some of their own people on the island – and, more importantly for Okoto, a vast treasury of mystical artifacts born of the Titans and gods themselves. It is one of these that the leaders of Okoto seek; the Staff of Annona, said to have been crafted by the gods and gifted to her during the birth of Okoto. Voltex’s records claim that it was through the Staff that the gods originally infused magic into the very fabric of Okoto’s being, and the leaders of Okoto now hope that, by retrieving it, they might restore the island to its former glory. You are members of the first voyage to Ikir. You were crew members of a single ship, sent to scout the island to determine if it would even be worth it for Okoto to risk sending more Protectors in search of the Staff. Unfortunately, your ship was heavily damaged in a storm as it approached the island, and almost all of the crew perished. Upon awakening, your group managed to discover the ruins of a temple containing an object that matched another description in Voltex’s notes – the Torch of Ma. Lighting it will provide its bearer with the divine protection of the gods for a single day and night, before it must be handed off to another… lest its divine energies consume the Torchbearer. The Torch will undoubtedly prove useful, for the remnants of your crew have become separated after a colossal figure referred to only as the ‘Guardian’ in Voltex’s notes. Designed over a thousand years ago by the Mask Makers to protect their treasures and history, the Guardian now serves alongside the Mask Maker Kota under the spirit of Annona, the Titan of Duty. While one group wields the Torch of Ma, the other group has encountered Voltex himself, who vanished under mysterious circumstances shortly before the Great War. If both groups can survive long enough to re-convene and recover the Staff of Annona, perhaps you might survive to return to Okoto, and restore hope to the land. Let the game begin. IN BRIEF You are all Okotoans who have joined up with me (Voltex) on what may very well turn out to be a suicide mission, on a scouting voyage to the island Ikir, home of the Mask Makers. With the Guardian, the Mask Maker Kota, and the spirit of Annona all hunting you down, time is rapidly running out. Even with the Torch in hand, you will need to succeed in your mission and recover the Staff if you are to survive. Upon each new round, each group will be given two options on how you wish to proceed – one option is guaranteed to kill you, while the other will guarantee your continued survival until the next round. The game will end after ten rounds; survive all ten rounds, and you shall emerge as victorious as the Long Night allows. Each player has one “second chance” – the first time you select the wrong path, you will still survive to continue the game. However, you should be warned now that at some point, the Torch’s light will die, and if you are out of second chances when that occurs, you might have a tricky time getting to the end. This is both an individual and a team game. Though victory is only possible so long as at least one player makes it all the way to the end of Round 10, you must look out for your own best interests as well, and stick to the paths that you believe will lead you to victory. If you have any questions, please feel free to ask. RULES 1-I dunno. Follow BZP rules? There isn’t really a way to cheat at this game, to be completely honest. SPECIAL ROLES Voltex – A portrayal of myself in-game, travelling with Group One. Voltex will always take the correct path, but his choice will obviously not be mentioned until the scene for each round (otherwise you would all win). The Torchbearer – Voted on by everyone in Group Two each round, this player will automatically select the correct path (they choice will be matched to the correct path in the scene regardless of what they select). The same person cannot be the Torchbearer twice in a row. Everyone Else – The rest of you. STARRING… Only ten slots right now, but if more people show up, there’s not really any sort of player limit. I ask that you each select one of the six Okotoan elements, as well as a unique name for your character (it cannot be your current or typical name here on BZP). You can also give your character a “last name” – including the house names already mentioned in the BZPGOT series, if you like. You’ll be split into groups once signups are finished; I’ll split them as evenly as possible. 0-Voltex as the Mask Maker Voltex 1-Jed as Pruinus Rime 2-Luroka as Kuan Aodh 3-Underscore as Chuckles Qendroj 4-Onaku as Marah Nakali 5-Vox as Kaathe Maran 6-Pahrak as Genakex Ikhav 7-FF as Siel Greavesey 8-RG as Quant Regula 9-Pulse as Kirthaj Vatten 10-TL as Rassilon Boscage 11-Smoke as Locke Boscage 12-Hellyam as Sir Hellyam Crustallus 13-Forgotten Soul as Arawhata Rayne Signups will remain open for 24 hours. I also recommend you follow this topic if you’re playing, since the rounds will be moving rather quickly.
  7. (Season 1 - Lore & Histories - A Clockwork Night) EPISODE 00: AND NOW IT BEGINS EPISODE 01: SECRETS AND SPIES EPISODE 02: THE ROADS MOST TRAVELED EPISODE 03: AS STRONG AS STONE EPISODE 04: CONTROL EPISODE 05: FAITH EPISODE 06: THE CALM EPISODE 07: A MAN OF HIS WORD EPISODE 08: DEAD NO MORE Ending Write-Up --- Welcome to Okoto, an island divided into six regions: Fire, Water, Ice, Stone, Earth, and the central Ancient City. Each region is populated by Protectors of their respective element (barring the Ancient City, which holds a population mixed with Protectors from every region). The regions are officially united under the banner of the Mask Maker, who rules over Okoto from the Ancient City. Ten years ago, in the year 317 AE (After Ekimu), the Regions of Fire, Water, and Ice united to overthrow a violent and treacherous Mask Maker, known as Voxumo the Usurper. After stealing the throne for himself in a rebellion twenty years before in 296 AE with help from Fire, Ice and Stone, Voxumo had reigned over the island through fear and intimidation. It was he who saw the Earth Region crushed and destroyed, nearly wiping it off of Okoto entirely. The true heir – a Protector of Water by the name of Pulse – had been forced to spend twenty years in hiding, as well as numerous surviving Protectors of Earth. After Voxumo had managed to fall out of favor with both the Ice Region and the Fire Region, Pulse began to make his move, slowly gathering allies within the Water Region. Forging an alliance with Fire and Ice, Pulse and his allies made their move. The Stone Region was decimated and the Jungle Region’s leadership assassinated, leaving Voxumo and his allies weakened enough for Pulse to seize the Ancient City and summon the mythical Temple of Time back to Okoto. In the battle that followed, a lone Protector of Water managed to assassinate the Usurper within his own camp, winning the battle – but not the war. This is where the events of Season 1 ended. Despite the new Mask Maker’s best attempts at forging peace, the Region of Jungle continued to fight against their rule tooth and nail for two more years, before the Fire Region Ruler (a Protector by the name of Burnmad) ordered the Jungle Region burned to the ground. Half of the Jungle Region was destroyed in the mighty blaze, and what was left was conquered and absorbed by the Fire Region - finally ending the War for the Throne in the year 319 AE. For the next four years, Okoto lived in a tentative peace, as the Fire Region settled into its new position of power and the rest remained wary that it would attempt the same thing again. Everything changed four years ago in 323 AE, however, when the Earth Region surged back. For twenty-six years they had lived under Okoto, hiding so deep underground that not even the Protectors of Earth they had left behind knew they still lived. Led by a great skull creature known as Kulta the Skull Grinder and protected by an army of Skull Warriors, the Protectors of Earth easily re-established their region, partnering with the Stone Region in the process to help rebuild. With the return of the Earth Region came the birth of a new religion, known as the Faith of the Skulls – those who worship the skull creatures such as Kulta and the Skull Warriors that have helped to protect and guide the Mask Makers for years beyond counting, and have now brought an entire region back from the dead. As quickly as the Faithful appeared, so too did an opposing force – an extremely secretive group calling themselves the Knights of Ekimu, seemingly based within the Ice Region. They claim that the Skull Creatures are not to be trusted, that they seek the destruction of Okoto; the evidence seems to suggest otherwise, however, and as the Faith continues to grow, the more they outnumber the so-called Knights. In the hopes of uniting Okoto rather than instigating further conflict, the Mask Maker at this time summoned the six Heroes of Prophecy to Okoto, though their presence has often led to worsening the situation. The Mask Maker’s inability to properly manage or deal with this conflict in a satisfactory manner has tainted his image in the eyes of many on the island, and there are some who begin to wonder if, perhaps, they even need a Mask Maker at all…. There is an air of discontent throughout Okoto. Alliances are frayed thin, and the hard-fought peace that has reigned for years is now collapsing in on itself. Welcome back to the game of thrones, where you win or you die… …and the prophets are starting to sing a song of shadow. HOW IT WORKS The game will last for ten “rounds”, known as “episodes”. Several key mechanics of the game are explained below – but I cannot stress enough that the game’s open nature truly does leave many things open to interpretation or manipulation (or even in some cases, being able to be outright ignored). If you have any questions about whether a move you want to make is legal or not, simply shoot me a private PM to ask. If a move is impossible to make, I will make sure to let you know. If you’re up to it, you can also read through Season 1. We’ll start off with each round lasting roughly five days, and see how that goes. MOVES Every player will make their moves for each round via PM, of which there are two kinds – OFFICIAL and BACKDOOR. An Official PM is any PM that involves me, the host; moves made in Official PMs are the only ones that will be included in the scenes for each episode, which means that they are the only moves that will actually occur. If you want to kill another player, or bar them access to your region, that would have to take place in an Official PM. The upside to Official PMs is obvious – it is how you make things happen! The downside is that everyone will be aware of what occurs in these PMs. When the episodes are released, I will include IC tags at the end of each “scene” to note which players can consider those particular events as something that they would know about. A Backdoor PM, then, is any PM (or other method of communication) that I, the host, am not a part of. Anything said or done in these PMs will not be included in the scenes, which means that they will not technically occur; in this way, the downside is obviously that your abilities are limited. You cannot kill someone (or take other such drastic actions) in a Backdoor PM. But they do allow you to operate behind the scenes where I and others cannot see, and this can allow you to set up plans that might take several episodes to come to fruition. Some Example Actions TRAVEL Click the map up above to see Okoto. Each episode, players can travel through adjacent regions at a rate of one every 24 hours (any delays will occupy a 24 hour slot). Sailing will add an additional 24 hours to travel time, but will also increase security – and might allow for you to explore strange new lands! COMMUNICATION Will be a primary action in every round – keep in mind that while Backdoor PMs are very useful, unless you learn that information in an Official PM, you cannot make use of it… unless you’re able to do so without giving me a good reason to call you out on metagaming. Each region will be given their own Official PM; the same goes for the Guardians (and the Mask Maker with them), as well as certain other factions within the game – some you already know, and some that you might not. OTHER ACTIONS There are a variety of other actions that one might decide to take in a round. Perhaps you want to keep someone silent for a little while. Perhaps you want them to be silenced permanently. Perhaps you discover some new information, and this knowledge requires you to make moves not listed here. I have not thought of everything, for that would be impossible – and I will keep an open mind. If you have thought of an action to take that has not been mentioned, run it by me first if you are uncertain, and I will be able to inform you of whether it would be possible. ROLES RULER-These players rule over their respective regions (or, in the case of the Jungle Ruler, serve as their region’s backup should the Fire Ruler and Fire General both fall). They have final decision making power over the players in their region, and their opinions can often sway a vast number of Protectors. They must worry about the approval of those living in their region, as well as making sure the other players in their region actually do their jobs. GENERAL-These players are in charge of their region’s army – maintaining it, training it, and leading it if need be. They also serve as their region’s second in command should their Ruler perish or disappear, and work directly with their region’s Toa. They must worry about their soldier’s respect, else a mutiny could occur or morale could fall. DIPLOMAT-These players are in charge of diplomatic relations and trade. They will often need to travel in order to perform their duties, or send messages via the Guardians (though this will cost them approval within their region). They must worry about their approval, as the public will dislike a Diplomat that does not appear to be performing their duties. Travel can also be dangerous, and for Diplomats, even more so. GUARDIAN-These players form the Mask Maker’s Council. They are a mix of the General, Diplomat, and Turaga roles; each commands a fifth of the forces defending the Ancient City, while also providing the Mask Maker with advice and helping with any diplomatic issues that arise. The Guardians each have what they refer to as “little birds” in their respective regions that will keep them informed on any happenings there; it would be possible (but difficult) for a Guardian to spread their birds into other regions as well. TURAGA-These players are more reclusive, serving as historians, advisors, and oftentimes adventurers. Despite the honorary title, Turaga are not typically so old in their age that a simple fall would end them. They can use their vast knowledge of Okoto and its histories to help any players that might ask them for advice (particularly their Rulers), but Turaga are also known to frequently leave their regions to explore, searching out answers to new questions. STATS These stats will help each player to set themselves apart; you’ll fill out a stat sheet and send it to me via PM when you sign up. If you already know which role you will have, you can fill out the form to help you – or, if you’re feeling mischievous, you could fill it out to help you in different areas. Certain players will receive bonuses in particular areas depending on their roles; other players might lose stats in certain areas for the same reason… but keep in mind that these modifications will only occur after you have sent your form in. You will be given 40 points to assign wherever you choose, and can assign a maximum of 10 points to any individual stat; whenever you make a move, the relevant stat will be added to an RNG roll out of 10 for a combined result out of 20. The stats are as follows: STRENGTH – (Attack Damage, Physical Strength, Use of Larger Weapons & Tools such as Crossbows & Swords) PERCEPTION – (Noticing Surroundings – World & People, Recognizing an Attack or Attack Opportunity) ENDURANCE – (Stamina, Ability to Withstand Damage, Ability to use Masks of Power) CHARISMA – (Public Approval, Ability to Persuade NPCs – Possibly Players, How You Are Perceived by Others) INTELLIGENCE – (Chance of Success with Complex Actions & Attacks – Intelligence Checks, Damage & Hit Chance with Mask-Related Attacks, Ability to Plan/Approach Situations, Historical Knowledge) AGILITY – (Dodging, Hit Mitigation if Dodge Fails, Stealth, Use of Smaller Weapons & Tools such as Daggers & Small Hammers) LUCK – (Can be used as a “Saving Throw’ if a Roll Fails or used to improve chances with a Difficult Roll, Acts as a ‘Faith’ stat for Members of the Faithful) PLAYERS/REGIONS --- The Ancient City “Guard the Way” The Mask Maker – the Ruler of Okoto – is the only native of this central region. They currently possess the mystical Mask of Creation and the Mask of Time, both of which are contained within separate vaults deep inside the city. The vaults are guarded by two Skull Warriors – one wearing a Mask of Truth, the other a Mask of Strength. The Mask Maker is also personally guarded by Lewa, the Toa of Jungle, as the Jungle Region has been absorbed into the Fire Region. For a hundred years the Mask Makers have traditionally been guarded by the Skull Warriors; this change has met with some resistance from the regions, particularly Earth. The Ancient City houses a number of Protectors from all regions, and the Guardians each command a force of troops from their own regions approximately 100 strong to defend the Ancient City and its inhabitants. The current Mask Maker is a Protector of Water, who has long espoused their wishes for a peaceful and united Okoto – despite the circumstances that allowed them to reclaim their throne from Voxumo the Usurper. Political relationship with Fire, Earth, Ice and Stone is strained to varying degrees, though it is more of differing ideologies than of any true hostility. Political relationship with Water is stronger than it has been in nearly a century. Views on the Knights and the Faithful are neutral. 1-MASK MAKER-Pulse Vatten ------ The Fire Region “Fire and Blood” Supplies coal to the rest of the island, as well as forging iron tools with the metals mined in Earth and Stone. Since taking over the Jungle Region eight years ago, also supplies soil, plants, wood, and animals to the rest of the island. Guarded by Tahu, the Toa of Fire, and boast a military 9000 Protectors strong; 3000 of these are Protectors of Jungle. Of the army, rumors suggest that approximately 4000 of them are loyal to the Faithful, while 2000 are members of the secretive Knights. They share their regional words with House Aodh, whose members rule over the Fire Region. Political relationship with the Ancient City, Earth, and Water strained after their takeover of the Jungle Region. Political relationship with Stone remains strong, if only because Stone relies on Fire to purify their water supply. Political relationship with Ice remains cordial. Views on the Knights are range from neutral to positive. Views on the Faithful are positive, particularly in the Jungle. House Aodh “Fire and Blood” House Aodh has ruled over the Fire Region for over 300 years, since the time of Ekimu. Its members often rule over the region as a whole as well as its subsections, though it has been known to leave governmental positions open to other houses. Named for its founder, who unified the region through political marriages and intense negotiations to guarantee the loyalty of the other houses… or at the very least, their peace. So tight are these alliance that to turn against House Aodh is to turn against the other houses it is allied to – and making this mistake has led to more than one house being returned to the ashes. House Ember “The Flame Consumes All” Of all houses, it is House Ember which is most closely tied to House Aodh politically. They provide over half of the region’s soldiers, as well as the second-largest portion of its workforce; most of the Fire Region’s forgers originate from House Ember. House Ash “Naught Remains but Ash” Once a servant caste of sorts as well as the smallest major house in the Fire Region, House Ash was nearly wiped out 100 years ago in an attempted coup by House Darkfire. While the entire Fire Region was embroiled in battle, a number of assassins sent by House Darkfire managed to infiltrate the castle of House Aodh; countless members of House Ash gave their lives to slow down the assassins, and they succeeded in holding them off until the main force of the Darkfire Rebellion had been defeated. For their loyalty, the current Ruler dismantled House Darkfire entirely and elevated House Ash to their former position. Nowadays all members of House Ash receive rigorous training, so that they might serve as royal guards to House Aodh. Voxumo the Usurper was a member of House Ash. House Coal “Fuel for the Flame” Predictably, House Coal is the largest supplier of coal on Okoto. The excellence of their miners rivalled that of the Earth Region at its peak, if only in the realm of coal mining. Members of this house are said to be so unconcerned with precious gems, money, and wealth that they throw any products of mining not coal out for being useless as fuel. Their innovation of safety techniques and mechanisms has minimized the dangers of coal mining, and their air filtration systems are some of the most advanced tech present on the island. House Kindle “From a Spark, an Inferno” By recent censuses, House Kindle is the largest of the Fire Region. Providing nearly half of the region’s entire workforce and the second-largest portion of its soldiers (though still paling in comparison to House Ember in that regard), Kindle is notable to the other regions of Okoto for the numerous services it exports; it is House Kindle who purifies the Stone Region’s shipments of water. House Boscage “Fire and Ashes” House Boscage is currently the closest that the remnants of the Jungle Region have to a ruling house. Formerly House Cage, it shifted into its current form eight years ago when the acting Ruler of Jungle, as his final act, accepted the surviving members of many decimated houses into their ranks to form House Boscage. As a sign of their loyalty to Fire, they took on new house words, modelling them after those of House Aodh and the Fire Region. Due to the nature of its formation, House Boscage’s members are involved with a wide variety of activities. House Hinterland “Growing Strong” The former ruling house of the Jungle Region before the War for the Throne began ten years ago. In the earliest days of the war, TimeLord Hinterland was struck down by Nato Greavesy and Terrorsaur Rayne, propelling the Jungle Region into an alliance with Voxumo the Usurper – one they paid the price for when the Usurper was felled and the true heir seized the throne. Despite the Usurper’s death, the Jungle Region fought on for two years under the commands of TimeLord’s chosen intermediary commander, until the Fire Region razed half of Jungle to the ground and conquered what was left, crushing the remaining members of House Hinterlands in the process. Remnants of it still remain, but they are scattered and alone among the other Jungle Protectors. House Briar “Our Roots Go Deep” Of all the major houses, House Briar perhaps weathered the Fire takeover the easiest. As the best herders and farmers in the Jungle Region, their skills were necessary in order for the Fire Region to begin making use of the territory they had seized, as well as beginning the process of restoring what had been burned to ashes. 1-RULER-Burnmad Aodh - Killed by Smoke Monster, Episode 08 2-GENERAL-Dragonstar Ember - Felled by Undead, Episode 06 3-GUARDIAN-RG II Coal 4-DIPLOMAT-Sil Aodh 5-TURAGA-Unit Ember 6-(J)RULER-TimeLord II Hinterland 7-(J)GENERAL-Smoke Monster Boscage - Executed by Burnmad, Episode 08 8-(J)TURAGA-Chloe "Blade" Saryian ------ The Water Region “Right Conquers Might” Supplies water, fish, and animals to the rest of the island, as well as boats and other tools for sailing using wood from the Fire Region. Also contains a booming black market for poisons that those in power claim they have been unable to shut down. Guarded by Gali, the Toa of Water, and hold a military 5000 Protectors strong; 500 of these are rumored to be loyal to the secretive Knights. They share their regional words with House Vatten, whose members ruled over the Water Region until all except one were slain in the aftermath of Voxumo’s Rebellion. Political relationship with Stone remains poor after the Stone Region was decimated ten years ago at the hands of Terrorsaur Rayne. Political relationship with Fire (particularly the Jungle areas) is strained. Political relationship with the Ancient City and Mask Maker is secure, as is their guaranteed loyalty. Political relationship with Ice and Earth remains neutral, though significant ties have been forged with Ice in recent years. Views on the Knights range from neutral to positive. Views on the Faithful are carefully neutral. House Rayne “Flood from a Raindrop” At the end of Voxumo’s Rebellion, House Rayne took over the Water Region in the name of Voxumo the Usurper after House Vatten was dismantled, all the while hiding the true heir within their ranks. It provides water to the other regions, and has taken over House Vatten’s role of healing with water and plants as well. It has historic ties to the Earth and Ice Regions, both of which have been called upon and strengthened since the War for the Throne. House Rayne is known for being quick to act and take advantage of situations, and remains unapologetic about any actions it takes that might offend other regions, believing in its house words: they are the flood, and everything else are the raindrops. House Vatten “Right Conquers Might” House Vatten ruled over the Water Region for 300 years, and members of their house frequently sat upon the throne in the Ancient City as well… right up until Voxumo’s Rebellion thirty years ago. In the aftermath of the rebellion, every member of House Vatten was slaughtered due to their ties to the previous line of Mask Makers except for Pulse Vatten, son to the usurped Mask Maker and true heir to the throne. Pulse remained in hiding for twenty years before gathering allies and starting the War for the Throne, in which he successfully overthrew the Usurper and reclaimed his place. House Vatten remains small, and relies on the loyalty and protection of House Rayne, unable to rely on its historic ties to the Jungle Region; due to this arrangement, House Rayne has also taken over the role of healing with water and plants. House Corruich “The Rage of Rapid Rivers” Formed roughly half a century before Voxumo’s Rebellion, House Corruich is a merged house of off-shots from House Conlectus and House Rayne. It is generally quick to anger and is also slightly xenophobic, though not to the extent of House Conlectus. It has historic ties to both Ice and Stone which is does not try to conceal, and provides many fish-based goods to the rest of Okoto, as well as specializing in sailing and ships House Conlectus “Water Erodes All” The smallest of all the major houses in Okoto before several others were nearly wiped out after Voxumo’s Rebellion and the War for the Throne, House Conlectus is known for their rather poor luck, faring poorly in every war they take part in. As a result, they are a particularly xenophobic house – especially towards Stone, though they are known to dislike Jungle and Ice as well. They are somewhat of a laughingstock to the rest of Water, as this goes directly against their ancestral ties to the Stone Region. House Lurrun “Water Boils, Water Burns” House Lurrun provides the majority of the Water Region’s soldiers and is the second largest house in the region, though its current growth might soon put it ahead of House Rayne. It has significant external ties to the house of the Fire Region, hence its house name and words; they are what comes when Water and Fire meet. Its members frequently push for greater ties with the Fire Region; wishes that have begun to come to fruition since the War for the Throne. 1-RULER-Terrorsaur Rayne 2-GENERAL-ToaD Amphibionus 3-GUARDIAN-Jed "the Kingslayer" Corruich 4-DIPLOMAT-Kit Lurrun 5-TURAGA-Metastriker Lurrun - Died spying on Stone, Episode 03 6-TURAGA-Purple Rayne ------ The Ice Region “Cold as Iron” Supplies snow, ice, warriors, guards, and steel to the rest of the island. Rumor suggests that the Ice Region also contains the current headquarters of the secret brotherhood known as the Knights of Ekimu, and that the region itself remains favorable to them. Guarded by Kopaka, the Toa of Ice, and boast the strongest military force on Okoto – 10, 000 Protectors strong, nearly 4000 of which are claimed to be loyal to the secretive Knights. Their regional words come from the ancient House Gelu, which collapsed approximately a century ago in what many suspect was a coup. Political relationship with Earth is extremely poor. Political relationship with Fire, Stone, and the Ancient City are strained but cordial. Political relationship with Water remains neutral, though significant ties have been forged in recent years. Views on the Knights are extremely positive. Views on the Faithful are extremely negative. House Greavesy “The Cold Preserves All, But the Self Above Else” One of the oldest houses of the Ice Region, House Greavesy has a history of sticking to the sidelines, waiting to pick sides until the victor becomes obvious. As a result, its reputation is rather shaky across the entire island, though this has begun to change, with its current head – a Protector named Nato – having actively helped the true heir to reclaim the throne ten years prior. House Rime “In Ice, All Stagnates” Once a proud and powerful nation, efforts to expand their borders into the territory of other houses ended with wars of attrition on multiple fronts. At the time of Voxumo’s Rebellion, House Rime ruled over the Ice Region; nowadays House Rime is a shadow of what it once was, and while they have outwardly embraced this – even with their house words – some say that they still plot to become a prominent force within the Ice Region once again. House Nivis “Avalanches Have No Fury like Ours” A pugnacious, militant house, House Nivis is a significant contributor to the nation’s military forces, but they are also stubborn and proud. They are known to respond violently or spitefully to insults and affronts of any kind; after overthrowing the rule of House Rime twenty years ago, their inability to handle Voxumo the Usurper led to a failed assassination attempt on the Usurper that saw the head of House Nivis slain by a Skull Warrior, favor lost across the island, and a new Ruler from a different house being appointed to control the Ice Region instead. Despite these setbacks, House Nivis remains undeterred, and they seek to add to their many historical conquests of minor houses. House Glacies “Thriving Like Ice” Historically, House Glacies has done very little – though in the ever-shifting lands of Ice, that has served them well. It has waged no wars, never significantly contributed to any conflict, and never led the nation… but it has survived and thrived in the face of every adversity thrown its way. Natural disasters, foreign invaders, and other houses have all failed to overcome them, thanks to their well-defended, strategically-positioned home. House Crustallus / House Crustallum “Harder than Ice” / “Stronger than Stone” Once one house, House Crustallus and House Crustallum split off from one another nearly a century ago over some family dispute, and have remained on harsh terms with one another ever since. The two remain in close proximity to one another, jointly operating small mines in the mountains of the Ice Region, but are always arguing and disagreeing. 1-RULER-FF Crustallus 1-GENERAL-Nato 'the Traveller' Greavesy 3-GUARDIAN-Onaku Greavesy 4-DIPLOMAT-Ehksidian Glacies 5-TURAGA-Sisyphus Glacies - Executed by Nato, Episode 07 ------ The Nation of Kamuk “As Strong as Stone” Supplies stone, metal, workers and tools to the rest of the island. Also becoming well-known for procuring antidotes to most poisons. The former Stone Region suffered greatly during the War for the Throne, with nearly a third of their entire population wiped out after their water supplies were poisoned by House Rayne of the Water Region. Despite this, in the decade since, they have managed a miraculous rebound, thanks in no small part to significant aid from the Earth Region. Guarded by Pohatu, the Toa of Stone, and contain a military 7000 Protectors strong; rumors suggest that 4000 of these are loyal to the Faithful. Unlike most regions, the regional words for the Stone Region have never doubled as the words of a house; since before Ekimu’s time, the Stone Region’s words have served as a unique line to unite the region itself. Political relationship with Water remains poor. Political relationship with Fire remains strong, but only because Stone depends on Fire to purify their water supply – something that the Stone Region hates, especially since Fire absorbed Jungle. Political relationship with Earth is strong. Political relationship with the Ancient City and Ice is strained, but cordial. Views on the Knights are neutral at best. Views on the Faithful are positive. House Raqmu “Stand Tall Eternally” Until Voxumo’s Rebellion, House Raqmu served as the main banner men to House Petros – but when their lieges fought against the Usurper, House Raqmu seized their chance. When the rebellion ended in success, House Raqmu was installed as the new leaders of the Stone Region, and the first house outside of Petros to rule the region since before Ekimu’s time. With the Usurper’s death, however, the future is anything but certain…. House Petros “The Great Foundation” Claiming descent from Patrus the Proud, House Petros has ruled over the Stone Region since time immemorial, having bound the disjointed tribes early on and forming a strong, united front. They were overthrown by House Raqmu during Voxumo’s Rebellion after trying to support the true heir, and have spent the last thirty years in disgrace – but they still exist all the same. House Archean “Might With Right” House Archean prides itself on keeping the laws of the land, resorting to justice or military might to uphold peace. They have strong historic ties to the Water Region and House Vatten in particular – a link signified by their house words. During Voxumo’s Rebellions they sided with the Water Region and House Petros, but their numbers decreased drastically after the Usurper won, as many members of House Archean chose the sword instead of living in the Usurper’s new world. The remaining members still continue their fight for justice and fairness. House Maran “Steer the World” Traditionally, House Maran has developed most weapons and tools for the Stone Region. If updated technology is sought after, House Maran is the place to get it. Having remained neutral during both Voxumo’s Rebellion and the War for the Throne, they continue on a path of prosperity and stability – though their reputation is somewhat tarnished, as they have become known for only providing their services if the pay is good. House Galum “Fight to Live, Live to Fight” Warriors are bred from birth in House Galum – making them a crucial ally in almost every conflict. Their support was instrumental in allowing House Raqmu to overthrow House Petros during Voxumo’s Rebellion… and their waning support during the War for the Throne is believed by many to have contributed heavily to the Stone Region losing the war. It remains to be seen if they will now aspire for greater things than serving as the Stone Region’s cannon fodder, or if the status quo shall remain. 1-RULER-ShadowVezon Raqmu 2-GENERAL-Quin Galum 3-GUARDIAN-Irteza Shah Galum - Executed by Kulta, Episode 05 4-DIPLOMAT-Vinheim Maran 5-TURAGA-Iaredios Paerkenon - Executed by ShadowVezon, Episode 06 ------ The Earth Region “What is Dead May Never Die” Supplies gems and metals to the rest of the island. Occasionally lends Skull Warriors to other regions should a task prove too arduous for Protectors alone, though only if the project in question is led by those who keep to the Faith. Guarded by Onua, the Toa of Earth, and contain an army 2000 Protectors strong; all but 100 of these are said to be devout to the Faithful. They also hold a force of 1000 Skull Warriors. Their regional words represent the entire region as a whole, for their army of 2000 Protectors consists of almost every single Earth Protector who still lives. They were selected after the Earth Region returned to the fold. Political relationship with Ice is extremely poor. Political relationship with Ancient City and Fire is strained. Political relationship with Stone is strong. Political relationship with Water remains neutral. Views on the Knights are extremely negative. Views on the Faithful are extremely positive. House Sevoi “Tremors within the Serene” Of the three remaining major houses of the region, House Sevoi is perhaps the largest and the strongest, as they historically provided the Earth Region with most of its troops and combat training – the need for which has grown exponentially in the last thirty years as the region collapsed after fleeing underground. While the region is ruled by Kulta and the Faith, of the remaining three houses, House Sevoi is by far the most faithful, and they hold the most power because of it. House Zemlja “The Light of Night” The second largest and most powerful house still remaining, House Zemlja is unparalleled in their ability to re-shape and carve gems into special “light stones” that are used all across Okoto to light mines and other dark areas more permanently than torches allow. The ability to provide this service in the eternal darkness underground insured House Zemlja’s survival during the Earth Region’s exile, and it has drawn Kulta’s personal attentions to them as well. House Qendroj “Here We Stand” The former ruling house of the Earth Region, who were decimated by the forces of Fire, Stone, and Ice during Voxumo’s Rebellion thirty years before. In the years since they have diminished further, and as the lone house within the entire region to not keep to the Faith, their power is next to none. Yet true to their house words, here they still stand – whatever happens, House Qendroj will endure. 1-RULER-Toru Sevoi 2-GENERAL-Underscore Zemlja 3-GUARDIAN-Kelotu Zemlja 4-DIPLOMAT-Luroka Qendroj 5-TURAGA-Portal Sevoi - Poisoned by Knights of Ekimu, Episode 06 ---
  8. BZPGOT Season 2 has begun. Being both a survivor, and a winner, from the first season, I have a lot of obligations on my plate, and after landing myself with the role of General, I got to thinking that I ought to come up with a home more suited to my character. After Tex informed us that the largest harbour in the Ice Region was situated in the lands of House Greavesy, I decided to incorporate that as well, and wrote out a rough draft for some of those ideas. Whether any of this gets used in-game is entirely out of my hands, but I felt like sharing it anyway: Situated at the Northernmost point of Okoto, Rollor’s Reach was constructed shortly after the conclusion of Pulse’s rebellion at the behest of Nato the Traveler, so that his allies in the Water Region could travel directly to the lands of House Greavesy to meet with him. However, as the years passed, the simple settlement grew into a thriving port, and after Nato was promoted to the position of General within the Ice Region, further expansions were carried out to develop the city even more, quickly turning it into the largest harbour in the Ice Region. As to be expected of a medieval city, Rollor’s Reach is encircled by a large, thick wall. Hewn of black rock and reinforced with metal, this wall not only serves to protect the city in the unlikely event of an attack, but also to shield the city from the harsh elements native to the Ice Region, and the relentless winds and waves of the open ocean. In the centre of the city, protected by a second, taller defensive wall, is the citadel, where General Greavesy has made his home. Although little more than a singular tower, it nonetheless serves as a testament to the General’s paranoia; the windows are barred, rendering them un-openable, and there are two guards positioned on both sides of every door – measures he believes will be enough to prevent infiltration from Skull Spiders, or beings concealed by Masks of Stealth. Due to being the Ice Region’s largest harbour, and the General’s home, Rollor’s Reach has a high military presence, many of whom are, by necessity, experienced sailors (although the Ice Region currently lacks any ships outfitted for military use). A titanic lighthouse stands resolute at the mouth of the harbour, and it – along with the city’s seaward-facing walls – are equipped with ballistae for defence against seaward attack. Although not nearly as impressive or imposing as the Ice Region’s capital city, Rollor’s Reach is nonetheless a formidable military outpost. However, there is one aspect of Rollor’s Reach that truly sets it apart from the other settlements within the Ice Region. Nestled deep in the city’s heart, shrouded in secrecy and rumour, is a unique building referred to only as the Temple of Luck. While its outer sections are open to public access, its innermost sanctum is accessible only by Nato and a handful of his trusted advisors.
  9. EPISODE 01: NIGHT FALLS EPISODE 02: THE EASTERN WALL EPISODE 03: VAKAMA CITY EPISODE 04: THE SKULL BASHER EPISODE 05: REUNITING EPISODE 06: THE LAST REQUEST OF VOX EPISODE 07: MAKUTA CITY EPISODE 08: FRIENDS AND FOES EPISODE 09: HOW IT BEGAN EPISODE 10: UNITED WE FALL The Long Night has stretched across Okoto for six years, and there appears to be no end in sight. The regions and their houses have collapsed into ruin, and those few Protectors who have been unlucky enough to survive for this long have retreated into the farthest corners of the land, in the hopes that they will not be found. The Mask Makers Ekimu and Makuta have vanished. The Skull Army, led by the mysterious and sinister Kulta, the Skull Grinder, roams the island. All hope seems lost – but rumors have begun to spread, of Ekimu’s survival. Whispers of Protectors gathering under his banner in the Water Region, unearthing the long lost Golden Mask of Skull Spiders and awakening its Lord to fight against the forces of the Long Night. They speak of a plan – a plan to end the Long Night. But this plan requires the Kanohi Mask of Makuta – the Mask of Control – which has not been sighted since the Long Night began. This is where you come in. A mysterious Protector with an all white mask, dressed in black and white armor and calling himself Voltex, has recently arrived in the Jungle Region with orders from Makani Kumo, who commands the Jungle Protectors in the Water Region. He is to lead an expedition of Protectors across the island to the northern tip of the Stone Region, recover Makuta’s Mask of Control, and hand it off to Ekimu. You have decided to help – after all, when the alternative is becoming another member of the Skull Grinder’s undead army, anything is preferable. Time is quickly running out, and even a group as small as yours has attracted the Skull Grinder’s attention. Reach the Stone Region, retrieve the Mask of Control, and deliver it to the Water Region – or die trying. Good luck. IN BRIEF You are all Protectors of Jungle who have joined up with me (Voltex) on a suicide mission to travel all the way to the northern tip of the Stone Region, where rumor has it that Makuta’s Mask of Control still remains. With the Skull Army hunting you down, time is rapidly running out, and you will need to succeed in your mission if you are to survive. Upon each new round, you will be given two options on how you wish to proceed – one option is guaranteed to kill you, while the other will guarantee your continued survival until the next round. The game will end after ten rounds; survive all ten rounds, and you shall emerge as victorious as the Long Night allows. Should you die by making the wrong decision at the forks in the path, that is it – your journey is over, unless the team’s Oracle (a Protector with the blood of the Mask Makers, and armed with a Mask of Foresight) manages to save you. If the correct choices are made, players who take the wrong path in Round 1 can be revived at the end of Round 5 – one for each surviving player. This is both an individual and a team game. Though victory is only possible so long as at least one player makes it all the way to the end of Round 10, you must look out for your own best interests as well, and stick to the paths that you believe will lead you to victory. If you have any questions, please feel free to ask. RULES 1-I dunno. Follow BZP rules? There isn’t really a way to cheat at this game, to be completely honest. SPECIAL ROLES Voltex – A portrayal of myself in-game. Voltex will always take the correct path, but his choice will obviously not be mentioned until the scene for each round (otherwise you would all win). Truth be told, his inclusion here has more to do with a possible sequel if this works well and I’m interested in running another. The Oracle – A Jungle Protector with the blood of the Mask Makers, allowing them to use Masks of Power. They wear a Mask of Foresight, which can they can use to target one player each round (including themselves, but never twice in a row). If the targeted player takes the wrong path that round, the Oracle will save them, allowing the target to continue on. Everyone Else – The rest of you. PLAYER LIST Only ten slots right now, but if more people show up, there’s not really any sort of player limit. If we hit upwards of 20 people, I’ll add in a second Oracle to help balance things in your favor a bit. 0-Voltex 1-Ehksidian (Cut down by the Skull Basher, Episode 03) 2-Luroka (Stabbed by a Skull Scorpio, Episode 08) 3-ToaD (Struck down on the Eastern Wall, Episode 03) 4-Roman (One Last Fight, Episode 10) 5-Vox (Lost in the Ancient City, Episode 05) 6-Wiriamu (Betrayed by the Protectors of Fire, Episode 04) 7-TL VICTORIOUS! 8-Unit (Swarmed by the Undead, Episode 07) 9-Hellyam (One Last Fight, Episode 10) 10-FF VICTORIOUS! 11-Dragonstar (Fell to the Undead Horde, Episode 02) 12-Underscore (Slain by the Undead Unit, Episode 07) 13-Smoke Monster (Torn apart by the Undead Horde, Episode 04) 14-Trijhak (One Last Fight, Episode 10) 15-Taka Nuvia VICTORIOUS! 16-Oko (Fell off the Wall to his death, Episode 03) 17-Jed (Sacrificed to Skull Scorpios, Episode 10) 18-ShadowVezon (Sacrificed by Lord Vohon, Episode 04) 19-Ghrinch (Torn apart by the Skull Basher, Episode 03) Signups will remain open for 24 hours, or until we hit 20 players, which ever comes first (because I am not dealing with 20+ people for this, no way). I also recommend you follow this topic if you’re playing, since the rounds will be moving rather quickly.
  10. Trijhak

    BZPGOT

    Turns out making an erroneous assumption can kill a few people... just like in real life! oops
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