It has long been a fact of life, to us, that what can go wrong will go wrong. And what went wrong for us, it went horribly wrong. Where before we were just a happy little farm island, now...now we're just trapped in some icy wasteland, snow as far as the eye can see...
How far is that?
About ten feet.
About four, maybe five hundred years ago was when it all fell apart. The island had been just farmland, then, exporting crops to those who'd come along to us, taking from them in exchange whatever we needed. Temperate, warm, a place where everybody could get along; the Ko-Matoran stuck to their mountaintops, Ta-Matoran and Fe-Matoran worked the forges, Ga-Matoran the docks, Po-Matoran and Le-Matoran and all the others worked the fields, Onu-Matoran constantly making new contraptions for them to use out there. Winter had been right around the bend, back then.
Well, winter came upon us faster than we'd been expecting it to. Froze almost everything, and the Ta- and Fe-Matoran could hardly keep their forges open due to a lack of fuel, and none of the Toa were able to help, because they were off trying to gather everybody back together, bring them back to the port city. It was obvious that the winter was going to be a hard one, and that it wasnt going to leave quite easily. A lot of us figured it was time to leave. As soon as we saw the boats frozen in place, with the ice steadily creeping further out to sea, we knew we were stuck.
We all camped out around the forges. Po- and Fe-Toa all helped build some more permanent structures, and a heating system, to get everything warm enough for life to keep going. Toa of Fire and Plantlife helped out to keep the forges and fireplaces all running, able to keep heating the settlement. Eventually, the Ko-Matoran and their ilk cleared a path on down to us, from their settlements. Told us that this winter wasn't going to let up anytime soon.
Back then I wasnt sure, but now I am: When they said that, it was almost as if they all had a smug expression, and some happy tone of voice. Like they wanted things to be like this. From that point on they led the searches for food and resources, helped to lead the two cities, both Forge Town - Ta-Karda they called it then, Heart of Fire, and their own up in the mountains, Ko-Metru. They were like spirits of the ice, able to do whatever was needed to keep us alive and running.
And I think they loved it. I think they were the ones who first suggested we rename the island Ko-Nui. Great Ice.
But I think we're almost due for a change of weather.
-Toa Maira, Year 523 of Winter, Journal Entry
On the island that is now called Ko-Nui, about 500 years in the past a catastrophe occurred: the island was plunged into a mini ice age, with temperatures falling far below freezing on average. Due to this, Matoran, Toa, and Turaga of Ice came to hold most of the power over the island and its inhabitants, being the only ones with the natural ability to survive in these conditions; Ta-Matoran and their group fell to the bottom of the status quo, meanwhile, being nothing more than sapient heaters now. The other groups do what they can to survive, the few Skakdi on the island having taken up the mantle of hunters and trappers, catching whatever food they can to supplement what is grown in indoor-farms; Vortixx are extremely scarce, generally working with Onu- and Fe-Matoran to try and improve conditions. Most everybody else either works the indoor farms, works the forges - now to keep the heat going, with metal work being a side pursuit - or studies the weather, searching for patterns that could reveal any return to older, more temperate conditions...As it stands, though, food is starting to run a bit low. And a lack of food means an increase in fighting, something that seems about ready to kick up. As well, in some places, the weather seems to be warming up, though extremely slowly. In others, packs of Kavinika or groups of Frostelus are coming together, and they're giving the hunters some trouble - and the hunters say that they're coming closer to Ta-Karda each day.
Where You Come In
It's simple, really. It's up to the players to either maintain the status quo of the island, or to search for - and hopefully fix (or destroy) - that which has caused this localized ice age. The plot will be there, with a basic skeleton - but it'll be up to all of you guys to determine where it goes and how it all works out. Of course, it'll also be up to you to protect the towns, either from wild Rahi or groups within them trying to steal and hoard food, stuff like that.
Ko-Nui: The island itself, Ko-Nui is of roughly circular shape, though the south-eastern part of the island has a long, thin gulf running into it, almost to the center of the island; Ta-Karda resides right at the tip of it. From that gulf, a few islets spring out, reaching out almost to the edge of the island's ice-sheet. On the western side of the island is a large mountain range, and Ko-Metru is found built up in-between a space where three peaks converge, with the wealthiest living inside the hollowed out mountains.
Ko-Metru: The city of ice, and now the capital city of the island - if such a term could be used to describe it. Situated in between three mountains, the visible part of Ko-Metru is home to some of the less wealthy Ko-Matoran, Toa, and Turaga, and most of those of other elements who live there. Inside the mountains, meanwhile, is the largest portion of the city, where most everybody living in there lives in comfort. The only way into the visible city is through a treacherous pass between the north and east facing peaks, while the only way into the hidden portion of the city is through a cave entrance in the south-western oriented peak.
-Sub-Location: Administrative Palace/General Court: Where the island's main leadership meets and resides, and where any who wish to submit any sort of complaint or bill or suggestion or such must go in order to do so - as well as being where most criminal cases are tried. Open to the public as per executive order.
-Sub-Location: The Senate House: Surprisingly, not a political area, but rather a restaurant and bar in the middle of the city, where most of the social elite meet with each other - and where most others meet with each other in Ko-Metru, as well.
-Sub-Location: Ko-Metru Armoury and Guard Headquarters: Where the police force of Ko-Metru meets and resides (when not on duty in Ta-Karda), and where most prisoners are held until their trial can commence.
Ta-Karda: Originally the island's main trading hub and foundry town, Ta-Karda is now home to the majority of the island's inhabitants. Administrated by a Ko-Matoran governor, most who live there don't live in an excess of comfort. Conditions are spartan and heating costly, as most warmth is directed towards the indoor farms. Rather close set and with quite tall buildings - after all, heat rises - it is starting to sprawl outwards, and some of the buildings aren't kept in great repair. Its only a matter of time before one of them falls.
-Sub-Location: Indoor Farms: Heavily guarded, Ta-Karda's indoor farms are the main source of food for the island. This is where most who live in Ta-Karda work, and serves as a general social area as well.
-Sub-Location: The Barracks: A rather simple name for a rather simple place, this is where the guard force of Ta-Karda resides, and where most weaponry is stored and small-time prisoners are kept.
-Sub-Location: The Icicle Inn: Despite the unfortunate name - chosen by an innkeeper with a sick sense of humour - The Icicle is the premier bar and inn in Ta-Karda, rivaling the Senate House in Ko-Metru in terms of food quality and general warmth, as the building is well heated. Those able to afford the cost will stay here, in relative comfort, compared to the rest of Ta-Karda, and the poorer parts of Ko-Metru.
The Frostelus and Kavinika and other cold-adapted wild Rahi living near Ta-Karda and Ko-Metru both seem to be getting more restless as of late, and reports from travelling hunters have confirmed that they seem to be moving closer to the cities, and the more intelligent Frostelus seem to be indicating a wish to attack. The cities are preparing their defences as of the current time in-game.
There are really only two factions to this island and game. The group that wishes to maintain the status quo, and the group that wants to return things to where they were before. Of course, there are also those oddballs who want to flip the status quo upside down but not return things to the old days, and such; really, it all depends on what your character is like, what they want, and who they end up friends with.
Matoran, Toa, and Turaga: The original inhabitants of the island and by far the largest group, Matoran - and their Toa and Turaga subspecies - are the ones who do most of the work on the island, and control most of it. The basic six elements - Fire, Air, Water, Stone, Earth, and Ice - have the largest representation, though the other types are rather common as well. Typically they live in the cities, though some few go out as hunters, trappers, and gatherers.
Skakdi: An originally savage-seeming race, easily angered and warlike, their tempers seem to have cooled with the island's weather. They don't fight with each other quite so much anymore, as more of their attention is devoted to survival; most of them live out in the wilderness, hunting and trapping whatever game is available, and coming back to Ta-Karda when they need to.
Vortixx: A tall, enigmatic race of inventors, Vortixx are extremely uncommon on the island. The few that can be found are some of the wealthiest living in Ta-Karda, though a small amount do live with the wealthiest in Ko-Metru. They generally work with the Fe- and Onu-Matoran to develop better technologies to make life easier on the island, though they generally resent the Ko-Matoran dominance, and some of them are propagating the theory that the island's ice age wasn't natural, but was rather caused by some technological creation.
Steltian (Sidorak's Species): Similar in height to Vortixx, the Steltians are a powerfully built species that were rather used to being the ones in control on their island. Similar to Skakdi, they could often be a warlike race, though now they've all banded together to try and survive, and if they can, throw off the Ko-Matoran dominance - and set themselves up as the rulers.
Steltian (Krekka's Species): While they aren't quite the matches of their brothers in height, the lower-class Steltians are definitely their match in strength. Often viewed as unintelligent brutes, perhaps due to their general employment as nothing but brute-strength providers, this isn't so - they have the same chances for intelligence or unintelligence as any other species. While their higher-class brothers resent the dominance of the Ko-Matoran, these Steltians manage to simply ignore it - and the cold - going about daily life as they can, either as hunters in the wilderness or workers in the cities, taking advantage of every opportunity possible to enhance their position. They generally separate themselves from the other Steltians.
Note - Custom species can be created, though they need to be rather well described, and you need to provide a reason as to why they might help flesh-out the game beyond "they're cool and provide another species."
Basic Profile Template
Name: You know the drill. Make it seem Bionicle-esque, no Joes or Yolo Swagginses and such.
Species and Gender: From the allowed species list, or make your own; you can't have anything else unless you can explain just why I should let you have it.
Appearance: At least thirty words. I want a good description of what they look like. Alternatively, you can supply a picture.
Kanohi: No legendaries, no Komau, no Suletu, no Olmak. Use common sense for anything else that might seem overpowered and it's alright; but if I see somebody abusing it, it's gone for everybody.
Weapons: You always need weapons, yep. Not really. But they're fun.
Gear: This is only if you really want to describe the stuff. Not required.
Abilities, Powers, and Skills: Like the appearance. At least thirty words.
Personality: Same as skills and appearance. I mean, c'mon now. You can't just describe somebody's personality with generalizations, can you?
Weaknesses: You can't have a character who isn't weak to something, and it has to be something specific, not just 'he'll die if he falls from too far of a height.'
Biography: Guess what? At least thirty words, yep.
-Protosteel is a very rare material on Ko-Nui, and is not generally available. I don't expect many to use it.
-High technology, in terms of computers and robotics and stuff like that, is unavailable.
-If you are not careful, you will die. This is a dangerous world, with dangerous things living in it - don't think you're invincible. I'm a very sadistic GM when it comes to disproving such notions.
-The GM reserves the right to add notes / change the rules if it seems necessary
First off, it is highly recommended you read Friar Tuck's Guide to Common Sense, found in the Official BZPRPG Rules and Index. It's a good guide to what you can and can't get away with. After all, it's only common sense.
1. No Metagaming, God-Modding, or other such blatant misuses of your own power as a player. Depending on the severity of the event, punishment can range from a simple warning to immediate suspension from play.
2. Respect the staff. Currently, that only applies to me; regardless, if other people get hired on, respect them as well. We're/I'm trying to run a game to make you happy, and we aren't/I'm not always going to be able to do everything; just be patient, and don't argue overmuch with our/my decisions. If you think they're stupid, PM one of us/me and we'll/I'll try to explain things. Mmk?
3. Ya gots ta post ya profile a'fore ya play, y'know. Specifically, post in the RPG Discussion topic first, and only take one post in the profile topic. And please, just follow what was already established with the basic template. You can use different profile templates if you want - I don't much care - but really, everything allowable is already shown. Don't make things hard on me by making me have to tell you no. Just make it easy so I can always tell you "yes."
4. The Miscellaneous Rule - remember the IC and OOC, remember to follow BZP's and the RPG Forum's rules, respect each other, all that good stuff. Stuff you all already know.
Punishments for violations will range from warnings to complete bans, determined on a case-by-case basis. But you're all good folks, right? A'course ya ares, ya gots ta be. <3 Anyways, I dearly hope that all of you who join will have a good time playing the game - I worked hard on it, and I hope you guys will like it just as much as I do. ^.^
Edited by The Otter, Feb 02 2014 - 05:50 PM.