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  1. HOMEWARD -WHITE QUARTZ MOUNTAINS- Surel sighed. A few days ago, he had been visited for the last time by one of the very few other agori he could consider a kindred spirit. This Agori, Voltex, had told him of his intentions to see Spirit’s Wish: the strange archway to the north that he had yet to see with his own eyes, the mystical arch spoken of only in rumours. Rumours once thought easily dismissed, and thus Surel had believed that even if he did not dismiss them, it would not be worth the journey north… Perhaps, if Voltex and cohorts were journeying north to Spirit’s Wish; combined with everything Voltex had told him about the recent events on Bara Magna; it was finally time to see it in person. With the Skrall’s defeat, the Baterra would have a far easier time moving south, and that in turn meant slaughter for Bara Magna if its inhabitants could not adapt to the foul drones of the Great Beings, left without purpose but to kill those armed with weaponry. The Baterra, of course, were just the tip of the iceberg: the Element Lords also made the lands in the Northern Region their home, and infighting between them had fortunately distracted them from going southward - or perhaps the Baterra were also keeping them north, something that could likely no longer be maintained if the Baterra were going southward. Surel didn’t know the exact reason, nor did he care enough to risk his life enough to find out. Then, of course, perhaps worst of all given the news about the monster that had attained physical form and was thankfully quickly defeated, were the Sisters of the Skrall. He did not know why he felt compelled to make that connection, but far more than any other being, something felt off about them. Previously, they had left others alone if they left them alone… but would that continue? Perhaps, with the future of Bara Magna looking so potentially volatile, it was time to leave. To see Spirit’s Wish for himself, and if it could bring him to where he truly desired to be. Before Bara Magna got ravaged by the legacy of the Great Beings. Surel shook his head. He slowly limped to the exit of his den, assisted by his walking staff, before turning to address its fellow inhabitants - Iron Wolves - and their cacophony of whimpering . He had made his decision. “It is time I left this world, for better or for worse. Thank you.” Surel exited the den, only to be followed by the loud pitter-patter of many four-legged footsteps. “Where I am going is not dangerous, but the journey to it is.” He sighed. Iron Wolves were loyal - too loyal, deathly loyal - he had cared for them extensively, and they obeyed many of his commands. Suggestions. Commands was too harsh a word. “Do not throw your lives for me. I have lived among you all long, but you do not owe me anything.” Try as he might, he could convince the Iron Wolves to abandon him. Surel turned around and kept walking, wordlessly, realising the futility of his efforts to dissuade him. A pained, old sigh came, that some of them may die on this journey. “Return to our den if you must do so to survive. I will not judge you.” And yet, despite his protests, he was glad to have the Iron Wolves at his back. -FOREST OF BLADES- The journey north had thus far been uneventful. Surel had chosen to stick to the shadows wherever possible, avoiding as much attention as an old, limping hermit followed by a pack of Iron Wolves could. They had reached the Forest of Blades, where shadows would be ample and paths narrow and uncomfortable - and the beginning of Baterra territory. With slight reluctance, Surel set down his staff as quietly as he could, knowing that while he did not use it as a weapon, the Baterra would see it as one. Any other danger wouldn’t care regardless, but this at least should avoid the Baterra becoming a problem. For hours, if not days, Surel limped through the forest’s floor, taking the scenery in. The Forest of Blades was eerie, lifeless in many ways asides from the trees themselves. Agori dead since the core war had their corpses preserved within the trees, still holding weapons, as if they had been fused with them, often causing unnerving silhouettes of figures in the distance wherever Surel looked. But they were just parts of the trees. Every now and then, a patch of trees would be charred, accompanied by the beams of light from the opening the canopy above the charred tree, illuminating dead trees holding dead soldiers. Morbid curiosity found itself in Surel’s mind, and he wondered if any of these trees were made after the Shattering… he hoped not. Such trees would also be perfect for Baterra, and he hoped not to find the creator of such trees, for the Forest of Blades was not natural. Nothing about it was. He found himself cringing suddenly, when an Iron Wolf from his pack ran up to a dead soldier within a dead tree, its jaws trying to grip the weapon the soldier was holding. “Don’t-” he began, as he saw one of the trees become silver in colour, its form shrinking and beginning to move towards the wolf, and in a moment, Surel heard a loud, pained cry, and then total silence. He steeled himself, and spoke aloud to his pack. “We need to pick up the pace.” The dying cries of that Iron Wolf would have likely attracted the attention of anything living, and he wondered what made the Iron Wolf dart forward and grip the sword - did it see a Baterra shapeshift and react to it? He began walking as fast as he could, ignoring any pain his old joints would give him. The goal was to reach the other edge of the Forest of Blades, to the River Dormus, and following it should lead him to Spirit’s Wish. And, if he was fast enough, Voltex and his cohorts. He usually found himself most at peace in solace with his Iron Wolves, but in this Northern Region of Bara Magna, any allies would be most welcome. -RIVER DORMUS- Surel emerged a day later from the forest to see a river, its waters calm. Deceptively so. He knew this to be the River Dormus, and not to keep too close to the water - it was far more dangerous than it looked, and it was the domain of the Element Lord of Water, as far as he knew. He hoped that as long as he left them alone, they’d leave him alone. All he was doing as far as they were concerned was walking north, though his pack of Iron Wolves was hardly inconspicuous. “Stay away from the water, even to drink it. Find other sources.” He limped onward and onward, until an Iron Wolf drew his attention to a large boulder. He followed the Iron Wolf, and it led him behind the boulder and sniffed and pawed at the ground - indentations. A few crumbs. Indicative of someone having been there not too long ago. He knew exactly who it would have been, and hoped they had not run into any trouble. He kept onwards, and onwards he went. Until a plume of water emerged from the River Dormus, and the top froze downward. Surel tried to ignore it, keeping his gaze onward, determined to reach Spirit’s Wish. He could not ignore it - water kept splashing in his direction, Plumes of water kept emerging, sometimes being frozen, as if markers of his position. Surel felt unnerved - were the Element Lords of Water and Ice watching him, and more concerningly, working together just to point him out? He approached the edge of the water, slowly. “Come to me,” he spoke, wanting an explanation. Moments later, a figure emerged from the water, one that looked to be covered in ice. “Kinsman,” began the Element Lord of Ice. “Appreciate what I am doing for you.” Surel raised an eyebrow, trying to be careful and wanting the Element Lord to elaborate. “The Lord of Water is trying to drown you and your pets. I am saving you from an untimely end,” they replied, as a hand of water emerged behind him - and instantly froze in place. “Appreciated…” Surel thanked, keeping his personal opinions about the Element Lords to himself - were it not for the Lord of Ice, he would likely be dead. As he prepared to continue onward, he felt himself interrogated by the Lord of Ice, who was walking along the River of Dormus, freezing it with every step. “Where are you going? There is nothing worth your time north. Should you not be going south? North lies the domain of the Lord of Rock, and the Lord of Sand. Neither will be as kind to you as I have been, kinsman.” Surel kept walking. “You have met me before. Long ago. Both before the Shattering, and after. The south has a much for me as the north truly does for you. I seek to go north instead, but not to the domains of those lords. I do not think you can understand.” Surel’s Iron Wolves began growling as they followed him, preparing to attack if need be, not understanding the danger of the Lord of Ice. “...Surel…” the Lord of Ice began, contempt growing. “You, who deserted after the Shattering, who spurns my advice in favour of foolishness…” Spikes of ice began to grow around the the Lord of Ice. “You, who say I do not understand… I understand more than a savage like you can ever be possible of comprehending! I am destined, by right, to rule these lands, and you think you can spurn me? I saved you! You are to serve me, not to question me, Surel. I know best. You have just been made savage by this planet!” The spikes of ice grew larger. “If this planet is so savage, you would have taken it over already. Now leave an old man to his journey north, where there is nothing for him.” Surel said, an uncommon bite to his words, reserved only for those he regarded as foolish. The Lord of Ice screamed in incomprehensible anger, the spikes of ice floating and beginning to launch at Surel and his Iron Wolves. Surel began running, as fast as his age would allow. His Iron Wolves followed, most of them. Some turned and snarled at the Lord of Ice, baring their teeth, attacking and delaying the Lord of Ice. Then water splashed, encompassing the Lord of Ice and the Wolves, and a moment later when Surel looked back to check, nothing seemed to occupy the space where they had been. Hours later, Surel slowed his pace, thinking himself sufficiently far enough from the Element Lords. “I told you, that this journey would be dangerous,” he began, a hint of sadness for the lost Iron Wolves in his voice. It was intended to be lecturing, but could not come out as such. “Don’t throw your life away. For me, or any other.” As they walked, closer to their destination than they had ever been, Surel’s mind wandered to the Element Lords. Most had been accounted for, even if he had not seen them. The Lord of Ice, the Lord of Water, the Lord of Jungle, and the Lords of Sand and Rock apparently to the north. There was one missing. The Lord of Earth. In a hundred thousand years of Bara Magna, not once had he heard any account of them. Most had assumed they had died in the Shattering - all the other Element Lords had ended up on Bara Magna, after all. But with his mind now on the future, he couldn’t help but wonder… did the Lord of Earth have an entire world, all to themselves? The thought was not a comforting one, given the actions of the other Element Lords. -SPIRIT’S WISH- One day later, Surel came to an arch, large and tall. Spirit’s Wish. Beyond it lay his future, and from the footsteps in the mud surrounding it that curiously vanished beyond its threshold, he could only gather it worked. “It exists. It’s real… You may return to the den… or accompany me. I do not think there will be a way back,” he began, addressing his Iron Wolves. “We pass now from this world, to see our true home of Bota Magna.” And so, Surel stepped beyond the threshold of Spirit’s Wish. His final step on Bara Magna… -BOTA MAGNA- -SOUL’S DESIRE- ...and his first step on Bota Magna in over a hundred thousand years. He found himself in a clearing, beneath an arch much like that of Spirit’s Wish, though this one was cracked, and broken. Right in front of him, their backs turned, seemingly in awe of the massive jungle surrounding him, was Voltex, and his cohorts - Ehrye, Burnmad, and Telluris. “Spirit’s Wish works, then.” He chuckled. He was home. --- Something I wrote for Bara/Bota Magna to explain Surel's presence on Bota Magna.
  2. AN EMPRESS IN ALL BUT NAME, CEASELESSLY EXPANDING THE CITY OF EARTH, EYES UPON THE FORTRESS A TECHNOPHOBIC TREE TOP VILLAGE, PROTECTIVE OF THE JUNGLE, GROWING IN ZEAL, FEARING THE FORTRESS THE ISOLATIONIST VILLAGE OF THE SPURNED, A CAVERN VILLAGE, MADE OF IRON, SAND, AND STONE* AN ANCIENT FORTRESS, ABANDONED, AWAKENING STRANGERS FROM THE STARS, CONFUSED AND CONFUSING, CONTRADICTING UNTRUE HISTORIES AND ROBOT DINOSAURS EVERYTHING ON BOTA MAGNA IS ABOUT TO FALL APART Bara Magna was no place for the faint of heart. Now I wonder, what will Bota Magna be when you are all done with it? *technically rock but stone sounded better
  3. I think at this point I've hinted enough that I do plan to one day host a BZPower's Bota Magna as a sort of sequel-but-also-not-really-sequel to BZPower's Bara Magna. So now I'd like to ask you to ask anything you can come up with. Did you know: There are biomechanical dinosaurs on Bota Magna? Bota Magna is home to the vast majority of the Earth Tribe, including the Element Lord of Earth? There is an Ancient Fortress, the origins of which unknown? The Red Stars in the skies can tell the future? Some - but by no means all - of Bota Magna's inhabitants are zealously technophobic, to the point where they fused their armor with plants? The Sand Tribe on Bota Magna did not regress in intelligence the same way the sand tribe on Bara Magna did, and that they once had a city of their own? The Skrall homeland is located on Bota Magna? Ask me anything about Bota Magna.
  4. Teaser A City of Earth, ceaselessly expanding, always advancing, eyes on the nearby fortress, consequences ignored, for they unofficially rule. A technophobic Treetop City, standing against technology, tied to nature itself, growing increasingly zealous. An increasingly isolationist Cavern Village, where outcasts are outcasts no longer, where the Red Stars can tell the future and the citizens refuse to share. An Ancient Fortress rumbles once more, guarded by many traps and unseen defenders - a fortress of much curiosity, containing ancient technology from before the Beginning, and treasures beyond that... Strangers from the skies arrive, slowly shattering the false history spread by the unofficial ruler of Bota Magna. Everything on Bota Magna is about to fall apart. Bara Magna was no place for the faint of heart / Everything on Bota Magna is about to fall apart Strangers come from the skies: Two Iron Agori. A Fire Agori. An Ice Agori. Innumerable seemingly biomechanical wolves, and... Pick an Element Lord: Jungle Water Ice Fire Rock Sand
  5. Trijhak

    Closure...?

    Parched. Sandy. Harsh. Bara Magna was no place for the faint of heart. Vibrant. Wet. Fruitful. Life has always been idyllic on the Jungle Moon of Bota Magna.
  6. Parched. Sandy. Harsh. The desert planet of Bara Magna is no place for the faint of heart. It is also no place for the good-hearted. Generosity is frowned upon, for resources are very limited. As such, Glatorian warriors battle in the arenas to settle disputes over resources, scarce in the barren desert wastelands of Bara Magna, and yet even winning a battle does not guarantee the resources will be safe from the beings that prowl the deserts, such as the Vorox, Bone Hunters, the nomadic outcasts of the Iron Tribe, and if rumours are to be believed, the opportunistic Skrall of the Rock Tribe. Times are tough, and they only look grow tougher. It was only recently the Rock Tribe arrived, and since their arrival, the Skrall - warriors notably stronger and faster than the average Glatorian - have dominated in the arena matches. Tensions between Vulcanus and Tajun are rising, the former accusing the latter of killing two of its trainee Glatorian while its leader has gone missing. Iconox, the sole source of exsidian, sells it for extortionate prices when not fought for, and its Glatorian are suspected to use underhanded tactics both in the arena and out. Tesara, meanwhile, is on the brink of a civil war, its twin villages now opposed to each other, one wishing to accept an offer from the Skrall, the other very wary of the Skrall. Tajun, being one of the only sources of clean, reliable water, finds itself a frequent target of Bone Hunter raids. Atero too suffers such raids being a nexus between villages, though Glatorian visiting to fight in the Arena Magna often defend it. Roxtus, on the whole, has no immediately obvious issues, something it attributes to the 'wisdom of the Skrall, and the Mighty Leader Tuma'. The villages, troubled as they are, have been offered protection by Tuma, leader of the Rock Tribe, who claims the Skrall can solve their issues - by uniting Bara Magna under the banner of the Skrall. In such times, such an offer is a very attractive prospect. Because this is Bara Magna, and it is no place for the faint of heart. EPISODES: Episode Zero: Sands of Bara MagnaEpisode One: The Sound of SandEpisode Two: The Barbarism of Bara MagnaEpisode Three: The Shards of LifeEpisode Four: The Night Skies AlightEpisode Five: The Gathering StormEpisode Six: The Silent AwakeningEpisode Seven: The Tribes ApartEpisode Eight: The Tribes TogetherEpisode Nine: No Place for the Faint of HeartEpilogue: One Story's EndBig changes from canon, for the sake of the game: Each village (barring the Iron Tribe) has its own non-Glatorian army, led by a general. Should a general be unavailable, command falls to the tribe's Glatorian, and then Leader.Glatorian are not a separate species from Agori, but rather Agori trained from birth to be warriorsHow It Works The game will last for ten rounds (also known as episodes), during which you may make your moves. Due to the nature of the game, many things are open to interpretation - and manipulation. Or even able to be ignored! If you are uncertain whether a move you can make is possible according to the (few) rules, simply ask me or a co-host in a private PM. We will let you know if it is impossible or illegal. This game has two hosts - myself, and Voxumo, the Co-host. Players will be split between us based on role, though we will both be part of location and group PMs. Currently, we are aiming for ten episodes, though we'll see how that plays out - we might need less, we might need more, depending on how things go. Additionally, each episode will take roughly five three days, give or take. After Episodes 3 and 6, the game will go on a week-long hiatus so we can all gather our bearings, and to avoid both host and player burnout. MOVES Players will make their moves for each round via PM, of which there are two kinds - OFFICIAL and BACKDOOR. An OFFICIAL PM is any PM that involves me or Voxumo. and moves made in them are the only ones that will be included in the scenes for each round, meaning they are the only ones that will officially occur - so if you want to travel, or do something involving another player, you would have to do it in an official PM. But that also means everyone will be aware of what is happening. A BACKDOOR PM is any PM or any other method of communication that does not involve me or a co-host. Anything done in this will not be included in the scenes for each round, and will not happen, period - you cannot kill a player in a backdoor PM. However, you can scheme, plan, and manipulate where others except those you choose cannot see, and this will allow you to set up your own plans that may take a while- you may officially appear to be the most benevolent individual, yet secretly plotting to kill everyone else. Actions Travel - this is very simple, anyone can do it. To simplify things for all of us, Travelling between any village takes 24 hours, and must be performed in an official PM. Due to the nature of Bara Magna, however, travelling alone often tends to be a very bad idea - and creatures such as Vorox just might decide you'd make a tasty snack, or Bone Hunters might decide you've got something valuable. Vulcanus, Tajun, Tesara, Iconox, Roxtus, and Atero are the travel destinations you can go between. Here is a map of Bara Magna - an orange tint indicates dangerous area, other colour indicates which tribe the area belongs to. Light blue tint indicates Atero and Arena Magna, uncontested and neutral.Communication - the primary action, done every round without fail. Remember, before you can make use of any information you learn in a backdoor PM, you need to officially learn of it. Each tribe will get its own official PM, and other PMs will no doubt spring up over the course of the game.Arena Battle - This is an action between Glatorian, or anyone if it is a vehicle match. In Arena Battles, the two fighters will fight against each other, and this is one of the places where you'll likely use your stats the most - whoever wins will take whatever is at stake for their tribe. While not discouraged from an outside-perspective, a Glatorian who cheats or goes so far as to kill is considered dishonourable and may be exiled from their tribe, though intervention from others is not discouraged to save a Glatorian's life in such a battle - Glatorian are not infinite, and the tribes know this.Other Actions - There are many other actions you may decide you want to do. Perhaps you're feeling a little dishonourable and wish to rig an arena battle in your favour. Perhaps you wish to search the barren deserts of Bara Magna for something. Perhaps you wish to silence someone to be silenced for either a short or infinite time. As long as you can think of an action, you can try to pull it off.ROLES LEADER - These players lead their respective tribes. They make the final decisions, and their opinions can sway many Agori. If a Glatorian, General, or Diplomat does not do their job, or worse, it is up to them to fix that. The last thing a Leader wants is their Glatorian cheating or killing others, since that stains the whole tribe's reputation, or a Diplomat betraying their tribe, or a General being insubordinate and making a power-grab.GLATORIAN - These players are the ones fighting for their tribe in the arena for resources, and are often more adept at fighting than the other roles. They can also choose to serve as mercenaries, protecting others on journeys between the villages or excursions into the deserts.DIPLOMAT - These players are in charge of diplomatic relations between tribes, as well as trade - it is their job to ensure that supplies won in arena matches or sold and bought arrive in their destinations, and as such are also indirectly responsible for getting protection for others and themselves when travelling between villages.GENERAL - These players are in charge of their tribe's army - leading it, training it, and maintaining it, as well as the safety of the villages themselves. Should the tribe's leader die, they will assume command of the tribe.STATS These stats will help set players apart, and after posting to let us know you are signing up, you should fill out the following stat sheet. Do not show your stats to anyone else. You could fill it out to fit your desired role, but remember - you aren't guaranteed the role you want. You could also fill it out to make yourselves stronger and more intelligent, or more lucky and agile - fill it out however you want. Some players may get bonuses depending on their roles, some might lose stats in some areas for the same reason - but those modifications will only occur after you have sent your stat form it, and after the roles have been assigned (remember, this isn't Mafia - here, you'll determine your roles in your tribe PM, where you stand a chance at getting the role you want). Furthermore, in-game events may increase or decrease those stats. You will get 25 points to assign wherever you choose, and can assign a maximum of 10 points to any individual stat. Whenever you make a move that requires a roll, this will be added to a RNG roll out of 10 for a combined result out of 20. Strength (Determines attack damage, use of weapons, stamina, and how much you can carry): Agility (Determines ability to dodge, use of stealth, and anything that requires finesse): Intelligence (Determines ability to plan and other complex actions, ability to pilot vehicles, and perception, as well as partially affecting your ability to persuade others): Luck (Determines your luck, can be used to help your chances in difficult roles and mitigate failed rolls. May also determine how likely you are to run into something that wants to eat or kill you while travelling between villages if travelling alone.): When you have finished filling in, PM it to Trijhak and Voxumo with the title 'BZPBM: (Username)', where 'username' is your BZP Username.. Make sure you have 'Send to others as' set as Copy, instead of Invitation. This is necessary, as once roles are decided we will delete the PMs we do not need - I, Trijhak, will be handling players with the roles of Leaders, Diplomats, and the Iron Tribe. Voxumo will be handling players with the roles of Generals and Glatorian. Roles will be decided shortly before the game begins. If you are not premier, simply just send the PM to me - I will add Voxumo to it once roles are decided. TRIBES Fire Tribe The Fire Tribe is largely located in the village of Vulcanus, entrenched in a canyon. Currently, things are very tense - two of its trainee Glatorian never returned after being sent to Tajun, and the former leader, Raanu, has gone missing, while a new leader has yet to be established. Due to the lava flowing through the village, it is also where the vast majority of Bara Magna's weapons and armour are forged and repaired, and as such its main trades involve supplying said weapons and armour to the other tribes. Its military is roughly 400 Agori strong. Burnmad [Leader]A Forgotten Soul [Glatorian]General Quin Galum [General]ToaD [Diplomat] Water Tribe The Water Tribe is located in the village of Tajun, next to the largest oasis on all of Bara Magna. As of recently, it finds itself victim of a higher-than-average amount of Bone Hunter Raids, preventing it from completing its trades and somewhat souring its relations with other tribes. Unsurprisingly, it mainly trades water to the other tribes, since it does not have many other resources of its own. Some also say that the village is home to long-forgotten secrets. Its military is roughly 300 Agori strong Jed1ndy [Leader]Manducus [Glatorian]Terrorsaur [General]Underscore [Diplomat] Jungle Tribe The Jungle Tribe is largely limited to something very rare on Bara Magna: a wide area of dense plant growth. Unlike the other tribes, it has not one, but two villages, dubbed the 'Twin Villages of Tesara'. Currently, due to an offer made by the Skrall, its villages are deeply divided and may very well break out into a civil war. Due to its abundance of plant life, its main trade involves supplying food to the other tribes beyond the normal repulsive Thornax stew. Its military is roughly 700 agori strong, unevenly split between the villages. ToaTimeLord [Leader]Imrukii (Andekas) [Glatorian]capMARVELOUS (Lan) [Diplomat]Iaredios (Hyethyt) [General] Ice Tribe The Ice Tribe is largely located in the village of Iconox in the White Quartz Mountains, which sits atop the largest exsidian deposits on all of Bara Magna, a highly valuable and durable metal used in weapons, armour, and vehicles. It is no surprise that its main trades involve supplying exsidian to the other tribes, something it does very frequently - and, when not at stake in the arena, at extortionately high prices - something the other tribes only tolerate because there is no other known source of exsidian. Its military is roughly 450 agori strong. Iconox relies upon the Skrall for protection, and of its previous military, only 65 Agori remain, the others having been relieved of their positions. Iconox no longer relies on the Skrall, and to help rebuild its military, Vulcanus has sent 50 Fire Agori Soldiers to help. Since the Skrall have left, Iconox has tripled its native military size from 65 to 195. Toru Nui [Glatorian]FF [General]Nato [Diplomat]Rahkshi Guurahk [Leader] Rock Tribe The Rock Tribe is unique compared to the other tribes: it has no glatorian of its own, and it has no Agori leader. Instead, it has the Skrall, a race of warriors stronger and faster than even the most highly-trained Glatorian. It is led by the self-styled 'Mighty Leader Tuma', a massive, towering Skrall. In place of the glatorian, the Skrall fight instead. They are based in Roxtus, in the Black Spike Mountains, and do not trade anything to the other tribes, instead simply sending their Skrall to fight in the arenas for them - because they always win. Its military is 555 strong, of which 480 are normal Skrall, 25 Elite Skrall, and 50 Agori in support roles. A Civil War in Iconox has made it slightly smaller. ShadowVezon ['Leader']Onaku [General]Toa Smoke Monster [Diplomat]Pahrak [Diplomat] Iron Tribe The Iron Tribe is not located in any one place, and there are not many of them. Instead of staying in any one place, the few Iron Tribe Agori that can be found on Bara Magna are scattered and nomadic, wandering the wastes and never welcome in any place, as they are outcasts for a reason now forgotten by all but the Iron Tribe itself. As such, it does not provide anything in trade, nor does it take anything - its members just simply often resort to taking what they work by force. Sometimes, they are contracted by the Skrall to do certain jobs, though what they are, only the Skrall and Iron Tribe know. Due its status, it has no military. Voltex [Leader]Luroka [Glatorian] Bara Magna is no place for the faint of heart. (Credits to Onaku for the Bara Magna elemental banners, and credit to Luroka for the small vertical Iron Tribe banner)
  7. EPILOGUE ONE STORY’S END
  8. EPISODE EIGHT THE TRIBES TOGETHER
  9. On May 6th 2016 Voltex introduced BZPower to a new world of game play. That would BZPower's realms. What is BZPower's realms? This game format is special because the game revolves around the players and their actions. There are no strick roles that have to be followed. If you want to turn on your faction you can the possibilities are endless for what you can do. This topic is to archive links to past games and plan new ones. If someone wishes to create a new series or release a new season to their game post they can post it here directly or post a link to a blog entry. Here is a rough idea on how the game type works that I have quoted from Voltex's BZPGOT S1. List of Series Season 1 Season 2 Created by Voltex Hosted by Voltex Season 1 Created by Pulse Hosted by Pulse, Vox
  10. EPISODE SEVEN THE TRIBES APART
  11. EPISODE FIVE THE GATHERING STORM (Sections will be posted in comments)
  12. EPISODE SIX THE SILENT AWAKENING (Sections will be posted in comments)
  13. So, because it's a bit ridiculous, I'd like you BZPBM players to help me name the following: The Name of Tesara's Pro-Skrall Village The Name of Tesara's Anti-Skrall Village Specifics of the Revenant Great Being - name, gender, tribe. I am not good with names, and it's getting ridiculous referring to 'Tesara's Pro Skrall Village'. I know I could do this myself, but then you'd end up with names like 'Smolda' and 'Chlora'. As in smouldering and chlorophyll. As for the Revenant Great Being, I was planning to have players name them in the time between Episode Three and Four, but never acted on it. So I'm acting on it now.
  14. EPISODE THREE THE SHARDS OF LIFE (Sections will be posted in the comments.)
  15. (Sections will be posted in comments.)
  16. Only six spots are left! Three Jungle Tribe spots, two Fire Tribe spots, and one Water Tribe spot.
  17. BZPower's Bara Magna has begun!
  18. We've got six spots left. We also have some cool banners made by Onaku. That means we're cool, right? Bara Magna is no place for the faint of heart. (please join)
  19. Right now, I'd say I'm finally comfortable in looking for a co-host. The co-host duties, as suggested by Jed, will be splitting players based on their roles - Leaders, Diplomats, and the Iron Tribe will be handled by me, the primary host. Glatorian and Generals will be handled by the co-host. Both hosts will be part of location and group PMs, as those are generally the most important ones. Any major NPCs will be split between, with an NPC like Tuma being handled by myself and minor NPCs handled by both. E.G. if someone like Malum were to appear, they'd probably be controlled by the co-host. There will also be a PM between me and the co-host. Also due to this change, roles will have to be decided upon while signing up, so they are first-come, first-served instead of deciding upon just before the game starts. Sorry about that. Send the stat forms to me if you are a Leader, Diplomat, or part of the Iron Tribe, and send the stat forms to the co-host if you are a Glatorian or General. (except the Iron Tribe Glatorian). If we get any conflicts, like two people applying for the same role, I do believe we can sort that out but we would like to avoid it - so please do read the topic and when you post to sign up, state for which role and read which roles others have already taken. Also - the stat system will be simplified. Four stats instead of the previous seven, and as we had 40 points with 7 stats, you will now have 25 points for 4 stats. What we'll have now: Strength - Determines attack damage, use of weapons, stamina, and how much you can carry. Agility - Determines ability to dodge, use of stealth, and anything that requires finesse. Intelligence - Determines ability to plan and other complex actions, ability to pilot vehicles, and perception, as well as partially affecting your ability to persuade others. Luck - Determines your luck, can be used to help your chances in difficult roles and mitigate failed rolls. May also determine how likely you are to run into something that wants to eat or kill you while travelling between villages if travelling alone. I think that's most of it, so...
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