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BZP'S GREAT GAME


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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.

 

GB3r26U.jpg

 

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:

okotosmall.jpg

 

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)

Edited by Lucina
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LOCATION INFO

(The numbers next to each major location correspond to the map of Okoto).

 

UN-GOVERNED LOCATIONS

These locations are not ruled over by any of the nations on Okoto… despite their wishes.

 

-The Ancient City (1)

“Guard the Way”

Once the seat of power for the King of Okoto, the Ancient City now lies abandoned and tainted with magic. Like all ‘Cornerstones’, the majority of Okoto’s people now avoid it at all costs. The Ancient City’s centralized location used to mean it doubled as the center of Okoto’s trade and travel; with its abandonment, both have shifted elsewhere, and communication between the various nations has slowed.

 

Thanks to the quality of its construction, any travelers who happen upon the Ancient City should find it safe to travel through… so long as they stay above ground.

Which is, in a city that was built into a giant mountain, admittedly quite difficult.

----Catacombs

The Catacombs encompass much of the Ancient City’s underground structures, including the Vaults and the Ancient Forge, where the first of the mythical ‘Mask Makers’ supposedly practised their craft. It is down here that the stench of magic is strongest; it is said that madness awaits in the depths….

 

-Isle of the Dead (2)

“What is Dead May Never Die”

Once, a region of earth existed, connecting the expanse between Aodhiim and Kamuk. But a disaster rendered it into a Barren, and from there, it crumbled into the sea. Only the Isle of the Dead remains – and of all the Cornerstones that the people of Okoto avoid, this one may perhaps be the worst.

 

None have dared to set foot on the island – but those who have witnessed it whisper of a great Titan with a skull for a face and gleaming red eyes, and the spirits of the dead come back to haunt them. The air around the island is so full of magic that it seems to choke those who come near… a defense, some have called it, though what it might be defending is unclear.

 

-Labyrinth of Control (19)

“All as One”

Off the eastern coast of Okoto lies the Labyrinth of Control. As the labyrinth’s center is said to be an ancient village, once led by an ancient Mask Maker. Now, however, the island is haunted by magic. As a Cornerstone it is avoided by all who are sensible. It’s said that the magic of the labyrinth can bring dreams to life… or, more likely nightmares.

 

-The Citadel (7)

“We are the Watchers on the Wall”
Towering over the rest of Rollor’s Reach is the Citadel – the last remaining home of the mysterious Knights. The aura of magic around the Citadel is so strong that it can actually be seen with the naked eye; a shimmering field of pure energy that surrounds the tower, a gleaming rainbow of power.

The mysterious Knights all retreated inside some time ago, and ever since, there are always some from the city guard watching the tower to make sure they never return. The guards have reported strange sights around the tower in recent weeks, though they aren’t keen on sharing specifics. All they are willing to tell is that there seems to be something… otherworldly at work.

 

No one yet dares enter to learn what it might be.

 

KAMUK

“As Strong as Stone”

Kamuk’s primary skills are their stonework and metalcraft; building ships, tools, weapons, buildings, and equipment. It is ruled by its King from Daggerfall in the nation’s west.

 

Kamuk’s relationship with the other countries and factions on Okoto has historically been carefully neutral, as Kamuk seeks to increase its power and wealth while remaining in the other nations’ good graces.

 

Kamuk’s military strength used to be approximately 11, 500 Protectors strong… until it was decimated in a disastrous battle that reduced Fort Patrus to the ruins it remains to this day. Now Kamuk’s military barely numbers 2000 – most of them former trainees.

 

Kamuk’s current King is Ahkmou Umrik, though he rules in name only, having closed the gates of Daggerfall, shutting it off from the rest of the nation. Kamuk is, as a result, beginning to fall into anarchy.

 

-Capital: Daggerfall (5)

“As Strong as Stone”
Located at the junction between what used to be the old territories belonging to House Maran, House Archean, and House Galum, Daggerfall is a melting pot of different Stone house cultures. It was once home to the deadliest political arena on Okoto, though with Ahkmou Umrik taking the throne, the political arena has fallen silent.

 

The city is ruled by Kamuk’s current King, Ahkmou Umrik.

 

The city guard was reduced in the wake of the military’s decimation, and numbers 200 strong.

-Makuta City (6)

“Steer with Might”

Located in the far north of Kamuk, Makuta City is the longest standing city in the region now that Fort Patrus is destroyed. It was a joint project between several of the nation’s major houses, and their influence can be felt throughout the city. Makuta City is home to Kamuk’s largest prison, and with Fort Patrus destroyed, it has also become the nation’s center of trade.

 

The city is ruled by Kerato Rigut and Hewkii Archean; Kerato doubles as the commander of the city guard, while Hewkii doubles as the prison warden.

 

The city guard numbers 2000 strong, the highest in Kamuk – though most are former trainees. It is also home to what little remains of Kamuk’s navy, a mere 100 strong.

----Chasm of the Gods
The city is also home to one of the infamous ‘Cornerstones’ of Okoto – though this one remains underground and has not significantly altered life in the city. The Chasm of the Gods is where the presence of the God of Destruction, Ata, is said to be felt most strongly; it can be accessed through a series of tunnels underneath the Temple of Ata in the city’s northeast.

 

-Patrus Ruins (3)
“Great Foundations”

Located close enough to the Ancient City that the residents of Fort Patrus could once see it on the horizon, the Patrus Ruins can be described by their name. Destroyed in the same terrible battle that decimated Kamuk’s military forces and saw its last king killed, what’s left of Fort Patrus can be described as rubble at best. The ruins have been tainted and corrupted by magic, turning it into one of the infamous Cornerstones.

 

-Stoneworth (4)
“Standing Tall”
Located in the old territory of House Raqmu and bordering the mountains dividing Kamuk from the North, the influence of House Raqmu can still be felt throughout the city. It is the primary mining center of Kamuk, burrowing deep into its neighboring mountains for resources.

 

The city is ruled by Lady Lucia Raqmu.

 

The city guard numbers 800 strong, though many are former trainees.

                                            

THE NORTH

“Cold as Iron”

The North’s primary skill has infamously been its training of warriors; until recently, it was said that one Protector of Ice could outmatch five from other regions nine times out of ten.

 

The climate in the North is extremely hostile, with the eternal winter giving rise to a hardened people who can and will fight against all odds. Of all the regions, the North is the most hostile toward magic; it is, in many ways, also the most impacted of them by the Cornerstones.

 

The North’s military forces number approximately 10, 000 strong, with a navy 5000 strong to match.

 

It is currently ruled by Khan FF Crustallus, though he has a reputation for his laissez faire approach to ruling, giving his advisors an extraordinary amount of political power and control compared to their counterparts from other nations.

 

-Grave’s Peak (10)

“Cold as Steel”
Located at the junction between the territories of several old major houses, Grave’s Peak was the latest in a long line of capital cities to be constructed on that spot – and it was the latest to fall as well. Destroyed in a disaster years ago, the city now lies in ruin and disrepair. It has become corrupted by magic, becoming one of the Cornerstones of Okoto.

 

-Gelu’s Harbor (11)
“The Cold Preserves All”

Located on the eastern coast, Gelu’s Harbor serves as the largest port in the North, as well as being the North’s center of trade. It is the newest of the cities in the North and was named for the very first ruler of the nation.

 

Gelu’s Harbor is also home to the remaining Protectors of Time, whose numbers are in the dozens at best.

 

The city is ruled by Lady Taei Tivan, one of the Protectors of Time.

 

The city guard is approximately 300 strong.

 

-Last Rest (9)
“Now we Rest”
Located in the old territories of House Rime, Last Rest began as a memorial built over the sight of a major battlefield of a long-forgotten conflict. Now it is both the largest military encampment in the North and the center of its booming mining trade.

 

The city is ruled by Lady Kylma Treml and Commander Kantai Rime.

 

The city guard is 1000 strong, but it also houses most of the North’s military forces.

 

-Capital: Rollor’s Reach (8)

“All as One”
Starting as the first major harbor in the North, and then serving as the base for the Knights of Ekimu before they turned into fanatics, Rollor’s Reach now serves as the capital of the North. Situated on the very northern tip of Okoto in the territories of House Greavesey, the city is a defensive stronghold the likes of which even make Aodhiim jealous.

 

The city is technically ruled by Lord Arkham Nivis, but he’s clearly just a front; the true power controlling the scenes is unknown.

 

The city guard is 1000 strong.

----The Citadel

(see above)

----The Temple of Luck

Located near the Citadel is the mysterious Temple of Luck. Due to its proximity to the Citadel, the Temple is avoided by most – but rumors say that it is here that the essence of Rollor might be felt most strongly.

 

AGUA HIELO
“Right Conquers Might”

Agua Hielo is perhaps the most interesting of the nations. House Vatten, who produced most of Okoto’s old Kings, originated from this nation. Agua Hielo has infamously held a strange amount of pull within politics all over the island, and their trade of food and water is what keeps many all over the island fed. But the nation is also home to the largest pool of criminals on Okoto, some of whom pillage the nation’s eastern shores as pirates.

 

Thanks to the water levels across the nation, ships can sail almost as far as the Ancient City itself with ease, though this hasn’t helped with their pirate problem.

 

Its military strength is weaker than most, numbering only 6000 in strength – but its navy is something to be feared, numbering over 15, 000.

 

The nation is ruled by Lady Sylvia Rayne, who has publicly devoted herself to the Prophets of Ma.

 

-Capital: Ignika City(12)

“Mighty as the Flood”

Located in the northeast of Agua Hielo, Ignika City was named after the Kanohi Ignika, Mask of Life – a mask that was said to grant the wearer with the powers of the Goddess of Creation, Ma. The city serves as the capital of Agua Hielo, and is also home to the Prophets of Ma, an organization who claim they wish to spread only the good word of creation.

 

The city is jointly ruled by Lady Sylvia Rayne and her wife, Lady Symphona Tyde – who is also devoted to the Prophets of Ma. The leader of the Prophets of Ma remains unknown.

 

The city guard is 600 strong.

----Tomb of Ekimu

Deep within the city’s heart is another of Okoto’s Cornerstones – the Tomb of Ekimu, said to have contained a figure of great power long ago. Though avoided by most, the Tomb has recently come to be under the strict guard of the Prophets, who believe it sits atop the source of Ma’s essence.

-Nokama’s Landing (13)
“Right Conquered Might”
Located in the center of Agua Hielo, Nokama’s Landing is a major crossroads, and serves as the nation’s center for trade. Protectors from all nations are common sights here, and it is in Nokma’s Landing where the majority of the remaining Jungle Protectors have chosen to make their home. It is also the only location on Okoto still entirely loyal to a House Vatten ruler.

 

The city is ruled by Lady Hahli Vatten; she is often cited with the city’s Head of Trade, Tanma Raeib.

 

The city guard is 200 strong.

-Riverrage (14)

“Breakers of Chains”
Located in the territories of and governed by House Corruich, Rivverrage stretches along both banks of the Johmak River. Both halves of the city are connected by a series of drawbridges that raise twice a day to allow boats passage. The city’s population has a reputation for being quite fierce, and Jungle Protectors are barred from entry on principal after they enslaved the city during the War of Five Kings years ago.

 

The city is ruled by Lord Kotu Corruich.

 

The city guard numbers 800 strong.

 

-Burned Harbor (15)

“Water Boils, Water Burns”
Located in the old territories of House Lurrun, Burned Harbor - as its name implies – shared a stronger relationship than is usual with Aodhiim before its mysterious destruction. The last ruler of the city, Lady Gavla Lurrun, was responsible for officially uniting Burned Harbor to Aodhiim. Days later she and everyone in the city were dead, the city was a flooded wreck, and nobody has stepped foot inside since.

 

The city is corrupted with magic and serves as one of Okoto’s Cornerstones. Its destruction is also the source of much political tension between Aodhiim and Agua Hielo – tension that is threatening to snap into yet another war.

 

AODHIIM

“Fire and Blood”

Aodhiim is a fearsome nation. Ruled with an iron fist by the Council of Fire and the Imperator, they do not take kindly to strangers within their lands, and are always seeking to expand their borders, no matter the cost. Aodhiim is famous across Okoto for having never fought on the losing side in a war.

 

With the other nations now in a state of turmoil, Okoto would be ripe for the conquering… if Aodhiim wasn’t on the verge of a civil war itself. House Darkfire, the long-lost enemies of Aodhiim’s rules, House Aodh, have resurfaced – and with it, divided the nation in two. With the most recent Imperator now missing after an attempted assassination, travel within Aodhiim has become more dangerous than ever before, and you can never be certain where someone’s loyalties may lie.

 

The nation’s military is around 11, 000 strong, though they are next to useless without an Imperator in place to command them.

 

The nation was most recently ruled by Imperator Jakura Aodh. Though he survived an attempt on his life, he has since gone missing – leaving the nation leaderless and causing the divides to grow.

 

-Capital: Silodas (23)
“Always Burning”

Located in the far south of Aodhiim, Silodas has served as the capital of Aodhiim since its construction during the War of Five Kings many years ago. From here the Imperator is meant to rule over the nation, with the Council of Fire to guide them. Silodas also serves as the main harbor for the nation, as well as holding its main prison.

 

With the Imperator missing and his cousin Lady Efandril away on business, governorship of Silodas has temporarily fallen to Lady Korgot Coal.

 

Its city guard is 7000 strong.

----Koro Prison

Located on the city’s western edge, Koro Prison is a frightening place with a frightening reputation. It is here that all prisoners of Aodhiim are sent… and almost none ever see the outside of its walls again. There are only whispers about what goes on inside, and its Warden is said to be a nightmare given life.

 

-Vakama Ruins (24)
“Fire and Blood”
Located in the center of Aodhiim, Vakama City was one of the oldest cities on Okoto before its destruction. Destroyed by agents of House Darkfire using what remained of their namesake – the highly destructive darkfire substance – it now sits, a flaming wreck that has become tainted with magic. It now stands as one of Okoto’s Cornerstones and is avoided by all.

 

-The Western Wall

Built long ago to help defend Aodhiim from the Earth Region, the Western Wall still stands as a symbol of Aodhiim’s strength, allowing them to stand guard over the sea that stretches out toward the Isle of the Dead.

----Valmai (25)
“Guard the Way”
Located along the Western Wall, Valmai was once a heavily militarized city. Now that it is not needed to defend against another nation directly, Valmai has started to expand, with a new port allowing for ships to dock there and making other aquatic trade possible.

 

The city is ruled by Commander Sarda Ash.

 

The city guard is 2000 strong.

 

-The Eastern Wall

Like the Western Wall, the Eastern Wall stands as a monument to Aodhiim’s strength, and was used to help defend against Karamu, with whom Aodhiim has always been in almost constant conflict.

----Fort Madacus (22)
“Conquer with Fire”
Located along the Eastern Wall, Fort Madacus is the largest city on Okoto by a wide margin. With Karamu abandoned, the city of Madacus expanded to absorb the jungle city Monsterfort, merging the two into a supermassive militarized city. Fort Madacus serves as the home of Aodhiim’s military and is also the center of their expansion efforts into Karamu.

 

The city is ruled by Commander Maglya Pyre.

 

The city guard is nearly 9000 strong.

 

-Hinterhall (17)

“Proud and Free”

Located in the old territories of House Briar in Karamu, Hinterhall was built around the Temple of Time and used to serve as the capital city of Karamu. Now abandoned and corrupted by magic, it serves as one of Okoto’s Cornerstones, and Aodhiim has made no effort to re-populate it.

----Temple of Time
Even the Tribe of Time does not know how or when this mythical structure was built. Legends claim that the temple is anchored outside of time and space, allowing it to travel to any point in the timeline. There may be more to the temple than meets the eye; but with it in the center of a Cornerstone, it’s unlikely anyone will ever know.

 

-Burning Forest (18)

To the east of Hinterhall is a large section of forest that continues to burn endlessly, day after day and night after night. The flames here burn hotter than any others on Okoto, though they don’t seem to spread; the area is avoided by all who have any sense at all.

 

-Arcadia (20)
“Growing Strong”
Taking up the entire territory of House Hinterland, former rulers of Karamu, Arcadia was built using designs more technologically advanced than anywhere else on Okoto. With the nation abandoned, Aodhiim has sent a small force to occupy Arcadia, ensuring the tech there falls into the right hands… theirs.

 

Commander Agni Coal commands a force of 100 Protectors, who are the only occupants of this city.

 

-Shipwreck Cove (21)

Located in the very south of Karamu, Shipwreck Cove gets its name from the number of ships that were sunk by the numerous and dangerous rocks scattered throughout it. The area was avoided by all but the most desperate of crews out of common sense but now, with the area reeking of magic as one of Okoto’s Cornerstones, it’s avoided for another reason entirely.

-Briar Patch (16)

“Our Roots Go Deep”
Located within sight distance of the Ancient City, Briar Patch was the home of House Briar for centuries. It used to provide the majority of Okoto’s food and wood from its enormous surrounding farms, though the rest of Okoto has now become more self-sufficient and, with most of Karamu’s population gone, the city now lies abandoned.

Edited by Lucina
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Player Name: Jakura Nuva

Campaign: #1: A Game of Hunters

Character Name: Jakura Aodh

Gender, Age, Element: Male, 21, Fire

Personality: In his past life, Jakura was a humble and eager leader, naively hoping to pull his people together to bring pride to the name of Aodhiim. But with the alterations Miserix has made to reality, things have changed. Now far more solitary and distant, the young Aodh pulls off “unlikeable sod” in a surprisingly charming way, with just enough wit about him to keep people thinking he’s got a better handle on a situation than he actually has. He realizes that victory is more important than honor, and he prioritizes his personal freedom over anyone else’s; but when it comes to people he considers close friends or teammates, he's reliable in a pinch and isn't quick to betrayal.

History: Born into House Aodh as one of the nephews of the late Imperator Burnmad, Jakura found himself in an undesirable situation when he was called to serve as the next heir after his older brother, Sil, who had succeeded the throne after the passing of his uncle, had himself been declared dead during an expedition outside of Aodhiim that ended under mysterious circumstances. The inexperienced but sharp Protector was forced to put his formal education aside and assume control over the unsteady nation, and what followed was a brief period of both great success and subsequent, immense failure. Multiple territories were united under Aodhiim’s banner and peace talks were finally underway with Karamu, but Jakura’s failed investigation into the death of Sil, plus the quick descent into paranoia he experienced as the result of knowledge of a traitor in his inner circle, resulted in the Imperator’s inevitable demise at the hands of Efandril, the one in turn responsible for Sil’s death.

 

But in the new reality, Burnmad was never killed – instead, he stepped down and was succeeded directly by Jakura. And this time, he survived the attempted murder, which forced him and his loyalists into hiding. Unbeknownst to all but himself, the situation benefits him to a degree - for the throne was never something he was comfortable with, and now the only thing between him and absolute freedom is a way off Okoto.

 

Greatest Fears: Firstly, Jakura fears loneliness. Though he tends to keep to himself, he realizes – much to his own disgust – that he can’t stand the thought of being alone for the rest of his life. He’s never felt especially close to most of his family, except for his older brother Sil and his uncle Burnmad. When the former died and the latter became a recluse, Jakura felt truly alone for perhaps the first time in his life, and it’s a feeling that haunts him especially after being cast from the throne and forced into a life of secrecy.
Secondly, Jakura fears confinement. All his life he’s been called to represent the best of Aodhiim; but he wants nothing more than freedom from this immense burden of responsibility, and he sees his dethronement as an opportunity to finally cast away the ever-tightening collar around his neck. But he also understands that with the future of the nation dangerously uncertain, he’s at great risk of losing his freedom, which makes him unsure of what he should do.
Finally, Jakura fears failure. Regardless of his current position, the young Aodh is not ready to surrender just yet, and he is determined to succeed in life even if forced to leave behind everything he has ever known in order to do so. Indeed, accepting death becomes more and more appealing as time drags on… but death itself would be failure. Thus Jakura carries on, and will persevere until he has no options left to him.

Greatest Dreams: Jakura craves success. It’s no mystery that his life has been fraught with mistakes and missteps, though not for lack of trying. He desperately wishes to make something of himself and find success in his endeavors.
Jakura also desires freedom. Just as he fears the threat of confinement, so too does he long for ultimate, unbound independence. His love for the sea is tied to this wish, as the open ocean represents the truest freedom a person could possible have.
Most of all, Jakura longs for peace. Okoto itself has been nothing but unrest for an untold period of time, even if so much of it remains faint in his mind. He dreams of when he can finally turn his back to all the chaos and live his life in true solace, comforted by the sound of the waves for the rest of time.

Ultimate Power: After having a small taste of what's it like to be in control, Jakura would realize that immense power and the ability to reshape worlds isn't exactly something he craves. He's most likely to pass the mask onto someone else, provided their plans don't involve his demise or otherwise inconvenience. That being said, his desire to leave Okoto, his underlaying concern for Burnmad, and the continued interference of Efandril, could all drastically affect the young Protector's decision.

Strength: 1
Agility: 2
Intelligence: 3
Charisma: 4

Edited by Jakura Nuva
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Player Name: Dane

 

Campaign: A Feast For Titans

 

Character Name: Alix (Technically Galum)

 

Gender, Age, Element: Male, 23, Stone

 

Personality: Deep down very bitter. He never knew his father, and his mother spent her life bitter with having to take care of him. On the surface it might seem that he has a superiority complex, but really, it isn't genuine, even he may have convinced himself otherwise. Inherently materialistic due to upbringing. 

 

History: The former General Quin's son. During Quin's younger, more arrogant years, he spent a night with a local Stone villager. The affair was brief, and Quin left the next day. Unbeknownst to him, the woman he slept would soon bear a child. The child, named Alix, barely survived birth. The mother raised him, but barely had the food and resources to. The two lived unhappy for most of their life, until Alix was old enough to work, and eventually enlist in the now Kamukian army, aged 19. He performed fantastic in the few battles he participated in. He disliked being a soldier, and following orders in general, however, and at age 20 he deserted, forging his own path as a wanderer, fancying himself as a treasure hunter of sorts.

 

Greatest Fears: Death, The idea of him being ultimately inferior to everyone else, The Dark

 

Greatest Dreams: To become something more than just a cog in the machine, to discover who he really is, to find his father.

 

Cornerstone: Seeing Kulta, the monster he dismissed as just a legend whilst in the army, return.

 

Ultimate Power: Alix would bring his father before him, and question who he is. He would also ultimately destroy many of the resources in the world, believing them to encourage greed. He would make himself a God, essentially.

 

Strength: 1 

Agility: 4

Intelligence: 3 

Charisma: 2
 

 

 

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One last time...
 
Player Name: Nato
 
Campaign: #6 – The Watchers of Winter
 
Character Name: Nato the Traveler.
 
Gender, Age, Element: Male, 24, ice.
 
Personality: In his early years, Nato was a cunning, self-centred schemer, who believed that crowns and titles were little more than targets on one’s back, and the best way to exert influence was to endear himself to those in power, and manipulate them from behind the scenes. Over time, however, he grew to become more empathetic, willingly taking on new duties and the responsibilities that came with them… eventually even accepting the burden of a crown. However, as a result of Miserix’s meddling with reality, Nato has firmly reverted to his younger, amoral self. 
 
History: In the Okoto of old, Nato was appointed the role of Diplomat of the Ice Region, a position he exploited for his own gain, instigating an uprising against the current Mask Maker in the hopes of elevating the Ice Region to a more favourable position, as well as bringing some measure of fame to himself and his house. 
After mostly manipulating events from behind the scenes, Nato made the fateful decision to seek out the Temple of Time, in order to prevent it from falling into enemy hands, resulting in him being banished backwards through the eons, where he met with the Mask Makers of old, and witnessed the horrors of the Long Night firsthand. Now aware of the true evils that plagued Okoto, Nato continued to climb to greater heights within his home region carrying with him the burden of this forbidden history – first becoming the Ice Region’s General, and eventually its Ruler, using the influence these positions provided to further his goal of protecting the island from the magical threats that continued to plague it. 
 
As the years dragged on, and the island was wracked by threat after threat, Nato grew increasingly pessimistic and weary; with the revelation that the gods themselves had tasked the wyverns to destroy the island, Nato began to believe that Okoto’s annihilation was inescapable, and all he was doing was prolonging the people’s suffering by staving off the inevitable. In the final moments before reality was rewritten around him, however, he was offered a glimmer of hope, with Axalara ensuring him that the gods were watching, and that he and the people of Okoto always had a choice, that they were history in the making. 
 
In this new world, Nato is as he was in his earliest years, a self-serving schemer who seeks to use his position as Diplomat for his own gain… though he often finds himself dreaming of what more he could accomplish if he stepped out from his safe space behind the scenes, and seized power as a General or Ruler. 
 
Greatest Fears: The first of Nato’s fears is failure. Not the failure of his schemes in general, due to unforeseen circumstances or the ineptitude of others, but failure solely due to mistakes or missteps of his own making. The second of his fears is that of betrayal, of putting all of his trust and faith in another, only for them to turn on him. His third, and greatest fear, is that of being forgotten by history. Paradoxically, though he wishes to conduct his business from behind the scenes, manipulating others into taking both actions and consequences on his behalf, he still desires for his contributions to someday become known, so that he can gain the recognition he believes he deserves for all that he has done… or at least, will do. The thought of dying, unknown and unacknowledged, terrifies him. 
 
Greatest Dreams: Nato’s greatest dream is to rule Okoto… by covertly ruling the people who publicly rule Okoto. In addition to this, he seeks to gain an understanding of the magic that still lingers on Okoto, to discern the truth behind the fear and myth. Finally, he desires to elevate the House of Greavesy to a position of prominence, so that his living relatives and eventual descendants will all know, owe, and remember him.
 
Ultimate Power: The Nato of old Okoto would’ve sought to use the mask to rid Okoto of the magic that he believes has been the cause of the island’s suffering for so many decades (including the MoUP itself, once the task has been completed). The Nato of this new world, were he to learn of such a powerful artefact, would likely try to use it to irrevocably alter Okoto’s weather, making all of the island like the Ice Region, allowing his people to conquer the rest of Okoto with ease. However, if the dream Nato were to regain the memories of the old, granting him an understanding of the true threats that once plagued the island, as well as the failings of his own past self, only time and circumstance may tell what choice he might deign to make… 
 
Strength: 1
Agility: 4
Intelligence: 2
Charisma: 3

Embers - a new Bionicle Epic - Coming 2024 

Class Is Out - A Farewell To Corpus Rahkshi - Chapters/Review

BZPRPG Characters - Minnorak, Kain, T'harrak, Savis, Vazaria, Lash

BZPRPG Mercenary Group - The Outsiders - Description - History - Base

Ghosts Of Bara Magna - Ash Tribe - Precipere - Kehla, Somok, Skrall, Gayle, Avinus, Zha'ar

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Player Name: FF

 

Campaign: 6 - The Watchers of Winter

 

Character Name: Isniel Lasang

 

Gender, Age, Element: Male, 25, Jungle

 

Personality: Isniel can be described as a curious person, though a bit negative and selfish. He would often help out in things if it means he can benefit from it somehow. He also prefer to keep to himself, often staying silent and silently judging others. It's also because he sucks at describing things. He's not a writer or historian, he would often say.

 

History: A Jungle member of the Knights in the original timeline, he journeyed to the Barrens at one point to investigate "strange weather conditions" and met the Dark Titan, Teridax. After some talks, deals, and meeting with other people, Isniel obtained the Staff of Ultimate Power and Teridax joined with the Knights and the Reach. Soon, the dragon Baranus appeared nearby, decimating nearby villages and attacking the Reach and in the ensuing battle (and some sacrifices from allies), Isniel lost an arm and Baranus was defeated. However, after the battle, Miserix rewrote the reality, causing Isniel to lose the Staff and Teridax to be regressed to a Protector with neither of them having memories...

 

In this new timeline, Isniel was a Jungle shopkeeper and goods trader. However, it felt like he wasn't doing enough at that job and left to move to the Ice region. He aspires to join the military and maybe be like the Knights before they turned to fanatics.

 

Greatest Fears: People needlessly dying, dark voices / whispers that get into his head, having to make a harsh / big sacrifice.

 

Greatest Dreams: Having a peaceful and comfortable life, aspires to be a military general and reform the Knights.

 

Ultimate Power: To create a world without higher beings interfering in the world's life. He believes they should not get involved in the lives of mortals as they would make a bigger mess of things. If he were to remember the old timeline however, he will be more desperate to find other people who regained their memories and bring them along with him to the original timeline. He hates living in a false world.

 

Strength: 2

Agility: 3

Intelligence: 4

Charisma: 1

pWPTu7m.jpg

 

 

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New blood. 

 

Player Name: Nato

 

Campaign: #5 – A Dance With Time

 

Character Name: Luci Clepta

 

Gender, Age, Element: Female, 26, Stone

 

Personality: Luci has the eyes of a magpie, always searching for shiny, valuable things. Specifically, shiny, valuable things that belong to other people. She’s brash to the point of overconfidence, and due to the limited nature of her usual social interactions, she will often indulge in any opportunity to flaunt her skills and (stolen) wealth to others. She doesn’t have the best memory when it comes to faces or names, however, and has run into trouble on more than one occasion after crossing paths with someone she’s previously robbed. Despite these quirks, and her carefree attitude, her worldview is very grounded; she has little regard for stories of myth or magic, only believing in things that she can see and touch and quantify. 

 

History: Luci used to live… somewhere (Fort Patrus), in the region of Kamuk, but her home and friends were destroyed… somehow (by a giant dragon), many years ago. In the years since this vaguely unremembered disaster, this crossbow-toting cowgirl spent several years drifting across the deserts, wandering the wild west of Kamuk’s weathered wastelands, searching for purpose and acceptance, before eventually leaving Kamuk behind to explore the wilds of the rest of Okoto, robbing other travellers to fund her nomadic lifestyle. 

 

Greatest Fears: Having grown accustomed to the freedom and openness of her life on the road, Luci’s greatest fear is of being arrested and imprisoned for her crimes, condemned to a life trapped within four tiny walls. Her next greatest fear is of being robbed herself, of having what little she possesses taken away from her. Finally, like most sensible people, she’s afraid of death, of her life of exploration and adventure ending in her being just one more nameless, forgotten Protector, lost forever in Okoto’s vast wilderness.   

 

Greatest Dreams: At her core, Luci is a simple gal, with simple dreams: she craves recognition and riches, and has spent many a day chasing rumours of long-lost treasures from ancient times, searching for a score that would not only set her up for life, but make her name famous across all of Okoto. Finally, and most elusive of all, Luci dreams of someday finding a place to call home, a place that can give her the sense of belonging she lost with her old home.

 

Ultimate Power: Naïve and simple as she is, Luci would likely try to use the Mask of Ultimate Power to replenish the island’s resources, ensuring that there is plenty of everything for everyone, so that no one would ever have to scrounge or steal for a living. Of course, she’d also use the mask to create an immense mansion or castle for herself to live in, and fill it with an obscene amount of riches.   

 

Strength: 4

Agility: 3

Intelligence: 2

Charisma: 1

Edited by Roman Torchwick

Embers - a new Bionicle Epic - Coming 2024 

Class Is Out - A Farewell To Corpus Rahkshi - Chapters/Review

BZPRPG Characters - Minnorak, Kain, T'harrak, Savis, Vazaria, Lash

BZPRPG Mercenary Group - The Outsiders - Description - History - Base

Ghosts Of Bara Magna - Ash Tribe - Precipere - Kehla, Somok, Skrall, Gayle, Avinus, Zha'ar

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Player name TimeLord

Campaign: 6

Character name: TimeLord Hinterland I

Gender, Age, Element: Male, 29 Jungle

 

Personality: big ego, god complex, mostly likely has a mental disorder. Had a smooth calm personality that on the surface seems warm and friendly but can mask dark intentions with a smile and a cup of tea.

History: Ruler of the Jungle region then got lost in the jungle been living in the wilderness since. Perhaps his mind finally snapped and he thought living on his own would be better. After some time and after the war of five kings he has journeyed to the water region to live out his life in disguise. He journeyed to the north after hearing the jungle people vanished looking for answers. (I guess this works)

 

Greatest Fears:

Fear 1: being forgotten

Fear 2: isolation

Fear 3: being unarmed

 

Great Dream:

Dream 1: a Jungle wide empire arcoss all of Okoto.

Dream 2: gaining all the power. Control.

Dream 3: immortality

 

Cornerstone: nightmare of something being tossed at his head.

Ultiamte power: Reestablish the Jungle people and create a great empire across Okoto. Giving himself the power of a god.

 

Stats:

Strength: 4

Agility: 3

Intelligence: 2

Charisma: 1

 

Player Name: ToaTimeLord

Campaign: 1

Character Name: Rassilon Oak

Gender, Age, Element: Male, 47 Jungle

 

Personality: Tries to help others and promote the underdogs of society. Is known to act like a jerk when under the influence of his Vices (smoking) or when important figures are around.

History: Born a and worked his way up to farmer to soldier during the word for the dawn then became a lore master. (Each journal represents a season of BZPGOT reason there are 3. In the dream Okoto Rassilon would have a forth one.)

Greatest Fears:

Fear 1: his children dead

Fear 2: the jungle people lost forever

Fear 3: the lost of everything he's learned. (Forgetfulness, his journals go missing.)

Greatest Dreams:

Dream 1 saving Okoto

Dream 2 the jungle people return to Okoto and have a vast empire in Ithica and their original homeland and all regions are at peace.

Dream 3 restoring magic to the island.

Cornerstone: (missing pages in journal, sense he use to be taller. Inconsistent versions of history and records)

Ultimate Power: restore Okoto to the real world and destroy Miserix.

 

Strength: 3

Agility: 2

Intelligence: 4

Charisma:1

 

 

Rassilon would kill Miserix and bring back the dusted.

 

TL1 would make himself into a god and rule Okoto. To solidify his rule he would also need to kill Miserix.

Hey I got a Flickr because I like making LEGO stuff.

https://www.flickr.com/people/toatimelord/
 

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Player Name: Burnmad

 

Campaign: #5, A Dance With Time

 

Character Name: Efandril Darkfire (alias Efandril Aodh)

 

Gender, Age, Element: Female, 19, Fire

 

Personality: A smooth-talking stateswoman and a skillful puppet master, Efandril does her best to give the impression of a bright-eyed youth, but sometimes cannot suppress her cold intensity from shining through.

 

History: Born not only a Darkfire but the heir to that house’s leadership, Efandril is the greatest enemy of House Aodh, the longstanding rulers of Aodhiim. And yet, she masquerades as a member of their ranks, as she secretly plots against them. The organizer of Vakama City's destruction 3 years prior, she now orchestrates the shadowy, growing conflict between the two houses.

 

In the original world, her history was much the same, albeit delayed. Before starting her political machinations, she devoted much of her early life to scholarly pursuits, which culminated in the rediscovery of the secrets of Darkfire, the volatile substance for which her house is named, and which was used to destroy Vakama City. Ultimately, she succeeded in slaying her opponent, Jakura Aodh, before becoming a Toa and fighting the dragon Kollorak. But no sooner had the dragon been vanquished than she began to see visions of it, in the form of the Toa Tahu, in her mind. Moments later, Miserix changed all of reality, and all she has left of the old world is Kollorak, who follows her constantly, visible only to her.

 

Greatest Fears: Efandril’s greatest fear is to be powerless, and her other fears follow directly from this one. Death, as it is an unending state of impotence; revilement, as it is a block to social and political advancement, and hampers one’s ability to manipulate others.

 

Greatest Dreams: Efandril's foremost desire is to hold power over others. To be the unrivaled ruler of all known lands would be her ultimate goal, but for now she sets her sights on the nation of Aodhiim. She also loves to hold power in people’s hearts and minds, and so adores the praise and reverence of others. If she could get away with it, she would surely appoint herself god-queen. Lastly, she relishes the opportunity to achieve complete dominance over another, whether through blackmail or a knife to the throat. It would bring her great satisfaction to find a way to exploit the mysterious and powerful forces of magic for such a purpose.

 

Ultimate Power: With the achievement of ultimate power, Efandril would essentially make herself god-empress of the universe. Multiverse, even. She would wipe out Miserix, the other dragons, and any other conceivable threat to her superiority in an instant. Lesser threats she would deform or disable, making them into her personal entertainment. Everything else would be allowed to live in relative peace, with her only demanding worship while giving a great deal of order and protection in return. Of course, over the years, as she grew increasingly bored with her new world and shed the last vestiges of her sanity, none can say what she might do. It would be a dark and foreboding final line in our story.

 

Strength: 1

Agility: 3

Intelligence: 2

Charisma: 4

 

 

Player Name: Burnmad

 

Campaign: #1, A Game of Hunters

 

Character Name: Reisen Tyde, AKA The Dread Pirate Reisen, Scourge of the Tides

 

Gender, Age, Element: Male, 41, Water

 

Personality: Harsh and more than willing to be cruel, Reisen does what is necessary to achieve his goals. But, he is amicable to fellow sailors and those outcast by society like himself.

 

History: Doomed to poverty at birth by the low standing of his house and the death of his mother on the sea, Reisen Tyde was forced to turn to less-than-savory means in order to survive. Once a rightly legendary pirate known as the Scourge of the Tides, the hardy and sea-weathered Reisen has long since lost his crew and ship, being the only survivor of an engagement with the navy gone wrong. With no ship, no crew, no booty, and missing a leg, he was forced to give up the pirating life and go incognito in a backwater fishing town to survive. But recently, circumstances have called for him to return to the seas, joining a handful of strangers on an ill-advised quest to Shipwreck Cove.

 

In the original world, Reisen's mother didn't die when he was a child. She was a war hero, whose achievement elevated House Tyde, and Reisen followed in her footsteps, becoming the commander of Augu Hielo's navies in his adulthood. Dynamic, resolute, and utterly straight-laced, Reisen was everything that his current version hates most.

 

Greatest Fears: Reisen fears a watery grave above all else. Beyond that, he also is wary of giant squid, as any sailor worth their salt must be. Lastly, he fears naval authorities, though he’s more than willing to give them >heck< if need be.

 

Greatest Dreams: Reisen would most love to regain the ship he once captained, the Chill Wind (He can find a new crew, the old one were a bunch of sods anyhow). The call of booty is also irresistible. But most of all, Reisen just wants his >darn< leg back.

 

Ultimate Power: Reisen, in keeping with his simplicity and the experiences he's gained through his world view, would take a wiser, simpler, and more morally sound course of action by reverting the world to its original state, before reality was changed by Miserix. He would probably kill the dragons, as they represent a threat to all life, and then give up the mask. It representing too great a power to simply hide away, he'd be forced to destroy it. He may or may not give himself a great deal of wealth, a new ship, and/or replace his leg before doing so, depending on his interactions with other characters and whether he gets his memories back.

 

Strength: 4

 

Agility: 2

 

Intelligence: 1

 

Charisma: 3

 

 

Player Name: Burnmad

 

Campaign: #3, A Storm of Blood

 

Character Name: Burnmad Aodh

 

Gender, Age, Element: Male, 69, Fire

 

Personality: Burnmad is a solemn and dignified, but clearly damaged fellow. Plagued by the onset of dementia and haunted by decades of leadership of Okoto's most militantly aggressive people, he is often reserved and closed off from others. Those who can get past his wizened, sullen exterior, however, find him a loyal friend, willing to do whatever is necessary to accomplish what he believes is right.

 

History: Burnmad Aodh, born heir to the rulership of the Fire Region, who participated in the overthrowing of the last king of Okoto, declared the independent nation of Aodhiim, and later oversaw the acquisition of Karamu, had a long and prosperous rulership of the region. But all things must come to an end, and so did his kingship. An end whose darkness of tone threatened to overshadow all the brightness which came before it. Plagued by the early onset of mental degradation, Burnmad declared himself unfit for rulership 3 years ago, ceding the throne to the man next in line for it-- a nephew of his. An unprecedented move in the Fire Region’s history, and one occurring just as the first signs of conflict with Darkfire were starting to come to light, just before the sudden destruction of Vakama City, it has since been a topic of much discussion, rumor, and gossip.

 

In the original world, Burnmad was a ruler of impressive peaks and disappointing ruts. Once in a precarious position on Okoto, alienated from the other regions and the Mask Maker by a failed assassination attempt of some years past, Burnmad pulled them out of their low point by aiding the heir Pulse Vatten to reclaim his throne from the Usurper, and going on to conquer the entirety of the Jungle Region. This led to the Fire Region gaining one of the most powerful positions on Okoto. Unfortunately, their strength was ill-disposed in attempting to integrate their new territory. The people of Fire and Jungle held great animosity towards one another, and so it came to be that Burnmad met his end at the hands of a revolutionary. It was years later that the Great War began, and Burnmad was given another chance to lead his people.

 

Greatest Fears: Burnmad’s greatest fear is to see the nation of Aodhiim go to ruin. He also fears personal disgrace, and towards the end of his rule, came increasingly to fear assassination attempts by his enemies, and so greatly increased the presence of security around him.

 

Greatest Dreams: Burnmad wants, above all, for the nation of Aodhiim to be strong and righteous. Everything he does is done in the hopes of creating a better Aodhiim. He believes that the best way for this to happen is for House Aodh to maintain a strong rule-- by crushing enemies domestic and foreign. He also desires to enrich his people, who tend towards aggression and impulsiveness.

 

Ultimate Power: Burnmad would be in quite an unpleasant position if he got his hands on ultimate power. Though he gives its acquisition his all, because he believes such to be his duty, in truth it would make him much happier if someone else got a hold of it. He has the intelligence to realize the complexity of literally infinite power, and the moral burden that surely exceeds what a mere, imperfect mortal could handle. As it stands, he would make the change that promotes the most happiness while changing reality the least: He would purge everyone's memories of the original reality. And that's it. I can't see him doing anything else, except perhaps stripping the dragons of their power (rather than killing them outright), and then destroying the mask. I think he's acutely aware of how much of a... cop-out, I suppose, this course of action is, and perhaps hyper-aware of how motivated it is by the fact of his being dead in the original reality. But unless someone devotes a lot of energy to persuading him that it's necessary, he won't want to play God by changing reality any more than that.

 

Strength: 2

 

Agility: 1

 

Intelligence: 4

 

Charisma: 3

Edited by Efandril

Avatar by Brickeens

 

 

 

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Player Name: Trijhak
Campaign: 2 - A Clash of Brothers
Character Name: Pulse Vatten
Gender, Age, Element: Male, 42, Water
Personality: Not exactly the brightest, will do whatever he thinks is best even if to observers it looks to be an extremely poor course of action. Can be frustratingly insistent on doing whatever he desires to do to solve a problem, and not exactly the best at assessing the risks of doing so.
History: Once he ruled Okoto as its king, ascended after the previous ruler was overthrown among increasing unpopularity. Pulse did not fare much better, being unpopular with the regions his predecessor was popular with and popular only with Water and Ice, now Agua Hielo. Fire - now Aodhiim - soured quickly due to his perceived misplaced sympathies with what is now known as Karamu. Despite said sympathies, he was unpopular with them too, having been one of the driving forces behind their burning. Thus he abdicated (what he calls it, when he was really overthrown) roughly 3 years ago, and since has mainly just assisted in the running of Agua Hielo.
Greatest Fears: Losing control of himself - a fear he's never been able to identify the source of; having others not just dislike him but actively turning against him; losing his son.
Greatest Dreams: Reuniting and ruling Okoto; ensuring nobody loses control; and ensuring peace.
Ultimate Power: Were Pulse to regain his memories, he would seek out a way to destroy the Mask of Ultimate Power. It destroyed him once, and that must be repaid. Were he not to regain them, he'd be very hesitant and uneasy, and choose not to use it for any clear reason.
  • Strength: 3
  • Agility: 4
  • Intelligence:  2
  • Charisma: 1

Player Name: Trijhak

Campaign: 6 - The Watchers of Winter
Character Name: Rilgivi Nivis
Gender, Age, Element: Female, 31, Ice
Personality: A proud, no-nonsense Protector of Ice, stubborn in her beliefs and often harshly judgemental of those she considers to be people against the good of the North, who cares about those under her command and tries to avoid needless sacrifice.
History: Rilgivi Nivis was a relatively normal Ice Protector, enlisting into the army of the North and quickly rising up the ranks until she became fairly well respected in the North's army. Once, she was more important (as its General); and once found herself trapped in what proved to be a somewhat distressing experience (another side of the world). Now, she has a reputation for harsh punishments and a fanatical devotion to the North,
Greatest Fears: Losing her soldiers, failing to protect the North, and being trapped with no chance of escape.
Greatest Dreams: The ensured protection and safety of the North, to be entrusted with the protection of all Okoto, and the loyalty of those under her command.
Ultimate Power: With the MoUP, Rilgivi would put herself as commander of the armies of an Empire of Ice across all Okoto and perhaps beyond, uncontested and iron-gripped in its rule, with all unthinkingly loyal to the Ice Region above all else, with harsh punishments for those who would even dare go against the Empire of Ice, and many benefits for those loyal to it.
  • Strength: 4
  • Agility: 2
  • Intelligence: 3
  • Charisma: 1
     
Player Name: Trijhak
Campaign: 4 (5 or 3 if 4 is too full)
Character Name: Virndrung Vatten
Gender, Age, Element: Male, 21, Water
Personality: Virndrung is steadfast and determined in his actions and beliefs, and knows when to bide his time and when to act - he's not line his father in that way, and won't just simply walk into obvious traps like his father may very well do one day. He, interestingly, also has sympathies for Kamuk - and has tried to work on forging an alliance between Kamuk and Agua Hielo, as he also harbours a dislike for Aodhiim for a reason he cannot place. In addition, he he has this empty longing for vengeance over something, yet it also simultaneously feels already filled and yet not. Despite his patriotism for Agua Hielo, he would also not turn down the right offer if it came from Kamuk - something familiar compels him to help Kamuk.
History: Virndrung, being the son of the overthrown Pulse Vatten, has gone through some hardhsip. Once he was in line to be more or less king, now he's nowhere near it and not even the ruler of southern Agua Hielo. As a result, he's rather irritable, and doesn't really get on with his father - something about Pulse makes Virndrung's skin crawl, and Virndrung cannot pinpoint why. This sort of sabotaged his chances at being the ruler of Agua Hielo - where as once it would have been guaranteed, his strife with his father has caused him to be passed over. Instead, he was forced into diplomatic work (as well as given the objective of spying on other regions when possible - which, if found out, can also be used as the excuse that Virndrung is 'the black sheep' of the Vattens), which has proven to be a strangely good fit for Virndrung. In addition to all this, he has almost been involved in many altercations with representatives of Aodhiim, where there is much tension between him and them - he feels like Aodhiim once did something bad to Agua Hielo, hence his greater-than-usual antagonistic attitude towards them.
Greatest Fears: Having no legacy; being disowned; Aodhiim conquering Agua Hielo.
Greatest Dreams: Ruling Okoto and forging his own legacy - he is the Once-In-Line, Never-To-Be King; revenge on those who have wronged him; and the prosperity of his home - through whatever means necessary.
Ultimate Power: Virndrung would insert himself as the uncontested, universally beloved - and feared - ruler of a united Okoto, and put his enemies and those who have wronged him in an eternal prison with eternal suffering. Aodhiim would be sunk beneath the waves, Karamu would go from domination under Fire to domination to Water; while the rest of the island (and beyond) would enjoy its incorporation into Agua Hielo.
  • Strength: 1
  • Agility: 3
  • Intelligence: 4
  • Charisma: 2

 

On Bota Magna, everything is about to fall apart.


 

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It's the end of the world as we know it, and I feel fine

 

Player Name: Toru Nui

 

Campaign: 4

 

Character Name: Urot Coal/Lord Toru Sevoi

 

Gender, Age, Element: Male, 37, Fire/Earth

 

Personality: Urot believes himself to be the only sane man on the island. Despite an affable appearance, he's rather quick to anger and is openly sardonic and critical of what he perceives to be flaws and hypocrisies of enemy and friend alike, though he’s more polite to the latter. He only does this because he genuinely believes things can be changed for the better, and that the murder of the defenceless is never justified. This of course, contrasts him with the rest of Aodhiim, among other things. Despite Miserix’s manipulations, not everything has been erased… least of all the dark energy inside Urot’s soul, through which his true self has cheated death once again.

 

If there was even the tiniest glint of light in Toru’s soul, it has been dead for some time. Think about it: he almost won. He was dead, and he knew everyone else was going to join him as well… then everything is magically reset, robbed of victory once again, and he’s been reduced to a thing that never was, a nameless doubt, a forgotten memory in his own mind, stripped of his identity, replaced by his own failed disguise. He’s not pleased about this. There is nothing but hatred, venom and obsession within, anything else is a facade. He believes that to live is to suffer, and that it is the inherently evil nature of all living creatures that dooms this world to constant strife and war. He believes he must simultaneously punish and save the island through the only true freedom in this realm - death. He is not a nice man. All he needs do is help the lie that controls his flesh put the Mask of Ultimate Power back together again, and his part will be done. Then he can rest easy, and he can go back to see his family again…

 

History: Urot believes himself to have been born and raised in Aodhiim, his earliest memories walking down the coast of Valmai, looking across to the Isle of the Dead, his mother holding his hand, a gigantic titan of a woman (guess who), who passed away when he was young, fighting in a war… though he can’t exactly remember what war specifically. His childhood after that was so dull and miserable he prefers not to draw attention into it, getting investing in the political scene to try and make things better than everyone. (his words, not mine)

 

They say being evil is 'cool'. These people have never met Toru, or heard of his hilariously tragic life. He should have died when the Fire Region came when they butchered his friends and family when he was still young. He should have died when his dark master fell, and that Jungle Protector hag thrust her knife into his chest. He should have died when that 'pathetic blue-blood with daddy issues and that treacherous heretic with his pet Toa' (his words, not mine) caused him to fall into the depths of his homeland, and left his corpse to sink into the sea. He has been thought dead many times, but he always returns. He plans for this to be his last comeback.

 

Greatest Fears: Urot fears he will die, having accomplished nothing. He fears that innocents will die, especially as a result of his actions. He used to fear a monster he dreamed of when he was little, a shadowy silhouette of a Protector, destroying everything he knew, and everything he did not know, laughing all the while, and proclaiming its actions just. Perhaps, he shall come to fear that monster again.

 

Toru fears fire. Not Aodhiim, not the Fire Protectors, but fire in it’s basest form. He still remembers how Voxumo’s puppets burned land, home, and flesh alike. More than that, he fears that his work will never be complete. More than that, he fears the possibility that he was wrong. About death, about life, about everything.

 

Greatest Dreams: Urot dreams of an island without war, without hatred, without poverty, without corruption. He dreams to make that dream reality, or at least, close as he can get. He dreams of butchering his enemies, mocking and deconstructing their core beliefs, laughing as their agonized screams give way to their release. He’s particularly worried about that last one.

 

Toru dreams of desolation. He dreams of standing in a field of corpses, shambling under the power of the sacred darkness. He dreams of letting them tear him apart, relishing every second as sweet relief overwhelms him, and takes him back to the place he loves so well.

 

Cornerstone: Speak his true name, and the destroyer shall appear.

 

  • Strength: 2
  • Agility: 1
  • Intelligence: 4
  • Charisma: 3

 

Time I had some time alone

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confirming my spots with these two
 


Player Name: Ehksidian
 
Campaign: A Feast For Titans
 
Character Name: Ehksidian Glacies
 
Gender, Age, Element: Female, 24, Ice
 
Personality: The cold winds of endless nightmares have worn away at what was once someone who had wished for the best for Okoto. Eternal cynicism and bitterness have swallowed her whole, snuffing out that faint glimmer of hope that always shone within her. How could there be hope when she had caused such suffering? Suffering she cannot even remember yet haunts her every moment like a specter of torment. That naivety that once defined her has worn away, leaving a negative space. She is suspicious of everyone now. Suspicious they’re hiding something from her. Suspicious that they know what she did and refuse to tell her to torment her.
 
She must find out, though. That endless haunting dread may have eroded her hope, her desire for the greater good, but it left a new desire. Not one to help Okoto. A desire to find out what she did. A desire to fix whatever she did wrong, or face the righteous retribution she thinks she deserves. And maybe, just maybe, finding the truth might free her from this spiral. Or, maybe, it will only make it worse.

History: Ehksidian Glacies, in another time, had been a diplomat. The leader of an army. A Knight of Ekimu, who travelled through time to try and stop the impending apocalypse. Someone who stood for something, who tried to save the island from itself. Someone who witnessed the slaying of a dragon.
 
Someone who caused a Titan to go mad.
 
But that was another time. Not here. For now, Ehksidian Glacies is little more than a hermit, stricken with nightmares of things she does not remember. Deeds she has done that cling to her subconscious yet refuse to surface. For a time, she was able to deal with them. She remembers this clearly. She remembers how she was raised to potentially become one of the Ice Region’s many diplomats. She remembers breaking down, incapable of doing so. How could she? Those dreams haunt her. That name haunts her.
 
Kulta.
 
That name haunts her mind. She can’t remember where she heard it. She can’t remember anything related to it, other than the suffering she caused the bearer of that name. She remembers being ousted from her house due to her failure, and after they found that cursed spear of hers – that spear, pulsing with that hideous thing known as magic. It was her greatest weakness, that spear. It was her greatest strength. It calmed her. Those haunting memories faded, assuaged by something she couldn’t quite remember. But the spear did.
 
That spear called to her. It did not whisper to her directly but being around it planted thoughts in her mind. Thoughts of those cursed places filled with that hideous energy. Thoughts of going there to find the truth. Perhaps entering a mad realm and dying there would be a fate fitting a madwoman. She remembers that her house would rather she be forgotten, that she be erased from the annals of history for ever entertaining the thought of going near those dark places. After all, no sane person would wish to enter those hideously tainted lands.

Greatest Fears: Her goal is the truth. And yet, nothing fills her with a greater dread than finding out the truth. The possibility of what it is haunts her endlessly.
 
The loss of her spear, created from some unknown beast’s tooth, is something that fills her with dread unimaginable. She can’t even describe why it acts as a tether to her very sanity.
 
Death itself. She fears the end of mortality, not only her own but the scant few that bear her company. The end of mortality terrifies her. But what scares her more is the potential of what comes after.
 
Greatest Dreams: As it is her fear, it is also what drives her forwards: The truth of what she did. And finally having that answered may, hopefully, bring her peace.
 
Redeeming her name is something she hopes for. It is not something she expects to happen, simply because of how tarnished her reputation has become as a madwoman with a magic spear. But maybe, just maybe, she can find something to redeem herself.
 
And maybe, just maybe, settling down somewhere with someone she cares about would be nice. No worries of impending wars. No apocalypses. Simply a place and a person to return to.
 
Ultimate Power: Undo what Miserix has done, and do her best to stabilize and bring peace to the island - without becoming a despot ruler, or ruler of any sort.

 

Stats:

Strength: 1
Agility: 3
Intelligence: 4
Charisma: 2

 

 

                                                           

 

 


Player Name: Ehksidian

Campaign: The Watchers of Winter

Character Name: Krosht Treml

Gender, Age, Element: Male, 22, Ice

Personality: Men wiser than Krosht would mask their desire for battle and glory behind idiom and patriotism. Krosht, however, makes it clear. He is bold, forwards, and blunt as his favored weapon the Morningstar. He desires nothing more than to see his home – the Ice Region – become the greatest force on the island. And he will do his best to see that through and see it through using the glory of battle. Bloodshed and passion define his base essence, and he is not one for excess beyond that.

History: A soldier, through and through. In another time, he may have acted in a more diplomatic fashion – using his strength and power to coerce others into following, rather than outright bludgeoning those against him into submission. He may have stood shoulder to shoulder with his leader and felt true fear at the prospect of death in the cold wastes. But that was another time. Now, here, Krosht has lived and trained his entire life to be a soldier. To lay his life down for the country he calls home.

One person draws his attention, though. An upcoming diplomat named Nato. Krosht cannot remember anything of his former leader, the one he did his best to save, the leader that had guided his ideals for so long. Krosht is a soldier. Always has been. He was raised to be one. To take blood. To give his own for his region. He knows that the recent plague affected him, but it was dealt with. His training, his might, remained untampered. His will to fight, steeled.
He is a fighter. That is his job. That is all he ever was.

Greatest Fears: The destruction of his homeland keeps him up at night. Nothing is more terrifying than that to him.

Dying doesn’t scare Krosht. But dying alone, without the glory of battle…the dishonor that would bring terrifies him.

Like all good Okotoans, Krosht fears that hideous dark energy that permeates those forbidden locations. It would take a lot of convincing – or a very special someone – to get him to even approach one of those heinous places.

Greatest Dreams: Krosht has one main desire he is willing to speak: Bring glory to his region. Whether this be by conquest, defense, or whatever. Spilling blood for his region is what he cares for.

He has other desires, though. He knows of that Miserix, but cannot place anything else about him – and hasn’t seen him since that chance encounter. Something about that protector struck a chord in Krosht. He couldn’t tell what kind of chord it is, though. All he knows is that he wants to get to the bottom of who Miserix is, to at least truly thank him for helping with that beast.

And, of course, that strange thought that pervades his mind. Nato. Krosht cannot say why, but he deeply desires to follow after Nato. Perhaps it is that thirst for power that may lead to glory. Or, perhaps, memories forgotten. Regardless, Krosht wishes to get close to Nato, who he is sure is destined for great things.
 
Ultimate Power: All will fall under the rule of the Ice Region, or die. That is the choice he will give to everyone. And, from there, he will become the ruler of the newly dominant Ice Region, immortal and undying, fighting to the "death" for glory and for entertainment.

 

Stats:

Strength: 4
Agility: 3
Intelligence: 1
Charisma: 2
Edited by Finch

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Steam name: Ehksidian

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Player Name: Voxumo

Campaign: 2 or 5... I leave the choice up to you Tex.

Character Name: Voxumo Ash

Gender: Male

Age: 53

Element: Fire

Personality: Firm, yet patient. Voxumo Ash is one who is hopeful in people, sometimes to the detriment of himself that an action that should see harsh punishment is instead presented with a second chance. He used to be the type to take charge and lead, but since being overthrown has questioned his ability to lead, causing him to subconsciously allow others to lead him.

History: Prior to being forced into the political sphere of Okoto, Voxumo Ash was a simple blacksmith, crafting weapons, goods and replacement masks for House Aodh. It was only during the early stages of his rebellion that he was trained as a soldier, more out of necessity to defend himself than to serve on the front lines of battle.

 

Greatest Fears: 

Fear #1: Pitch Black Darkness. Cannot see anything around you or ahead of you, darkness. He did not have this fear prior to being brought back to life.  ;)

Fear #2: While not a fear, Voxumo would collapse in utter despair were a dear ally to fall due to his failure to act.

Fear #3: Canine like Rahi. As a child Voxumo was attacked by a hound belonging to a minor lord of House Aodh, but due to the lord's status Voxumo was the one horribly punished, blamed that he taunted the lord's hound.

 

Greatest Dreams: 

Dream #1: While he denies it to himself, Voxumo craves to lead again, like he did in the early days... True loyalty and faith placed in him. Allies ready to die for him because they believe in him.

Dream #2: What keeps Voxumo going is a hope that he can redeem himself in the eyes of all okoto... To show that he isn't a failure.

Dream #3: If he learns that he was dead, and most importantly how he died, he wants to go out a warrior, facing his enemy head on in glorious battle!

 

 

Ultimate Power: Should Voxumo obtain the Mask of Ultimate Power, He would rewrite the rules of death and birth for sentient creatures. No individual could "die" unless they willingly chose to, at which point their "Soul" would be recycled and used to create a new life of that species.

 

Stats:

Strength: 4

Agility: 2

Intelligence: 3

Charisma: 1

Edited by Voxumo

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Syvra-Tivanu

If you interact with one of my characters and I don't respond or acknowledge the interaction within a day, send me a PM. Odds are I missed or did not see the post.

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Player Name: Onaku (Ardoku on discord)
Campaign: 1
Character Name: Onaku Greavesy
Gender, Age, Element: Male, 41, Ice

 

Personality: Onaku is bitter and world weary, yet despite it has a strong hero complex. Despite a justifiably cynical outlook on the world, he still believes it’s worth fighting for, and eventually, dying for. Whether he realises it or not, he has become something of a death seeker, charging into dangerous situations despite the risk, or perhaps because of the risk, to do as much good as he possibly can. No good deed goes unpunished on Okoto, but despite that, he marches on, helping where he can.
 

History: Onaku was born in the Ice Region of Okoto, raised in an educated environment and prepared for playing a role in the politics of the island. At only 18 years old, he became the Guardian of the Ice Region, serving in the Ancient City until a series of events lead to his involvement in the creation of the Mask of Life, and subsequently his usage of it in defeating Kulta during the Battle for the Dawn.

 

After the battle, Onaku started a relationship with Hahli Vatten, and with her fathered a daughter, Marah Vatten, which he raised until one day, upon discovering he was a Mask Maker and thus immortal, he ran away, fearing the inevitability of watching his daughter die while he lived on.

 

Living on an island off the coast of the former Water Region, now Southern Agua Hielo, he quickly drew attention to himself due to using his Mask Maker skill to imbue amulets with magical properties, unfortunately not realising that they were unstable and harmful to those who used them. Eventually, he was confronted by his daughter, only to witness her die a short while later.

 

But that was all just a dream. In this new world, Onaku left behind rank and title in the North, and has taken up roaming the island on his own, sword and shield in hand, seeking to personally right any wrong he comes across.

Greatest Fears: Onaku fears being the only one left standing as the world crumbles around him, with him not having done enough to save it. He also fears losing what little hope he still has that keeps him going despite his overall cynicism. Lastly he fears that he may not be truthful with himself, that he is not walking the island out of moral duty, but as means of finding death.

Greatest Dreams: Onaku dreams of an Okoto that doesn’t need heroes, of a world that doesn’t need saving from world ending threats every few years. He also dreams of an island unified not through tyranny but through understanding. Lastly he dreams of a normal life, away from political intrigue or magical danger, away from turmoil, with those he loved.
 

Ultimate Power: Onaku would make it so that people understood and respected each other. He would eliminate old hatreds and build bridges between the different regions of Okoto, as well as everything else possible to ensure peace without removing free will. He would also bring back Hahli and everyone that was dusted. Part of him, the curious part, would also be tempted to use the mask to learn the secrets of reality beyond the gods themselves.

Strength: 2
Agility: 4
Intelligence: 3
Charisma: 1

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winter is here folks

 

feeling nostalgic and finally started reading asoiaf, might watch some of this go down

 

u should play

 

 

I second this. Join Pulse Vatten and Voxumo Ash on their crazy adventures in Campaign 2.

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Syvra-Tivanu

If you interact with one of my characters and I don't respond or acknowledge the interaction within a day, send me a PM. Odds are I missed or did not see the post.

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Okay sheet 1! I'll do RG II's or Bartok's tomorrow after I decide which one I want to come back for this.

 

Player Name: Lein

Campaign: 1-she knew Kirbraz well before this, anyways. =P

Character Name: Lein Saryian

Gender, Age, Element: F, late 30s, Jungle

Personality: To steal a bit from your prior description of her, she's quiet, contemplative, and kinda stubborn, yet also at times fierce. To not directly paraphrase you, she's also interested in the arts, which probably isn't going to be relevant at all in that so gg. She's interested in learning more about magic, but still rather scared of its possibilities. I'll add more to this later.

History: While she was previously a Matoran, I guess now she's a generic Jungle Protector. For irony I'll say that in the new timeline she used to be the diplomat for Jungle, before everything that happened to them. After that, she moved to Nokoma city. [i plan on editing and adding a bit more to this, it's a tad short of a section.]

Greatest Fears:

1: that all of this was basically for nothing. (while I'm assuming she doesn't remember anything on Ikir and such that precedes this, I'm meaning this in terms of what goes on through the season.)

2: That the Jungle Region, and Okoto, is going to end up destroying itself both figuratively and literally through all of this fighting.

3: I somewhat alluded in the personality part to being afraid of magic. This is normal for Okotoans, including Lein. =p

Greatest Dreams:

Well basically, Lein wants 1. all of this conflict to be done with for good, 2. to be able to prevent the situation for the Jungle Region and Okoto to get even worse than it is, if that's possible; and 3. to be back to a normal-ish life at the end of this, even if her perception of what that'll be will change when she regains her memories.

Ultimate Power: Make it to a bit better than it is under Miserix. Also, once she gets back her memory, have a bit more say in what goes on on Ikir, and revive those who've been lost on the way there, if possible.

 

Strength: 1

Agility: 3

Intelligence: 4

Charisma: 2

 

 

----

 

Also gg RG II or Bartok will still be only the 2nd person in campaign 3 at this rate.

-Rahkshi Guurahk
GENERATION 3: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
If I actually tried putting all the stuff I like on here, the sig would burst.

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(This banner is created by http://www.bzpower.com/board/user/59020-onaku/ )

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My first (and apparently last) bzpgot. Nice.
 

Player Name: Glimmer

Campaign: #3 ~ A Storm of Blood

Character Name: Kranan Crustallus

Gender, Age, Element: Male, 18, Ice

Personality: [uNDER RECONSTRUCTION BY BOHROK CREW. WE APOLOGIZE FOR ANY INCONVENIENCE CAUSED]

History: [uNDER RECONSTRUCTION BY OTHER BOHROK CREW. SORRY NOT SORRY]

 

Greatest Fears: Kranan has a fear of extremely tight places, anywhere that would make it hard for him to move, breath or do relatively anything. Secondly, Kranan has a fear of being undermined by the people around him. He hates being seen as weak, incompetent or unworthy. Although none of this is true, this was merely a byproduct of his childhood years being bullied. He does his best to wear away these feelings. And most of all, his worst fear is the feeling of being unable to do anything. Whether it is the feeling of being unable to save his loved ones, or being unable to save those he does not even know. That is his greatest fear. Due to his selflessness, he does not care of being unable to save himself. [WILL WORK ON THIS LATER. ALL BOHROK UNITS IN CREW 57-A OUT FOR LUNCH]

Greatest Dreams: Kranan dreams to see an Okoto free of discord and misery. Secondly, he dreams to die a death where he knows he had given his all, and that he had no regrets. And most of all, he dreams of a future where he becomes one the greatest and righteous warriors of Okoto who would assist in maintaining the harmony of the island.

Ultimate Power: With the Mask of Ultimate power, Kranan would make it so that peace is restored on the island and evil is forever vanquished. Kranan would do anything to achieve this goal, even if it meant giving his life.

Strength: 2
Agility: 3
Intelligence: 4
Charisma: 1


And that's pretty much it. I'd make a character who's almost the complete antithesis of Kranan, a young guy who wishes the destruction of everything (like total Undertale Genocide-route style) but I'm kind of in a rush right now. Can't wait for the game to start!

Edit: Totally forgot about the stats.

Edited by Kranan Crustallus
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You know what? I'll give it one last shot

 

 

Character 1

 

Player Name: Imrukii

 

Campaign: #1 A Game of Hunters (if unavailable, assigned to Campaign 2)

 

Character Name: Taktun Pyre (Okotan Equivalent to Imrukii, lit. Star-Follower)

 

Gender, Age, Element: Male, 65, Fire

 

Personality: Taktun is for the most part quiet, stalwart, but with a good sense of socialbility, though sometimes be it verbose, he stands up for himself, though he doesn't like personal conflict between members of the same party he's a part of.

 

History: Taktun remembers very little of his past, heck he doesn't even quite know what his last name really was, all he knows is that he is a Fire Okotan, who found his way to Karamu and aligned himself with the Jungle Okotans some many years ago.

 

Greatest Fears: His first fear is the fear of death, not simply the mortal death, but the death of the soul, his soul, even be it a bit ironic since he doesn't have much to his name, at least that he knows of. His second fear is a fear of lose, not knowing where tomorrow may bring him if he somehow loses his way today. His third fear is fear of atrocities of the flesh, that being unwanted images of twisted and bizarre biological features, he can't seem to shake it, though it might unknowingly serve as a strength.

 

Greatest Dreams: Taktun envisions a world where he can find solace and a clear mind, as it is his mind is foggy, his greatest dream is to clear the fog both of his own mind and of the world. Taktun also envisions for the redemption of the lost, be them alive or dead, he can't quite put his finger on it, but he knows something exterior has a strong grasp over this world, or maybe he's just fogged in the head, who knows.

 

Ultimate Power: If he were to achieve the power, he would clear the fog of this state of limbo, and bathe Okoto around a bath of fire, bring it safely to a stable place of balance, returning it to a vibrant and living world once again.

 

Strength: 2

Agility: 4

Intelligence: 3

Charisma: 1

 

 

Character 2

 

Player Name: Imrukii

 

Campaign: #5 A Dance with Time

 

Character Name: Tijekti Boscage

 

Gender, Age, Element: Female, 28, Jungle

 

Personality: Not much of a speaker, at all, or being particularly caring in her current age, she values a well-worn fighter over one with gloat, though if she can she'd pick either to party along with, it's just in her personality to combat pretty much anything alongside another.

 

History: Originating from Arcadia, Tijekti is a notably strong-bodied character, though elsewhere not as much, like many others she doesn't recall her past so well, however she knows that she did live in Arcadia for much of her time she was able to develop herself for combat where others may have faltered. Now, out on her own she is on a mission...

 

Greatest Fears: Her first fear is that of being overpower by another opponent in combat, and being defeated through that falter, her second fear is a fear of prolonged loneliness, she's never been one on her own out in the world for very long, she's always been alongside another on her travels. There is one more fear, she hasn't yet realized, and thats the fear of letting someone she loves down, or losing them because her own incompetence.

 

Greatest Dreams: Perhaps contrary to her nature, she hopes that in the future she would wish nothing more than just settling down after finding a husband and having a family, she doesn't care to fix the world, she just wants to have the excitement of combat when young and when old enough to just settle down.

 

Ultimate Power: Since she has no plans to discover the power, if she were to most likely the world would be plunged either into darkness, into a void, or be brought upwards to a light, bring the world to a sense of euphoria, it would all hinge upon her state of being whence upon hypothetically finding the power.

 

Strength: 4

Agility: 1

Intelligence: 3

Charisma: 2

 

 

Character 3

 

Player Name: Imrukii

 

Campaign: #3 A Storm of Blood

 

Character Name: Mashani Diurim

 

Gender, Age, Element: Female, 21, Water

 

Personality: She's assertive and strong, though coming off as reclusive, at first glance you probably wouldn't even know Mashani was female given that she dresses in a mix of casual garb and armor generally used by male soldiers, but you'd be forgiven. Mashani has a very loyal personality, and with much patience for failure of others, though not so much for herself. She's fearful of her past actually, she'd rather retain what she knows now than find out something awful about what came before and for that to define her now.

 

History: As stated, her past is like an utterly painted over window, she cannot see came before, in a metaphorical sense she'd have to venture outside and scrape it off the glass, which, bring that into reality, to her at least such is impossible, and she doesn't want to try it. Also to note, it's possible that she has amnesia.

 

Greatest Fears: Her first fear, and maybe her absolute greatest, is the fear of dying and being utterly forgotten, yet in a way, despite it being a fear of hers it soothes her in a way believing that most likely such would never be the case. Her second fear is a fear of betrayal, as though her past is like looking into a painted-over mirror or window, she fears great anger or a similar such reaction to arrise from her, completely out of character for her. Her third fear is lose of her home, that is if by some awful calamity or such event that she won't have a roof over her head, or the very simplest thing to that being the lose of a tent or treeline.

 

Greatest Dreams: Her greatest dream is just to leave her past behind her if such her past was so awful, which she fears it to have been, she just wished to live her life, maybe beside another, maybe amongst good company alone, to her it would depend on the situation.

 

Ultimate Power: If she were to achieve the Ultimate Power she would do as anyone with a good heart would wish and that is to bring the world out of it's current state, though how that would happen she doesn't know.

 

Strength: 3

Agility: 4

Intelligence: 2

Charisma: 1

 

EDIT: Fixed

Edited by Toa Imrukii

Quote: "Love has no fear, and no vengeance." |

:t: :m_o: :a: :i: :m: :r: :u: :k: :i: :i: | mEaHKlH.pngAndekas

 

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Player Name: ToaTimeLord

Campaign: 2

Character Name: Pythia Rayne

Gender, Age, Element: Female, 21, Water

Personality: Bold adventurer, loves figuring out the world around her. Loves a good journey. A bit mischievous and a bit flirtatious she can be loyal to the ones she calls friend and family.

History: The Lore Master of the southern half of Agua Hielo. She has been traveling across Okoto for some time now exploring it except for the areas that contain that wicked magic.

Greatest Fears:

Isolation

Clasitrophobic

Large fires

Greatest Dreams:

Reuniting with what's left of house Rayne.

Live a peaceful life

Stop Aodhiim from expanding its borders.

Ultimate Power:

Stop the dream control of Okoto and make the five regions reunite into one nation each with equal power.

 

Strength: 3

Agility: 4

Intelligence: 2

Charisma: 1

Edited by ToaTimeLord Requiem

Hey I got a Flickr because I like making LEGO stuff.

https://www.flickr.com/people/toatimelord/
 

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my first (and apparently last) bzpgot. sweet

 

Player Name: Glimmer

 

Campaign#3 ~ A Storm of Blood

 

Character Name: Kranan Crustallus

 

Gender, Age, Element: Male, 18, Ice

 

Personality: Despite the tales he'd been told, and despite what he'd seen with his two eyes, and despite his mind being almost torn, Kranan still believes in kindness. Although, he does not display his acts of kindness publicly. He is mostly quiet, and would hardly ever be seen with a smile. Yes, he realizes that his acts of good may lead to his demise, but he does not care. Kranan is a good fighter, and is especially skilled with a knife. He is also meticulous when it comes to fulfilling certain tasks and always feels troubled or stressed when he is unable to do so.

 

History: Kranan was born in a small village in the Region of Ice. He was raised by a very caring mother, and was taught to fight at a young age by the village elder, who his mother later married. At the age of 17, he finally parted from his family to start a new life on his own.

 

Greatest Fears: Kranan has a fear of extremely tight places, anywhere that would make it hard for him to move, breath or do relatively anything. Secondly, Kranan has a fear of being undermined by the people around him. He hates being seen as weak, incompetent or unworthy. Although none of this is true, this was merely a byproduct of his childhood years being bullied. He does his best to wear away these feelings. And most of all, his worst fear is the feeling of being unable to do anything. Whether it is the feeling of being unable to save his loved ones, or being unable to save those he does not even know. That is his greatest fear. Due to his selflessness, he does not care of being unable to save himself.

 

Greatest Dreams: Kranan dreams to see an Okoto free of discord and misery. Secondly, he dreams to die a death where he knows he had given his all, and that he had no regrets. And most of all, he dreams of a future where he becomes one the greatest and righteous warriors of Okoto who would assist in maintaining the harmony of the island.

 

Ultimate Power: With the Mask of Ultimate power, Kranan would make it so that peace is restored on the island and evil is forever vanquished. Kranan would do anything to achieve this goal, even if it meant giving his life.

 

And that's pretty much it. I'd make a character who's almost the complete antithesis of Kranan, a young guy who wishes the destruction of everything (like total Undertale Genocide-route style) but I'm kind of in a rush right now. Can't wait for the game to start!

 

 

Kranan looks good, he's just missing the stats. You'll need to edit them in, numbered from 1 (weakest) to 4 (strongest). Once you do that, he'll be approved and locked in for Campaign 3.

You know what? I'll give it one last shot

 

 

Character 1

 

Player Name: Imrukii

 

Campaign: #1 A Game of Hunters

 

Character Name: Taktun Pyre (Okotan Equivalent to Imrukii, lit. Star-Follower)

 

Gender, Age, Element: Male, 65, Fire

 

Personality: Taktun is for the most part quiet, stalwart, but with a good sense of socialbility, though sometimes be it verbose, he stands up for himself, though he doesn't like personal conflict between members of the same party he's a part of.

 

History: Taktun remembers very little of his past, heck he doesn't even quite know what his last name really was, all he knows is that he is a Fire Okotan, who found his way to Karamu and aligned himself with the Jungle Okotans some many years ago. However, what he doesn't know is that he has a spiritual connection to two others, or more, one was a once upstanding speaker, the other was a missguided rogue.

 

Greatest Fears: His first fear is the fear of death, not simply the mortal death, but the death of the soul, his soul, even be it a bit ironic since he doesn't have much to his name, at least that he knows of. His second fear is a fear of lose, not knowing where tomorrow may bring him if he somehow loses his way today. His third fear is fear of atrocities of the flesh, that being unwanted images of twisted and bizarre biological features, he can't seem to shake it, though it might unknowingly serve as a strength.

 

Greatest Dreams: Taktun envisions a world where he can find solace and a clear mind, as it is his mind is foggy, his greatest dream is to clear the fog both of his own mind and of the world. Taktun also envisions for the redemption of the lost, be them alive or dead, he can't quite put his finger on it, but he knows something exterior has a strong grasp over this world, or maybe he's just fogged in the head, who knows.

 

Ultimate Power: If he were to achieve the power, he would clear the fog of this state of limbo, and bathe Okoto around a bath of fire, bring it safely to a stable place of balance, returning it to a vibrant and living world once again.

 

Strength: 2

Agility: 3

Intelligence: 3

Charisma: 2

 

 

Character 2

 

Player Name: Imrukii

 

Campaign: #5 A Dance with Time

 

Character Name: Tijekti Boscage

 

Gender, Age, Element: Female, 28, Jungle

 

Personality: Not much of a speaker, at all, or being particularly caring in her current age, she values a well-worn fighter over one with gloat, though if she can she'd pick either to party along with, it's just in her personality to combat pretty much anything alongside another.

 

History: Originating from Arcadia, Tijekti is a notably strong-bodied character, though elsewhere not as much, like many others she doesn't recall her past so well, however she knows that she did live in Arcadia for much of her time she was able to develop herself for combat where others may have faltered. Now, out on her own she is on a mission...

 

Greatest Fears: Her first fear is that of being overpower by another opponent in combat, and being defeated through that falter, her second fear is a fear of prolonged loneliness, she's never been one on her own out in the world for very long, she's always been alongside another on her travels. There is one more fear, she hasn't yet realized, and thats the fear of letting someone she loves down, or losing them because her own incompetence.

 

Greatest Dreams: Perhaps contrary to her nature, she hopes that in the future she would wish nothing more than just settling down after finding a husband and having a family, she doesn't care to fix the world, she just wants to have the excitement of combat when young and when old enough to just settle down.

 

Ultimate Power: Since she has no plans to discover the power, if she were to most likely the world would be plunged either into darkness, into a void, or be brought upwards to a light, bring the world to a sense of euphoria, it would all hinge upon her state of being whence upon hypothetically finding the power.

 

Strength: 4

Agility: 2

Intelligence: 2

Charisma: 2

 

 

Character 3

 

Player Name: Imrukii

 

Campaign: #3 A Storm of Blood

 

Character Name: Mashani Diurim

 

Gender, Age, Element: Female, 21, Water

 

Personality: She's assertive and strong, though coming off as reclusive, at first glance you probably wouldn't even know Mashani was female given that she dresses in a mix of casual garb and armor generally used by male soldiers, but you'd be forgiven. Mashani has a very loyal personality, and with much patience for failure of others, though not so much for herself. She's fearful of her past actually, she'd rather retain what she knows now than find out something awful about what came before and for that to define her now.

 

History: As stated, her past is like an utterly painted over window, she cannot see came before, in a metaphorical sense she'd have to venture outside and scrape it off the glass, which, bring that into reality, to her at least such is impossible, and she doesn't want to try it. Also to note, it's possible that she has amnesia.

 

Greatest Fears: Her first fear, and maybe her absolute greatest, is the fear of dying and being utterly forgotten, yet in a way, despite it being a fear of hers it soothes her in a way believing that most likely such would never be the case. Her second fear is a fear of betrayal, as though her past is like looking into a painted-over mirror or window, she fears great anger or a similar such reaction to arrise from her, completely out of character for her.

 

Greatest Dreams: Her greatest dream is just to leave her past behind her if such her past was so awful, which she fears it to have been, she just wished to live her life, maybe beside another, maybe amongst good company alone, to her it would depend on the situation.

 

Ultimate Power: If she were to achieve the Ultimate Power she would do as anyone with a good heart would wish and that is to bring the world out of it's current state, though how that would happen she doesn't know.

 

Strength: 3

Agility: 3

Intelligence: 3

Charisma: 1

 

For Taktun: Stats need to be ordered from 1 (weakest) to 4 (strongest). Remove the bit about a "spiritual connection", that doesn't fit within the world. Also keep in mind that you're extremely unlikely to end up in Campaign 1, as the queue for it is already very large.

 

For Tijekti: Stats need to be ordered from 1 (weakest) to 4 (strongest). Once that's done, she'll be approved and locked in for Campaign 5.

 

For Mashani: Stats need to be ordered from 1 (weakest) to 4 (strongest). You also need at least one more fear for her. Once that's done, she'll be approved and locked in for Campaign 3.

 

-

 

E: Kranan approved & locked for Campaign 3. Pythia approved & locked for Campaign 2.

Imrukii, your fixes are good.

 

Taktun approved, locked for Campaign 2.

Tijekti approved, locked for Campaign 5.

Mashani approved, locked for Campaign 3.

Edited by Lucina
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I edited my signup sheet, everything should be in order now.

Quote: "Love has no fear, and no vengeance." |

:t: :m_o: :a: :i: :m: :r: :u: :k: :i: :i: | mEaHKlH.pngAndekas

 

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*Stumbles in late* Uh

Player Name: Zippy “Zee” Wharrgarbl

Campaign: Darude: Bloodstorm

Character Name: Doctor Anahera Abyssm

Gender, Age, Element: she/her, young but still an adult with doctor qualifications, water

Personality: Anahera comes across as a quiet but otherwise kind and good-hearted individual. This, however, is a well-practiced mask, behind which is a manipulative and calculating mind. Anahera’s worldview is a very stark black and white, with her actions above all others being right and just. She avoids suspicion with her perfect bedside manner and sweet demeanour, and is well respected for her excellent skills as a doctor. She is strictly against killing and death, seeing it as an insult to Ma. However, if her actions result in a death, she considers that to be the dead person choosing to insult Ma by not pulling through. Currently, she feels like something’s missing, but she can’t place what. Her back itches at times.

History: Anahera’s past is shrouded in mystery. Her family kept to themselves and rarely interacted much with the outside world, but old records indicate the Abyssm family followed a very secretive and extreme sect of the worship of Ma. Anahera was, from what few records there are from before the terrible incident that left her the sole carrier of the name, considered some kind of child prophet, blessed by Ma themselves. She showed a great interest in the workings of the living body and studied medicine from an early age.

In Anahera’s late teens, her family underwent a deadly mass ritual, each family member ingesting a powerful poison. It seemed, as the “chosen children” of Ma, they believed that Ma would protect them from death. Anahera was the only survivor, being revived by a travelling healer before it was too late.

Greatest Fears: Ma abandoning her or being angry with her, killing (she rationalises deaths by her hand, accidental or otherwise, as not her fault), death

Greatest Dreams: The world being free of evil, her achieving this goal as Ma’s champion because she’s obviously the goodest of all good people, being recognised as Ma's prophet

Ultimate Power: The End of Death and Evil. No one can die, not even if they want to. And those that go against Ma will definitely want to.

Strength: 1

Agility: 2

Intelligence: 4

Charisma: 3

~~~

Player Name: Public Enemy Number Zippy

Campaign: Numero Uno

Character Name: Juke Bawks

Gender, Age, Element: he/him, youngish adult, jungle

Personality: Juke is a few sandwiches short of a picnic, except when it comes to matters regarding farming or emotional intelligence. He’s genuinely kind-hearted, lacking a mean bone in his incredibly toned body, and his family is very important to him. He is mystified and worried about his family’s apparent disappearance, and by the fact that he can suddenly read like one of them book-learnin’ types. Something about it makes him feel sad. He also feels like he has to get back to someone, and is missing his shirt for reasons unknown. His eyes kind of hurt in bright light and there’s this little bitey ball critter that’s taken to travelling with him in the pocket of his overalls, or under his hat. He's named it Seq.

History: The Bawks family may not be rich or noble, but it sure is full of heart. They’re a close-knit bunch, and Juke is no exception. He was raised by his parents, uncles, aunts, grandparents, cousins, and pretty much anyone in the family old enough to hoist him up by the back of his pants when he toddled towards something he shouldn’t. However, due to his humble family and upbringing mixed with bad luck, Juke missed every major story event in BZPGOT. He’s determined to go on his own adventure, help people, and save the world. Or at least a town. Or a person. Something.

Greatest Fears: Being forgotten, wells (as in the deep pits you get water out of), snakes

Greatest Dreams: Becoming a hero, being remembered for something good, settling down with someone nice

Ultimate Power: Bringing back everyone who was lost and making everyone a big happy family with a regular celebratory jamboree.

Strength: 4

Agility: 2

Intelligence: 1

Charisma: 3

EDIT: Have been informed I need more fears and dreams, will fix in around 9 hours

Edited by ZippyWharrgarbl

Memoirs of the Dead entry: The Unknown Turaga, a tale from the late Chronicler Kodan's journal.


Strakk's Best Friend, the story of a confusing yet somehow canon friendship.


Terrible Comics, a collection of comics that are terrible.

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Player Name: Dane

Campaign: A Dance With Time

Character Name: Lurrun (She doesn't give out a first name.)

Gender, Age, Element: Female, 22, Water

Personality: Enigmatic witty wanderer, who has forgotten much of her own past, but has come to terms with this, forging her own independent path as a "procurer of things", as well as an adventurer. Deep seated case of distrust, however. She doesn't get too close to anyone she works with or meets, and tends to stay quiet when in a group.

History: Lurrun's past, despite the initial mystery, is mostly uneventful. She was a fisher for much of her life, until a thirst for more brought her to becoming a wanderer. During this journey she slowly but surely learned through escapades how to fight, run, and to outthink her adversaries whilst scrambling for hidden treasure and scraps. She found her new life exhilarating, but now seems to forget much of it...including her own first name.

Greatest Fears: Becoming close to others, the Stone region (she is unsure why this is), the idea that she has largely forgotten who she really is

Greatest Dreams: To finally be able to get safely close to somebody, to learn her true identity, to find someone like her.

Cornerstone: Seeing into a parallel universe would ultimately break her perception of reality

Ultimate Power: Lurrun would most likely not put on the mask in the first place, but if forced to she would attempt to decloud her own memory.

 

Strength: 1

Agility: 2

Intelligence: 4

Charisma: 3

 

 

 

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Okay, I'll give this a shot.

 

Player Name: Xccj

 

Campaign: #5: A Dance With Time

 

Character Name: Feli Sivr

 

Gender/Age/Element: Female, 17, Ice

 

Personality: A quiet but highly skilled Hunter, Feli stalks the wilds searching for game, which she sells at local markets. She is a mute, and generally avoids crowded areas, preferring to making her trades with trusted associates in the twilight hours. She is skilled with a long bow and wields two short daggers for close range combat. She is distrustful of others and prefers to work independently, but occasionally needs to join up with small hunting parties due to her poor financial status. Although she is quiet, she has a very sharp mind, always scoping out the area around her and analyzing the motives of other Protectors in her vicinity. She tends to avoid confrontations, but if she encounters others harassing the weak, she will sometimes step in and show them just how skilled she is with a dagger.

 

History: Feli suffered traumatic stress as a child when her small village in the ice region was ransacked by raiders. She was able to hide in a cellar while the rest of the townspeople, including her parents, were tortured and murdered. The incident scarred her mentally; ever since she has become a mute and fearful of crowds and loud noises, which serve as a reminder of the incident. She learned how to hunt to get by on her own, but with resources scarce in the ice region she was forced to earn a meager living by hunting and selling her catches. As she hunted the wild beasts, she learned how they would fight to protect themselves, and she has adopted those strategies and become skilled with a knife.

 

Greatest Fears: She is deathly afraid of crowds and loud noises, due to her childhood trauma. However, her fear of death and starvation often motivate her to work with others in order to get by, although she rarely trusts them.

 

Greatest Dreams: In the short term, Feli would desire the financial resources to live a peaceful life alone in the quiet wilds. However, she also has a desire to bring justice to those who prey on the weak. Deep down, what she greatly desires is to have her village and family restored, so she can return to the peaceful life she remembers as a child.

 

Ultimate Power: She would use the Mask of Ultimate Power to turn back time and prevent the raiders from ever destroying her village.

 

Strength: 2

Agility: 4

Intelligence: 3

Charisma: 1

 

 

 

Player Name: Xccj

 

Campaign: #1: A Game of Hunters (or whatevs)

 

Character Name: Triki

 

Gender/Age/Element: Male, 21, Jungle

 

Personality: Triki is an excellent mechanic with an eccentric personality. He is constantly chattering, but often his stream of consciousness dialog can lead to babbling, which can quite irritate those around him at times. Although plenty of Protectors think him crazy, he is quite friendly with everyone and always good for a quick favor, even if it is not in his best interest. He is decent at acrobatics, and often dodges and weaves in a fight as if it were nothing more than a game; some can’t tell if this is a clever tactic or merely a sign of his craziness.

 

History: Triki is rumored to have incurred a head injury in his youth, which is said to have addled his brains. While his social skills have been quite impaired, his mechanical mind seems to run at a higher capacity than most, giving him exceptional repair skills. He immigrated to Nokama’s landing where he runs a small mechanics shop. He has been known to go on quests to assist others, some of whom have unsavory backgrounds themselves, but Triki seems unable to judge the morality of other Protectors and will generally help out either side. . . at least, until they personally wrong him. Some say he is easy to manipulate, but his randomness comes at a price; some of the Pirates he’s worked with have suffered the consequences.

 

Greatest Fears: He always needs to be moving in some way; standing still causes him great discomfort. He also dislikes quietness, often filling in the silence with his own ramblings. Finally, he is mildly distrustful of law enforcement, because he has had difficult encounters with them in the past.

 

Greatest Dreams: Triki would like to have an endless supply of mechanical devices to tinker with. Although he is unusual, he also enjoys spending time with other Protectors, whether they also crave his company or not. Finally, he would not say no to riches, although he’d mostly spend any earnings compulsively on the next new device.

 

Ultimate Power: It is unknown exactly what Triki would do with the Mask of Ultimate Power; it would be a subject that his mind would never settle on. If he had it, he would likely waste its potential to meet the short term desires of himself or his allies. However, if he is in a mood after being wronged, the offending Protector could very well lose their sanity.

 

Strength: 2

Agility: 3

Intelligence: 1

Charisma: 4

 

:music:

Edited by xccj
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EPISODE ZERO

“The Great Game”

 

-[Ehksidian Glacies]-

 

Memory is the key. Memory is the key. Memory is the key. Memory is the key.

 

“That’s a fancy weapon. Looks rather… dangerous. Perhaps I could take it off your hands?”

 

No no no no no. Keep it secret. Keep it safe.

 

Memory is the key.

 

Memory is the key.

 

“Get out of my head!”

 

The whole world, replaced by a wall of gray fog. A battle playing out in reverse, Skull Warriors and Undead alike rising. Turning to a Stone Protector, wounded. Minutes rewinding in the background. Hours. Days. Weeks. Months. Years. A Jungle Protector leaning on his sword, wheezing. A Mask Maker, wearing the Mask of Time. Velika-

 

“I see you.”

 

A whisper on the wind. Her companions freezing with fear. A chill running up her spine.

 

“I see your fates….”

 

Slowly turning to the awful, terrible voice. Face to face with gleaming red eyes, a horrifyingly familiar skull. A Titan. The Titan of Destiny.

 

Kulta.

 

Kulta.

 

KULTA.

 

“Get out!”

 

“Not like this!” Velika in her arms, clutching at her, desperation in his eyes. “I can’t go now. Not like this. I don’t want to go!”

 

His armor flaking away, turning to dust-

 

“GET OUT!”

 

“Remember me, remember me please!” And then he’s gone, crumbled away, and she holds nothing but dust in her arms…

 

…Voltex stumbling to a halt beside her, defeated, lost, alone, afraid.

 

Kulta, the Skull Grinder. Destiny incarnate? That name, pounding away in her mind. Kulta. Kulta. Kulta. Driven mad, staring into the future. At Okoto’s destiny. Its dreaded destiny.

 

No more running.

 

The dreaded.

 

“GET OUT OF MY HEAD!”

 

She burst awake with a scream on her lips, soaked in a cold sweat, her blanket tossed across the room, gasping for breath. Her eyes fell to her spear, propped up against the end of the bed. Calming her, somehow. But she knew it was the spear’s fault.

 

Her gaze slowly drifted across the room, finding her companion already awake and watching her. Voltex. Hunched by his pillow, arms wrapped around his knees, blue eyes staring at her from his pure white mask. Eyes all-too aware of the dreams she suffered from. Dreams that he understood too well.

 

“What was it this time?” he asked, softly. Quietly.

 

“…the same,” she finally murmured, gazing at her spear once more. “The Titan. The undead. That Protector… Velika. And that name… Kulta. I can feel it pounding in my skull. Over and over and over.”

 

“Anything else?”

 

She wished he would shut up, stop prying. Stop asking all the right questions, stop driving her forward.

 

She wanted to ignore the pull in her chest, the direction of the spear.

 

“South still,” she said at last. “Kamuk, I think.”

 

“A Cornerstone.” It wasn’t a question.

 

“Yes.”

 

“Then that’s where we’ll go.”

 

-[burnmad Aodh]-

 

As if in slow motion, the knife spiralled through the air. He watched it sail toward him, the blade glinting in the torch light. A towering warrior with a skull for its face stepped forward, just as slowly, jabbing a massive sword through the chest of a Jungle Protector, impaling them on its blade. The Protector was lifted into the air.

 

He felt the knife bury itself into his throat, felt himself beginning to choke.

 

He sank to his knees, reaching up to the handle of the knife. Fumbling it weakly, desperately, as the Jungle Protector was shoved off the sword of the warrior, their corpse tumbling to the flood in front of him. Blood poured from their open wound, staining the floor beneath them red. The pool of blood spread until it hit his knees.

 

He was dying in a pool of his own enemy’s blood.

 

Smoke Monster, he thought, that’s their name.

 

The world was fading away now, turning black. Turning cold. He fell forward, hands splashing blood everywhere as they hit the floor, and then he sank down further, resting his face in the warm, coppery liquid.

 

Voices were yelling now, but he could not understand them. Dimly, he registered that hands were grabbing at him, but he could not move. He could not breathe. He felt the chill of death seeping into his bones…

 

…no, no… something else….

 

“Wake up, Burnmad.”

 

He weakly turned his head, staring up at the speaker, towering above him.

 

RG Coal.

 

You’re dead, he tried to say, but he could not.

 

“Wake up,” RG said, staring down at him. “This is not where you die, Burnmad. Not anymore.”

 

What does that mean?

 

-[Rilgivi Nivis]-

 

“The wall that divides the world fractures,” the silver armored figure said, gazing out over an endless fog. “You know what will happen if the two collide.”

 

Rilgivi shook her head. “You must have me confused with someone else… I apologise.”

 

The figure turned to her. “You must forget what you think you know. Search deeper within yourself… what you fear. It has already come to pass. You lost thousands on that day… but those who travelled between the realms with you may have suffered the worst fate of all. The same fate met by those decimated when Okoto entered its dream.”

 

“Dream?”

 

“The Great Game.”

 

“I don’t understand.”

 

“You will, soon enough. I can see it now. The dream fractures, reality splits apart. He is growing desperate… he will make his move for the shards soon.”

 

“You see what?”

 

“Everything. I watch, I listen, and I remember… and soon, you will too.”

 

And then the wall and the figure faded away.

 

When she awakened, she remembered nothing.

 

-[Luci Clepta]-

 

“You ever have any regrets?”

 

Luci paused; she was in the middle of rummaging through a bag of jewels (almost useless), knives (too many to take them all), and gold (well, almost none of that, but she took what she could get). Her eyes drifted over to the corpse that the bag had belonged to minutes before, and then further up to her companion, whose troubled gaze was fixed upon the corpse as well.

 

“You’re free to try your luck in one of the cities anytime, Photok,” she said, after the silence had stretched for a long moment. “I never asked you to join me.”

 

The answer did little to appease Photok’s worries, but she ignored him, turning her attention back to the bag. Once she was certain she’d found all the gold in the bag, she stood up and brushed the dirt off her knees. “Not much, but we can make do with it for now.”

 

“You sure this was smart?” Photok asked, glancing around the burned landscape of central Aodhiim nervously. “I don’t think the Fire Protectors would take kindly to finding one of their own dead.”

 

“We’ll be gone before he’s found,” Luci muttered, nudging the corpse of the Fire Protector with her foot absentmindedly as she added the gold to her wallet. “Vakama City might’ve been a bust, but we were expecting that. Not a whole lot would survive an explosion big enough to kill everyone inside. The Ancient City should be better pickings, though.”

 

Photok sighed, but didn’t bother to disagree, or attempt to convince her otherwise. He’d long since learned she wouldn’t listen.

 

And despite his complaints, in the end, he had nowhere else to go.

 

Just like her.

 

                                                                 -[Pulse Vatten]-       

 

The timer went off with a ding that echoed throughout the former forge, and Pulse Vatten, Protector of Water, took a deep breath to calm himself. He approached the oven and with trembling hands, used a set of metal tongs to remove his latest creation.

 

The lump of bread that emerged looked… well, less than edible.

 

A spike of pain stabbed through his head, and he grimaced, shutting his eyes tightly; the bread fell to the floor, forgotten. It kept driving deeper into his skull, and deeper into his skull, and deeper into his-

-a gentle hand clasped his shoulder, and turned him to face its owner, and his closest companion these past few years. Voxumo Ash, Protector of Fire; he looked worried.

 

“The pain again?”

 

Pulse nodded, shivering as another wave of pain lanced through his head. “I…”

 

“Just let them come,” Voxumo said quietly. “We’re safe here. No need to fight them.”

 

Pulse nodded. “You’ll…?”

 

“I won’t let you fall.”

 

Here goes… nothing.

 

His last thought before the visions consumed him was that he was incredibly lucky to have found a companion that he could place so much trust in with Voxumo.

 

Six figures, taller than any Protector. Toa…? Stolen from a distant land by the sky, turned to comets. Raining down on Okoto from the heavens. Blue struck down by lightning, vaporized. White crumbling away. Brown and Black following. Then Green. Red, crashing on a barren island and then standing to meet a towering figure with only a skull for a face and gleaming red eyes-

 

Another figure, as tall as the Toa. Small antlers stretching out from either side of their head. The Hunter, reduced in strength. Trapped within a city frozen in time, letting loose a massive arrow-

 

An ordinary, almost forgettable voice, calm and confident. “Beware the Brothers.”

 

A chasm, stretching deep underground into a black void, shaking and shuddering, guarded by an ancient Protector-

 

A Protector with gold and blue armor, wearing an ornate mask, trapped within his own tomb, watched over and studied and experimented upon by others, by Protectors of Water. Beneath that, a chasm of white, the divine essence. Creation.

 

Kneeling before him, a Protector of Water. A young, fierce warrior. Loyal to the end. Loyal to him, the rightful king.

 

“Jed,” he said, “I give you the most dangerous task of all….”

 

“I will do as you command, your grace.”

 

Kingslayer, the wind seemed to whisper. Kingslayer.

 

“Sneak into the enemy camp,” he ordered. “Kill the usurper.”

 

An old city, once lost to time, before it rose from the waves. A hunched figure once standing before it, clad in white and black armor, bright blue eyes old and weary and tired.

 

In the desert, another old and great city. Two figures – two brothers – dueling each other. Ekimu and Makuta. The ground exploding beneath them, Dark Energy crackling through the air. The divine essence. Destruction.

 

A blue figure with a ceremonial golden mask, his own father. Trijhak Vatten the Mad, roaming his lost halls. The Ancient City abandoned. Its catacombs haunted by ghosts of the past, driven mad.

 

A blue figure, staring at an island in the distance, an island of the dead. His own son, Virndrung Vatten. Separate from him. Lost. Kin who wishes not to be kin. Caught in a prison of fire.

 

A Protector with pitch black armor. The Protector in Black. A simple request. A simple question.

 

Have you ever questioned the nature of your reality?

 

The Protector in Black, always watching.

 

Ekimu, bleeding out on the floor before him-

 

The Protector in Black watching-

 

-and then there was nothing.

 

-[Juke Bawks]-

 

“This world was on the brink. Chaotic. Unbalanced.”

 

He knelt in the dirt, cupping the small, translucent blue creature in his hands and gently placing it on his shoulder. Ashes scattered in the breeze. The creature gripped his shoulder with tiny claws, rubbing against his neck.

 

“I don’t want to go!”

 

Rassilon staggered toward him, fighting his way out of the water and onto the rocky beach. The other Jungle Protector was soaked and still hacking up water; Juke moved to assist him, but Lein beat him to it.

 

“Find the Labyrinth… find her!”

 

“We need to get out of here,” Lein said, casting a wary glance about their surroundings. “This beach reeks of magic.”

 

But they had a purpose for being here, didn’t they? Juke was no longer certain of anything. He felt lost and alone. His heart was racing, adrenaline flowing through him. He had a nasty feeling that he had stumbled way over his head into something larger than he had the capacity to imagine.

 

What he wouldn’t give to be back on his farm, or back with Telluris…

 

…wherever Telluris might be.

 

-[Jakura Aodh]-

 

He accepted two drinks from Efandril, and held them to his chest carefully, so as not to spill them. He turned and offered one to Balta, his closest advisor. Then he raised the remaining glass to Efandril.

 

“There are none who know unity better than you, my good and faithful friend,” he said. “Your accomplishments are evident in all that this nation does. You are the shining example of a true Fire Protector… and so I offer this toast to you.”

 

“To peace and harmony,” Balta said.

 

“To destiny,” Jakura added.

 

He raised the glass to his lips drank it all with a single mouthful. It was a bit on the dry side, but as far as Aodhiim’s stocks of red wine went, it was quite good....

 

His head felt a bit fuzzy, though. Perhaps there was more alcohol than he’d been anticipating? And was the world swaying around him?

 

Odd. He wasn’t typically a lightweight.

 

His fingers felt numb.

 

Efandril was smiling.

 

Jakura fumbled groggily, blindly, at his belt as he staggered backward into Balta. His advisor crashed to the floor; Jakura managed to catch himself on the table, clutching it with a grip that was quickly growing weaker. Across the hall, the windows lit up in a flash of purple – a flash that was followed by a purple mushroom cloud rising into the sky in the distance.

 

He was choking, the world going black.

 

He slid to the floor, staring up at Efandril.

 

“The Imperator is dead,” she declared. “Long live the Imperator.”

 

-[Voxumo Ash]-

 

He burned in the raging fire. His left arm was a charred, twisted ruin, he imagined his face was likely the same. Smoke was filling his lungs.

 

An arm wrapped around his neck from behind and squeezed. Even with his left arm screaming against the action, he raised both hands and tried to pull his attacker away – but they only tightened their grip, as a hand moved to cover his nose and mouth. Voxumo struggled in their grip, his hands twitching madly in his panic as he scrabbled for a solid grip but was unable to find one.

 

His heart was pounding. The smoke still choked him, just as much as his attacker. He had no air. Everything was going dark. He felt his eyes bulging as his attacker squeezed and squeezed and squeezed.

 

Darkness overtook his vision entirely. His attempts to free himself slowed, his muscles no longer responding. He felt something snap in his neck.

 

And then he saw nothing at-

 

-his eyes flew open, a wordless shout on his lips, a single word echoing in his mind:

 

Kingslayer.

 

“Just a dream,” he muttered, rubbing at his pounding head. “Just a dream… just a nightmare.”

 

-[Anahera Abissm]-

 

“Life is a treasure,” Anahera snapped, towering over the body of Gavla Lurrun. “Ma grants us life. Wishes us to protect it. Through unity and goodness… but you and your people, Gavla… you broke that unity. You have no regard for life. I must protect the rest of us from your disease.”

 

Nearby, the two Visorak chittered.

 

“You’re lying to yourself,” Gavla managed to say, blood bubbling from her lips. “You think you’re a divine hero, chosen by the gods, but you’re not. You’re just another insane, bloodthirsty lunatic who will be lost to the pages of history. But go ahead. Finish the job. You’ll find no salvation from your delusions with me.”

 

“I don’t expect you to understand.” She glared at Gavla, plucking at the water within the Protector, ensuring that the head of House Lurrun could not escape her fate, before dragging the Protector out on the streets of Burned Harbor. “I expect you to watch. Burned Harbor’s judgement begins now… may Ma forgive your actions.”

 

She grasped the ocean and pulled it in, willing it to surge into and around the city, surrounding it in a dome of water. A column slammed down from its apex, slowly turning from the blue-green of the sea to a distinctive, coppery red.

 

“Judgement calls,” she said. “Your people have given the wrong answer.”

 

More and more water thundered down, tearing Burned Harbor apart. Through it all, Anahera, Gavla

 

She grasped the ocean, she pulled it, willing it to enshroud the entire village in a surging, powerful dome. No one would be able to run, not through that stormy, wild tsunami.

 

A column slammed down from the apex of the dome. Slowly, it turned from blue-green to angry, mottled red.

 

"Judgement calls, Gavla," said Anahera. "And it seems your people have given the wrong answer."

 

More and more water thundered down, the column growing as it did. Soon, the dome would be full, though Anahera kept herself and her companions dry.

 

“You’re insane,” Gavla croaked. “Not even you can breathe water and survive.”

 

“I don’t have to. See the water, how it circles us?” she gestured first to the dome, and then to the two Visorak. “These two Visorak… myself… we are servants of Ma. But you… you must witness what you have wrought.”

 

Gavla barked out a single harsh laugh, blood and spittle flying from her lips. “They’re no servants of Ma. They serve a different god… Miserix. He seeks to tear apart the world.”

 

Anahera held firm. “You are mistaken, I’m sure. All serve Ma’s will. It is a pity, Gavla. I’m sure at least some of your people could have been good… but if they bend to the will of the likes of you, perhaps not.”

 

Burned Harbor crumbled around them under the onslaught. She could hear muffled, distant screams-

 

-and then silence, except for the roaring of the waves.

 

Slowly, the water drained back into the sea.

 

“It is done,” Anahera said, smiling down at Gavla. “Your people proved unworthy.”

 

“As did you.”

 

She spun around to face the speaker – a spindly figure with black and silver armor, and lime green highlights. They towered over her, a look of disappointment on their face.

 

“Begone from here, miserable creature,” the figure said. “You do not deserve this success. You are a monster, and if I see you, I promise that you will be destroyed. Such wanton destruction… Ma would be ashamed.”

 

Then they grinned. “Then again, what do I know? I was born of Ata.”

 

Before Anahera could respond, the figure waved a hand – and then she was waking up, the dream fading away, the memory once more a forgotten past.

 

-[Toru Sevoi? Urot Coal?]-

 

“My name is Toru Sevoi. I am a Protector of Earth.”

 

“My name is Urot Coal. I am a Protector of Fire.”

 

“I lead the people of Earth. I guide the Faith of the Skulls. I serve her grace, Kulta. Destiny incarnate.”

 

“I lead those who have been exiled by everyone else. I guide the Brotherhood of Ata. I worship death, the greatest balancer of all.”

 

“I am both.”

 

“I am neither.”

 

“I am someone old,”

 

“and someone new.”

 

-[Nato Greavesey]-

 

The land stretching out before him was a barren wasteland. Once the jungle of Okoto, it was now decayed and dead; a stretch of devastation. Smog and smoke filled the air, and the night sky was dark. The world was full of terrors. In the distance, where he imagined the Ancient City might be, a dark tornado swirled, crackling with lightning.

 

An army waited down below.

 

The army of the Dead.

 

At its head stood a massive figure. A Titan, with a skull for a face and gleaming red eyes.

 

Remember.

 

“Close the gate!” he yelled.

 

The few Protectors with him hurried to barricade the entrance to the Temple of Time. Nato remained on the parapet, calling out a greeting and a challenge to the Titan.

 

It did not respond. In silence, it began to stride toward the Temple.

 

The Dead followed, shuffling, just as silent. Silent as the grave.

 

He could feel a chill in the air.

 

Remember your promise.

 

Within moments the Titan had crossed half the distance. The closer it got, the further the temperature fell. As his companions re-joined him – four other Ice Protectors, and five Fire Protectors – he turned to them. “We need to figure out when we are. Is this an apocalyptic future, or are we in the past?”

 

The Titan reached the Temple of Time before they could answer him. As if in response to its presence, a blue energy shield shimmered into view.

 

“It’ll be okay, right?” one of the Fire Protectors – Raanu – asked, sounding uncertain.

 

“Yeah, totally,” an Ice Protector – Kazi – said. “It protected us before.”

 

Remember your word.

 

 

The Titan reached out with one hand and reached through the shield, placing it on the outer wall of the Temple. The shield flickered and rippled, before shattering into nothing at all.

 

One of the Dead grabbed onto the wall and began to climb.

 

And after a few seconds, so did the rest.

 

“Burn them!” Nato ordered.

 

Armed with only torches, shields, swords, and a few other supplies, they burned what they could. A few of the Dead went down, igniting others on the way, but it was nowhere near enough.

 

And then the army of the dead was upon them.

 

Your memory.

 

They fought with everything they had, refusing to let the Dead up onto the parapet – but they couldn’t hold it for long. They numbered only ten, and the Dead numbered in the thousands.

 

“Fall back!” Kazi yelled, as one of the Fire Protectors collapsed. “Back to the center!”

 

As they fell back to the center of the Temple, where a beacon of pure energy was being beamed into the sky, the Dead began to slow – until at last, at the beacon itself, Nato and his comrades outpaced their foes.

 

But it still wasn’t enough.

 

The Key.

 

Energy lanced out from the beacon, blasting the Dead and the Skull Warriors among them to pieces, but it still wasn’t enough to tip the tide… and then the Titan landed before them, the Temple shuddering with the impact. The Titan seemed to feast on the energy of the beacon, absorbing it for its own use.

 

He found himself standing with Raanu on his left and Kazi on his right, the others all having fallen. With grim determination and desperation fueling his actions, Nato held his sword before him, staring into the gleaming red eyes of the Titan.

 

“Fall back,” he said, his voice hoarse.

 

Your choice.

 

“To where?!” Kazi snapped. “We die fighting here, or we die running. It makes no difference.”

 

A massive sword faded into existence in the Titan’s hand. It would be upon them in seconds.

 

This was not a duel they would survive.

 

The beacon scorched their backs; they could retreat no further.

 

The Titan lunged forward; Raanu threw himself between Nato and its sword and was cut down like butter. Kazi met the same fate an instant later, leaving Nato alone against the Titan.

 

“You should have let me kill you here,” the Titan said, a curious tone haunting its voice. “It would have been a mercy. You have no choice now but to suffer. I fought to change Okoto’s destiny… I failed.”

 

Was that… regret?

 

“I always have a choice,” Nato declared, with a conviction he didn’t feel. “And I promise you, as long as I still stand, I will always choose to fight.”

 

The Titan’s figure shifted, becoming that of a figure with rusted, navy blue armor.

 

“Right,” the rusted figure drawled. “You’re a man of your word, aren’t you?”

 

It shifted again, becoming a Protector clad in pitch black armor….

 

“But your word means nothing,” the Protector in Black said softly. “Your conviction is meaningless next to mine… and how can you make a choice, when you do not remember the key?”

 

Memory is the key.

 

The Great Game begins.

Edited by Lucina
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