EPISODE 00: Sahmad's Tale
EPISODE 04: Of Gods and Men (I-II-III)
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.
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.
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.
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.
Click this link to see location info.
When sending your PM with your stats, use the title "BZPGOT - [Your Name Here]".
Edited by Lucina, Apr 21 2018 - 11:16 AM.