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  1. FAN;ARC BALOM SKRI;ARC NO ARCS BUT FOR ARC 3 Makuta has returned. Of course, to the beleaguered remains of the Dasaka Empire, now bifurcated with an endless ocean between its pieces, there was no Makuta to return at all. All the citizens of the once-proud Kentoku Archipelago know is that their islands have been besieged, their clans have been decimated, and their very way of life is under assault by creatures unfathomable even in their darkest tales of demons and phantoms. Clan Umbraline, first mothers and sisters of the Dasakan people, have fled across the waters - seeking refuge on an island they once eyed greedily. As for said island, the return of the darkness is possibly the last thing that can churn their hardy stomachs. The people of Mata Nui, finally recovered from the uncertainty of the Dasaka's arrival and the bloody war to reclaim one of their own villages from Makuta's forces, must now contend with the prospect of their oppressor's reawakening. The petty ambitions of his lieutenants have cost Makuta dearly and bought his adversaries some time; the Akiri, friends as hardened individually by conflict as they were weakened collectively, have finally joined forces as a united government once again, and the Toa Maru, heirs to the First Toa and vanquishers of Makuta, grow restless in pursuit of their destiny. But Makuta will not stay cowed for long. And far to the north of either island, a third - a landscape that revels in the conflicts that weary its counterparts, one torn apart and stitched together a dozen times over - roils in excitement at the thought of more turmoil. Somewhere, beneath its core, Makuta roils too. He is not alone in that. ***** Yeah yeah, you don't need my introduction right now. I'll have a speech planned later - and maybe a BZPRPG podcast? For now, just enjoy. And thank you. -Tyler
  2. The Wahi: Po-Wahi is the Stone region on Mata Nui, located in a large desert with many canyons. The desert is a large, rocky expanse, located in the north of the island. It consists mainly of the Motara Desert, canyons, plateaus, and rocks. The area has a coastline as well, where Leva Bay is situated. As the Koro has industrialized so has the rest of the Wahi. Roads and Iron Mahi railways crisscross the region, avenues of trade that carry the denizens and their belongings between the various settlements or other Koros. Important regions and landmarks include: Motara Desert: A mostly empty desert covering the vast eastern portion of Po-Wahi. The occasional wild herd of solitary Rahi can be found here but the main points of interest are the various rail lines that allow for fast and safe passage across the wastes. Tiro Canyon: A large canyon in Po-Wahi. Leva Bay: A bay located off the northern coast of Po-Wahi. The coastal settlement of Ostia is located here. Trading ships can often be seen navigating its waters, although those who wish to ply these currents should take care — the more remote nature of the waterways has resulted in a lower priority for Sentinel patrols, resulting in higher pirate activity. The Po-Wahi Quarry: A large, canyon-enclosed area of Po-Wahi, it is here that the Po-Matoran mine stone for their famous carvings. In it can be found six large statues of the First Toa’s Kanohi, and these statues serve as doorways to the various sections of the quarry, unlocked by means of small keys emblazoned with the symbols of the Elements. Of late the quarry has expanded in both size and function. Deep pits and tunnels have been driven into the hard stone of the Wahi. Metal and stone pour forth in large quantities to feed the ever-growing industrial needs of the island. Despite the increase in size however, the denizens have always been sculptors of high repute and skill. The entire work zone is filled with decorative sculptures in a dizzying array of styles and forms. The Path of Prophecies: A road flanked by carvings, leading to the village of Po-Koro, created by the Po-Matoran Carver Hafu soon after the Matoran established the village of Po-Koro. At the road's end is the entrance to Po-Koro, which is carved into the mouth of a large Matoran head. Forsi: Formly little more than a military outpost, Forsi has exploded in size due to the ideal location it holds for trade between the Koros of Water and Stone. Like all of the Stone towns it has both an Iron Mahi station and a large radio complex that is capable of sending and receiving messages over great distances. Ostia: A port settlement built into the cliffs along Leva Bay. Like all Po-settlements it is connected to the others by an Iron Mahi railway and powerful radio station. Deep clefts have been cut into the walls. Support columns make sure that the various tiers of the town remain stable. Lightstone sconces set periodically into the rock provide illumination within the otherwise poorly lit interior. Heavy duty lifts provide the primary method of travel between the various levels, although spiraling ramps and stairways exist as backup means of transportation. While the town is far from lawless it does have a higher crime rate than any of the other Po-settlements. Pirates have to spend their coin somewhere and while any known criminals who show up are promptly arrested, it is often hard to pick out specific identities while fighting someone on the deck of another ship. The many backstreets and taverns in the port give ample areas for hidden deals and dubiously legal meetings to take place. Blackrock: An old fortress of the Brotherhood of Ak’rei’an. In the past, a combined force of Ga-Koro Marines and Po-Koro Sentinels drove the Brotherhood from this place. Battle damages, as well as sandstorms and stone pilferers, reduced the dormant Blackrock to ruins. After being eradicated from Darkmine in Onu-Wahi, though, the Brotherhood has returned to Blackrock and started to reconstruct the crumbling place. As they were working to rebuild a group of adventurers followed them and launched a second assault. The aftermath of the explosive battle left the former fortress as little more than scattered rubble and empty foundations. The Dark Walk: One of six large tunnels dug by Makuta’s Rahkshi during the final days of his rule. Large enough to encompass a walking legion, it runs directly from the doorstep of the Koro down into Mangaia. It exudes a definite aura of odiousness, and is generally avoided. A fortified Sentinel outpost has been constructed over the opening and armed with a myriad of lethal defenses. While passage is allowed within the Dark Walk, it is watched carefully and those entering and leaving are recorded. The Koro: Led by Akiri Renaka Lichtgheist, Po-Koro lays nestled in a canyon valley in the northern part of the desert. What was once a humble village has exploded in a myriad of ways. It now fills the entire canyon at the end of which it once nestled. The old village has primarily been given over to space for administration offices, while a second and third layer have been constructed outside the old walls. Each one is separated from the others and the outside by a large wall of steel-reinforced stone. The middle section is mostly residential while the most recently-created zone is industrial. Each zone has shops and restaurants scattered throughout, what they specialize in often depending on which section of the Koro they have set up in. A multi-Koro effort has seen the entire city turned into a fertile oasis. Water from deep underground rivers flows up and irrigates the rich imported soils. A variety of plantlife from across the island have been planted everywhere, their colors and fragrances existing alongside cooling fountains. All together they turn the koro into an island of pleasant if busy life in the midst of a wasteland. Ecological changes are far from the only transformations that the town has gone through either. The growing size has prompted the construction of an internal tram system. Miniature versions of the Iron Mahi roam the districts, carrying people to their varied destinations in ease and comfort. A matured version of the inter-Koro telegram system exists within Po-Koro as well, allowing private citizens to contact each other from the comfort of their own homes. A generous amount of space has been set aside within the industrial sector for the new Onu-Po Academy. Bright minds from both Koros meet here. Old designs are refined and new ones created. It should be noted however, that not all knowledge is shared between the two groups. Certain technologies have been deemed state secrets and restricted from exportation. Akiri player: @Silvan Haven
  3. The Wahi: Ta-Wahi, located near the southeastern side of Mata Nui, is the part of the island in which the Ta-Matoran work and live and Toa Tahu once resided. The skies always have a dark tint from the volcanic ashes in the air, and glowing lava pools and streams illuminate the earth with amber light. Its landscape is mainly charred jungle, a molten wasteland defined by igneous canyons and the slow trickle of lava from the powerful Mangai Volcano above. Local landmarks include: -The Charred Forest: A section of Ta-Wahi that was burned to charcoal by the Makuta in one of his early attacks on the Matoran of Mata Nui. It is easy to get lost, so several of the locals have marked paths among the trees, which can be seen only by a practiced observer. -Mangai Volcano: A volcano near Ta-Koro, which is situated at roughly the center of the island. The lava flows from this volcano spread almost directly north to the sea, leaving ashen wasteland wherever they go. -Tren Krom Break: A deep ravine, containing a lava river where Ignalu surfing competitions are often held. Turaga Vakama named it after the legendary figure Tren Krom. The ravine separates Ko-Wahi and Ta-Wahi, and is bridged by an ancient cable car. It is to note that the Ta-Koro Guard occupied an outpost here to defend against the Rahi threat during the days of Makuta. The outpost was abandoned when Jaller was forced to fall back behind the city, but was reactivated after the fall of Ko-Koro as an additional defense against the occupiers. -Ta-Wahi Beach: The easternmost edge of the Wahi meets the sea with a relatively peaceful black sand beach. Seabirds fill the skies with their cries, and a jutting cliff to one edge bears an archaic telescope atop it, with which travelers can observe the heavens better than anywhere else on the island. A modest dock has been constructed in recent times to allow for the anchoring of ships and the easier passage of trade. -The Piraka Clubhouse: A bungalow built from scrap metal and driftwood, close to the stretch of beach where their stolen submarine made land, this was the hideout of the six Piraka. If the fence, the sign (“STAY OUT! Especially if you’re Reidak Thok Vezok”), and the dangerous aura don’t dissuade you from entry, then you would find the hideout long abandoned. -The Dark Walk: One of six large tunnels dug by Makuta’s Rahkshi during the final days of his rule. Large enough to encompass a walking legion, it runs directly from the doorstep of the Koro down into Mangaia. Exudes a definite aura of odiousness, and is generally avoided. An outpost of the Ta-Koro Guard has been constructed a short distance from its mouth to serve as an early warning. The Koro: Led by Akiri Jaller, Ta-Koro is a unique city, built in the center of the Lake of Fire and in the shadow of the explosive Mangai Volcano. The Koro, built on a protruding rock above the lava lake, is comfortable despite its relative smallness. The villagers of Ta-Koro are reassured by their location and the security it affords them; Ta-Koro is quite possibly the safest village on the island. Ta-Koro is incredibly hard to attack not only due to its high walls and skilled guard, but also because it is impossible to cross the Lake of Fire without the use of a movable stone bridge, the controls to which lie in the Koro’s highly guarded gatehouse. The architecture of the relatively small Koro follows a tactical mindset that has been adhered to even as it expands. Just inside the village walls are the shortest buildings, increasing in height steadily and nearly uniformly as one progresses towards the center of the village. Accordingly any invaders that breach the walls will be denied the high ground for their entire advance, and Ta-Koro Guardsman will be better able to observe and obstruct any attacking force. The Ta-Koro Guard’s administration is housed in the fortress-like building at the center, a location that has also become home to Akiri Jaller’s official office spaces. The great hall once used by Vakama now serves as Jaller’s abode but no longer is open to the public except by invitation or appointment. It is always occupied by a vibrant bonfire and the Wall of History, where legends have been engraved since before living memory. The village has a central courtyard lined with shops and apartments. The Ta-Koro guard will not stand crime in the streets; those who break the law are confined in Ta-Koro’s dungeons, carved into the volcanic rock below the main city and guarded strictly. With the help of engineers from Onu-Koro, Ta-Koro learned to harness the power of the volcano. A geothermal energy plant powers the entire village. Pumps located underneath the city are constantly absorbing lava and hot fumes from below, funneling them into a power plant’s generator. Electricity, new streetlights, and intra-Koro transportation – a steady monorail wrapping around the outer ring, recently repaired to working order after a sabotage attempt – are all fuelled by the power plant. The Ta-Matoran have also started to dig into the dangerous Mangai Volcano for precious mineral ores like iron, which they then smelt. With this influx of innovation and industry, Akiri Jaller has expanded the military might of the village and has stockpiled vast quantities of weapons in its armories. Rena ore, traded for with Ihu-Koro across the Cable Car, has been added to these reserves as smiths begin to experiment with the substance. Contact with Po-Koro, despite some tensions with the previous regime, has also given Ta-Koro access to the spreading telegram and radio networks. The scars of the Piraka’s attack on the village have been repaired but the site of the famous Lavapool Inn remains vacant. Whether anything will replace it has yet to be determined, but the people of the village treat the site as a place of remembrance and reminder. The vacancy is not the only change in place following the attack as more numerous, smaller outposts of the Guard have been placed strategically throughout the city to house Jaller’s Rapid Reactionary Forces. While the Guard has always provided for the Koro’s security, the RRF focuses its efforts on the detection and prevention of threats that have already passed beyond the village’s walls. In the peace following Makuta’s defeat, expansions into the Wahi have begun owing to the village’s lack of unused space, with small residences and businesses beginning to crop up outside the safety of its walls. Plans are in place, though not completed, to expand the monorail’s reach to these extra-Koro expansions. Akiri Player: Krayzikk
  4. Zakaz Map Regions | Locations | Blank The Lake: At the center of Zakaz lies Kvere;Ivi (Queh-reh-vee). Fittingly, even the most beneficial landmark on Zakaz doubles as a scar on the landscape. The lake that keeps most of the inhabitants of Zakaz alive, if perhaps not always well-hydrated, was originally situated underneath the capital city of Kvere, used as an underground retreat and natural hot spring that would keep the city warm for the Lesterin merchant-princes during winter months. Now the lake is known only as Kvere;Ivi, or Kvere Grave in Skakdi tongue, for the city that sunk beneath its depths when the Skakdi rose up in the time before time. Caverns which once rested underground are now blown open and ripped asunder from the lakebed, buried within diving distance of the surface of the lake and jutting above its crystalline surface in some places. Though the penalty for outlanders defiling the lake is technically death, this law is not strictly upheld - mostly because few who are foolish enough to plumb the depths of Kvere;Ivi searching for treasures ever return, and even fewer surface again intact. Notably, those foolhardy explorers or treasure hunters who try to mount expeditions are never able to recruit locals. The Skakdi fear going into the water. The Bay: The Spineless Bay was named by Warlord Nektann:Dii nine hundred years ago, during his short-lived conquest of all lands north of Irnakk’s Tooth. Before Nektann’s arrival, the unnamed river delta that comprised western Zakaz was for the most part a rare oasis on the island, occupied by Lesterin traders and a few Skakdi who had found themselves incapable of fighting battles through infirmity, lameness or meek hearts. Nektann, contemptuously referring to the inhabitants of the western brook as Criebe:Dii, or ‘Gods-Of-the-Weak-Seeded,” had the valley razed as he swept across it, famously declaring that there would never be a place on Zakaz for living Skakdi to sit on their hands and contemplate the flora. Nektann was killed before he could realize his full ambitions, but before he died he had turned the northern half of the delta to cinders and his army had permanently christened it the ‘Spineless Bay.’ Within a couple decades, the still-flaming carcass of the northern Bay had found itself occupied by new warlords - a gigantic species of Rahi known as the Tahtorak, which took comfort in its new environment and sought to migrate south. Only the gigantic flames that still burn on the steppes in the northern valley have halted the Tahtoraks’ advances over the century, leading to two differing legends - the prevailing fable being that the Tahtorak grew from the shed blood of Nektann’s men in the conquest of the bay, and the spirits of the Criebe:Dii kept the fires alight to prevent the rest of their weakling’s paradise from falling to the reborn army. The prevailing theory among the mystics of Zakaz is that the Tahtorak are children of a darker, unknown emissary, and that Warlord Nektann:Dii himself was reborn as the flames, keeping the Tahtorak contained before they run amok on his homeland. In the south of the valley, the lands Nektann never burnt, the name ‘Spineless Bay’ takes on an ironic second edge, for it is here that Zakaz’s largest collection of Spine Slugs lives among the wild. These parasites, which Skakdi use to try and replace a fragment of the rage that was lost to them in days long past, have always found the climate of the river delta palatable, and can be found in plenty the closer the delta gets to Kvere;Ivi. Other locations: Tahto;Vaa: a lone mountain directly north of the Burning Steppes, said to be the breeding ground of the Tahtorak. The Warrens: a network of tunnels and disused mines beneath the Southern Badlands, repurposed by the Broker as his base of operations.
  5. The Wahi: Onu-Wahi is the region of Earth on the island of Mata Nui. Although Onu-Wahi does include surface areas, very little of the outside was ever developed. The prominent features of Onu-Wahi are mainly located underground, connected by tunnels carved long ago by the Onu-Matoran and other more sinister things. Dangerous Rahi, some of which are largely unknown, lurk in the dank underground caves of the region, which not even the bravest Onu-Matoran have fully explored. Some natural tunnels carry seeping water from the surface, filling several of the Wahi’s caverns with frigid subterranean lakes. Local landmarks include: The Great Mine: An expansive mine network near Onu-Koro where Onu-Matoran miners and prospectors toil to excavate its precious resources. Its shafts, which reach deep into the earth, provide many of the raw materials used in other villages across Mata Nui, such as Protodermis and various metal ores. The mine also includes the Marn Tunnels, annexes to the Great Mine around the Wahi. Cavern of Light: A lightstone mine in Onu-Wahi. The main supply of lightstones for the island is located here. Its entrance is located in a tunnel network connecting Onu-Koro to Ta-Koro and Le-Koro, and the cave itself is only accessible with a special key. Papa Nihu Reef: An archipelago of rocky islets that spread out over the waters outside Onu-Wahi. The mainland shoreline is composed of dark beaches and blank landscape, and the islets themselves range in size and shape but remain mostly desolate, save for the occasional rookery of birds. Onu-Koro Highway: An old tunnel connecting Ko-Wahi to Onu-Koro. Members of the Ussalry regulate the end in Onu-Koro to weed out undesirable travelers. Le-Koro Highway: A tunnel connecting Le-Wahi to Onu-Koro, similarly guarded. Darkmine: The cavernous former lair of the necromantic Brotherhood of Ak’rei’an, this system of gothic caves, which branches off from an abandoned underground highway, was cleared out by the Ussalry in the recent past. It is now an Onu-Koronan fungi farm. The Dark Walk: One of six large tunnels dug by Makuta’s Rahkshi during the final days of his rule. Large enough to encompass a walking legion, it runs directly from the doorstep of the Koro down into Mangaia. Exudes a definite aura of odiousness, and is generally avoided. The Koro: Led by Akiri Nuparu under the motto "Ever onwards to Prosperity", Onu-Koro is located in a huge cavern in the middle of Onu-Wahi. It is a massive bubble in the earth with ceilings that vanish into the darkness above and walls littered with well-guarded gateways. The Koro is the central hub of a network of highways and tunnels that link it with the other parts of the island and with its mines. It consists of huts made of dark stone interwoven with a maze of metal pipes transporting water, gases, and even objects, around the Koro. A cool stream cuts down the middle of the village and is bridged by several pedestrian walkways. The village is lit by lightstone streetlamps and the glow of forges. The center of the village has a main marketplace where tinkerers sell small ornaments and gadgets. The middle rings of the Koro are residential, peppered with other establishments like stores and eateries. Engineering plants push up against the village’s crowded edges, always bustling with activity. The smell of metal and the smoke of production fill the cavern of Onu-Koro as foundries built there smelt mined ores and turn them into machines. The industrial gases and other wastes are siphoned off to the surface through ducts high in the roof of the village. Nuparu now occupies the great hut once used by Turaga Whenua and directs the village’s progress with clear vision. The clever hands of Onu-Koro manufacture technologies of progress for the entire island; but they keep as many inventions secret as they sell. Nuparu is very careful about which technologies the Koro releases, controls trade with a stern hand, and places great importance on security. This lead to the expansion and technological armament of the formidable Ussalry, housed at its three stables around the village. The Ussalry defend the Koro and the Wahi around it and, due to the great influx of money and trade of materials, they consistently patrol Onu-Koro’s borders and check everyone and everything going in or out. The highways connecting Onu-Koro to the island at large have been greatly expanded to accommodate the movement of technologies, and are always patrolled by guards and escorts. Recently Akiri Nuparu has pursued a more equitable distribution of Onu-Koro's considerable and still-growing wealth. Citizens of the Koro are guaranteed an allowance of the basic necessities of life regardless of station, work or species. Also of note is the construction of the Onu-Koro Academy: the Onu-Koronan branch of the newly-formed research alliance between Onu- and Po-Koro. Brilliant minds are being searched for to add to this burgenoning R&D hub, and technological achievements in the two Koros go back and forth through this institution. Akiri player: @Geardirector
  6. The Wahi: The entire southern fourth of Mata Nui is green with the lush jungle and sprawling swamps of Le-Wahi. Riddled with marshes and shallow lakes, Le-Wahi also rises to the skies with huge, thick trees. Flocks of birds of all sorts sing from the branches; joined by the howling of other Rahi, the constant chatter of Le-Wahi is both enchanting and frightening. Many large and dangerous Rahi also inhabit the area, though the Gukko Force usually keeps jungle trails safe. Other landmarks of the area include: The Fau Swamp: A marshy area that extends through most of the jungle floor of eastern Le-Wahi. The swamp is full of sinkholes and thick mud, so only travelers with careful feet survive there — to say nothing of the dangerous Rahi and carnivorous plants known to inhabit the area. Kanae Bay: A large bay in southern Le-Wahi. It was here that Toa Lewa's canister washed ashore. Lake Pala: The largest lake in the Wahi. Pala-Koro, a former fortress settlement built by the Island Liberation Front, lies on its southern shore. Sacked during the latter days of Makuta's rule, only a shattered curtain wall and the rubble of a few huts remained after the assault, but the ILF have begun to rebuild. Xa-Koro ruins: What used to be the “seventh Koro,” a boardwalk city in the Kumu Islets that was a conglomeration of thieves and sinners, was sunk into the ocean (along with the Islets themselves) during the days of Makuta. Now, it is a treacherous submarine place to the south of Le-Wahi, full of secrets to be discovered by any brave enough to dive into the unstable, undersea ruins. Rockwall is a fortress under the dominion of Ga-Koro, located in the Kumu Seas. The fortress is built around the old Xa-Koro Lighthouse and contains the growing colony of Nokama Port. The Suva Nui: a tall, dark stone obelisk that towers in the middle of a clearing in the jungle of Le-Wahi. It defines the site of the Great Hive Battle, as the Suva Nui was contained within the Nui-Rama hive before it was razed. It is also the site where the Toa Maru were transformed from Matoran to Toa. The Suva Nui is an entrance to Mangaia. The Dark Walk: One of six large tunnels dug by Makuta’s Rahkshi during the final days of his rule. Large enough to encompass a walking legion, it runs directly from the doorstep of the Koro down into Mangaia. Exudes a definite aura of odiousness, and is generally avoided. The Koro: Led by Akiri Kongu, the village of Le-Koro hangs in the trees directly above Lake Kanae. The airy city, a sprawl of tree houses, consists of beehive-shaped huts and shops strung together by vines or branches. Walkways are carved into the thick wood and grafted on the tree trunks, making a network that weaves in the treetops and casts a neat glow at night. Some treetops were flattened to make room for plazas and Kolhii stadiums. Music rings from this village as drummers and flutists fill the air with joyful noise. Within the Koro, several complex systems of chutes, built by Onu-Koro’s engineers, wind and twist about the trees. These chutes run to and from different sections of Le-Koro, and can easily transport Matoran by a mix of air pressure and gravity. Smaller chutes are also used as quick delivery systems for letters and small packages. Each access point is a small “chute station” where the users might choose their destination and chute accordingly. The largest chute station is near the Le-Koro marketplace. The village of Le-Koro is more strictly presided over than in earlier days, and the only way into the Koro is through elevators accessed by a bridge in the lake, or through landing pads where the approaching traffic is screened beforehand. Those entering via elevators are questioned about their business coming to Le-Koro, and the elevators are operated from secure places in the treetop city. The chute system has very few openings on the ground. Le-Koro is the fastest trading Koro on Mata-Nui, employing air delivery systems which are much more efficient and timely than the trading methods applied by other Koros. This has made Le-Koro a valuable merchant partner, and they often work as a middleman for other villages' trade. Additionally, there is a strange sight in the sky: The Le-Koro Gukko Forces have been bolstered, their ranks have been padded by specially trained Nui-Rama fliers. The large insect-like Rahi has turned from enemy into powerful ally. Akiri player: @Palm The Kini-Nui: Kini-Nui is situated at roughly the center of the island of Mata Nui. On the surface, this area is a jungle of tall trees and chattering wildlife. The main superficial landmark is the Kini-Nui temple, an ancient structure that houses the Suva Kaita, one of the main routes into Makuta’s former lair, Mangaia. Though Makuta has not yet reclaimed his old domain, this region is still tense; not only is it the most likely place to run into Rahkshi and infected Rahi, Mangaia also bears an aura of dread that makes the backs of necks tingle. Local landmarks include: The Kini-Nui Temple: a dome-like stone protrusion from the earth with four large spires extending into the heavens at each corner, the Kini-Nui temple is difficult to reach. It resides in a clearing in the jungle, and in the middle of its upper platform is the Suva Kaita. The Toa Maru closed the Suva Kaita after their defeat of Makuta. The Amaja-Nui: A circular sandpit that was once used by the wise Turaga of Mata Nui to retell legends. It resides between a large, ivy-covered bust of a Matoran head and the Kini-Nui temple. Mangaia: Makuta’s former lair is a maze of dark passageways and huge chambers. It has several entrances: one below the Suva Kaita, one through the Suva Nui in Le-Wahi, and six long Dark Walk tunnels branching straight from a central chamber in Mangaia to the doorsteps of each Koro are some to name. Even though the dark artifacts that used to inhabit the chambers of the caverns – many of which were unspeakable horrors – have all been long since destroyed or cast into the sea by the Toa Maru, a distinct air of danger still lingers down here. Lights carried by those either brave or stupid enough to descend into Mangaia seem to have less effect in its passageways than in other dark places, though there are some chambers illuminated still by blood-red lightstones. Reports indicate that Rahkshi activity in Mangaia has increased since Makuta's return to the world. Though Makuta has not reclaimed it as the nigh-impregnable seat of power it once was, it is clear he has not forgotten it, and the Rahkshi that once roamed feral — dangerous, but directionless — have begun to move with purpose once again, no doubted guided by his dark will. Some have even begun to venture along the Dark Walks, though they have not yet engaged the Koro militaries guarding them in anything but the briefest skirmishes. Regardless, the Rahkshi presence in Mangaia makes it the most dangerous place on Mata Nui. The main attraction that compels surface dwellers to enter Mangaia is the ancient Vault that was once guarded jealously by Makuta himself. It was previously known to the island's most intrepid adventurers as a huge, impregnable doorway – with no hinges, seams, or keyhole – situated in the middle of the deepest level of Mangaia. But now the Vault is open, and “all the simplest power of the world" has, it seems, been revealed: the stone door is gone, replaced by a shimmering portal, a vertical pool of swirling multicoloured energy. The structure of the Vault itself was destroyed in the process of activation, leaving the portal suspended atop a rubble of quartz in the vast subterranean chamber. Rumour has it that this portal is linked to another at the heart of the Kentoku Archipelago, far across the Endless Ocean, though where such tales originated is a mystery, for none have yet passed through to the other side and returned to tell the tale...
  7. The Wahi: The most placid of the regions of Mata Nui, Ga-Wahi is a large and mostly submerged area located on the eastern side of the island of the island. It is dominated by the great Naho Bay, which takes up the vast majority of the region and is surrounded by towering white cliffs. Ga-Wahi's landscape is very diverse, featuring sandy beaches and sharp cliffs, green strips of thick forest near the sea and wide grassy plains further inland. Ga-Koro is located in this Wahi, floating in the southern part of the bay at the delta of the Hura-Mafa River. Local landmarks include: Naho Bay: Bordered by pale cliffs, this wide cove is home to Ga-Koro, Ga-Kini, and Ga-Suva, as well as several underwater caves. A large waterfall pours into Naho Bay, and the rock face of the falls is sculpted into the likeness of a Kanohi Kaukau. There is a peaceful cave behind the roaring waters. Hura-Mafa River: This river runs northward from the slopes of Mount Ihu into Naho Bay, emptying there bay by means of the Naho Falls. It is one of the largest rivers on the island, and serves as a speedy ferry for trade from Ko-Koro to Ga-Koro. Old Fusa Path: This pathway was created by the Matoran to serve as an inland access point to the beaches of Naho Bay, and ultimately to the village of Ga-Koro. Harakeke and Bamboo plants proliferate along the path. The Dark Walk: One of six large tunnels dug by Makuta’s Rahkshi during the final days of his rule. Large enough to encompass a walking legion, it runs directly from the doorstep of the Koro down into Mangaia. Exudes a definite aura of odiousness, and is generally avoided. The Koro: Led by Akiri Hahli, Ga-Koro is built on huge lily pads, held in place by thick stems that grow underwater (which have been reinforced by inorganic pylons), with segmented leafy walkways and bridges connecting the platforms. It’s built around a central plaza that is faced by the Akiri’s hut; the plaza also doubles as the main marketplace of the Koro. Huts are made of more lily pads and look like cabbage heads, though they are very sturdy. The Ga-Matoran, with the help of Onu-Koro’s engineers, maintain several underwater greenhouses that grow food, plants both medicinal and industrial, and other cash crops. Strategically protected by Marine sea forts, these greenhouses are equipped with state of the art oxygen filtration systems and solar panels, not unlike those used by the miners in the Great Mine. Armed Toa and a lock system that is designed to fool all but the Onu-Matoran engineers who designed it defend the gardens from saboteurs. Ga-Koro’s greenhouses supply most of the island’s food and medicine. In the months following the betrayal of the Toa "Arete," Ga-Koro adopted a stricter, more suspicious policy on strangers. Small ports and fortifications such as Nokama Port and Rockwall in Le-Wahi became commonplace as examples of Ga-Koro's foreign policy, and the Marine command structure was diversified so as to allow checks and balances between seasoned military and civilian officials, to prevent corruption or betrayal from within again. Several recent developments on the island have softened Ga-Koro's stance, however, and led to the more dovish policies of old. Ga-Koro contributed publicly and heavily to the retaking of Ko-Koro, providing declarations of support for the Ko-Koran resistance and offers of temporary Marine aid in rebuilding. Akiri Hahli enjoys perhaps the closest personal relationship with her village's Toa Maru protector, Toa Leah, who has a soothing effect on the sharp-tongued, clever Ga-Matoran. Perhaps most importantly, Ga-Koro established early and strong relations with the expeditionary forces of the Dasaka, a group of psionics-wielding warriors, merchants, and explorers from across the Endless Ocean. The Ga-Matoran have come to accept the Dasakan presence in their markets and on their beaches, establishing trade of metal and other resources that may prove essential upon the Dasaka's return. The Chiisai Ryuu, the Dasaka's submarine, is a mainstay in Ga-Koro's port, and housing and shelter has been established so the Dasaka have places to call their own outside their vessel, with more on the way in the event of further explorers - although notably, little architecture has been constructed with the elegant crystal the Dasaka seem to flaunt in their armor, weapons and ships. The Dasaka have used their good relations with Ga-Koro and the Marines to establish a sort of home base in the Koro while they explore the rest of the island. Akiri player: @Haman Karn: A Magical Girl
  8. The Wahi: Ko-Wahi is the region of Ice on the island of Mata Nui. It encompasses Mount Ihu, the largest mountain of Mata Nui, beginning in the north at the foothills of the mountain by Onu-Wahi and ending where the mountain merges into the Mangai Volcano, separated by the Tren Krom Break. The entire region is covered in ice and snow; the mountain is largely inhospitable, with only a few species of Rahi being able to successfully survive there. Among the more dominant features of Ko-Wahi are two massive glaciers, separated by a sturdy block on which resides Ko-Koro. The Drifts, massive, nearly featureless snowfields that experience almost constant storm, dominate most of the upper part of the mountain. The most hazardous section of the Drifts is known as the Wastes. Local landmarks include: Mount Ihu: A snow-covered mountain in Ko-Wahi, and the largest of several peaks in the region. The Drifts: Also known as the Wastes. A snowy region situated on Mount Ihu. Blinding blizzards come often, causing any who venture here to easily become lost, so Ko-Matoran use red flags to find their way. The North March: A pass on the bordering the Tren Krom Break on the Ko-Wahi side. There is a cable car to travel from the slopes of Mount Ihu to Ta-Wahi. Obsidian Outpost: A building constructed around the Ko-Wahi end of the cable car by a now-defunct mercenary group known as the 'Outsiders'. Previously used by them as a base of operations and means of extracting a toll from travelers, it now lies empty following the group's collapse. The Massif: A small village at the foot of a great stone half dome with a monastery at its top, the Massif is a place of solitude that some Matoran call home. Ihu-Koro: A small highland Koro, this is the main site for mining Rena ore. The Academy and Hospital: A center for learning and aid, this pair of complexes is home to several great scholars and scientists who are happy to give their experience for others. New Toa can go there to become better heroes and the sick and wounded can be healed at the hospital. The complex is located a short walk from Ko-Koro and is also connected to the village by an underground ice passage. The Dark Walk: One of six large tunnels dug by Makuta’s Rahkshi during the final days of his rule. Large enough to encompass a walking legion, it runs directly from the doorstep of the Koro down into Mangaia. Exudes a definite aura of odiousness, and is generally avoided. The Koro: During the days when Ko-Koro was led by Akiri Matoro, the Ko-Matoran built it into a veritable mountain fortress, a far cry from the humble monastic village from the days of Makuta. Tall walls, sprinkled with guard parapets, look out on the icy expanses around and define the village's edge. Massive bridges of ice, many of which are lined with small shops and tourist traps, span over a huge crevasse. These bridges connect the opposite walls of the village, and these walls are holed out for many more shops and living spaces. A central complex on a flat portion of the village, filled with domed huts not unlike those seen elsewhere on the island, serves as the Koro's trade hub. The towering Sanctum, once only a temple, was expanded into be a majestic citadel of ice that houses not only the ancient Wall of Prophesy but also living spaces and armories. The village is fueled by power siphoned from windmills that litter the extreme heights of the stronghold and other peaks of the mountain. These windmills power electric bulbs that light the village’s arches and buildings with white light at night. Wind electricity is also funneled towards powering an aural security system, consisting of a few large, crude microphones at the outskirts of the Koro that can be monitored from within the guard buildings. These allow the operators to hear approaching bodies even over the roar of icy storms. Ko-Koro has suffered more upheaval than any other Koro in recent months. Akiri Matoro was assassinated, and not long thereafter an army of darkness, led by the Dark Toa Echelon, assaulted and overtook the Koro. Their occupation was broken only through the combined efforts of the Toa Maru, military detachments from multiple Koro, and various other heroic forces, and the city still bears the scars from both the original attack and the liberation. A new Akiri, Tarkahn, has since been elected and now pursues an agenda of increased militarisation, vowing to prevent Ko-Koro from falling to invaders ever again. To that end, the city's defences are being steadily increased, and a policy of mandatory military training has been introduced. Trade and collaboration with the other Koros has also been ramped up to support these efforts. Akiri player: @The UltimoScorp
  9. Kentoku Map The Archipelago: The Kentoku Archipelago is a volcanic island chain situated to the far east of Mata Nui. The archipelago is comprised of five large islands with dozens of smaller ones scattered between them. Most of the islands of the archipelago are within sight of a few others and, despite the straits separating them, are easily accessible by bridges or quick ferries. While each island has its own unique climate, the general feel of the archipelago is wet and temperate; the volcano that birthed the Kentoku islands is long dormant. The majority of the islands' original terrain is flat grassland with rolling hills; where Dasaka civilization has not permeated, these calm natural landscapes are visible. On the archipelago, metal ores are exceedingly rare and valuable, but crystalline protodermis is in abundance; as such, most Dasaka structures and machines are made up of wood, stone, and manipulated (or “grown”) crystal. Many of the islands' native flora and fauna have been long since driven to extinction, or else domesticated, leaving very little wildlife on the archipelago. The five islands of note are: Sado (SAY-doe), despite being the smallest of the main islands, is capital of the empire. Over the centuries, Sado has been incessantly urbanized to accommodate the ever-growing city and Imperial Palace; at this point, almost all of Sado is covered with towering, elegant crystalline structures. The only undeveloped land still visible on the island is a small strip of sandy beach that runs along a third of the island. Centrally situated, Sado is next to Odaiba and within sight off all other islands save Kozu. From a distance, Sado looks like a complex gem, and its structures are oriented to catch the sun at all times of day and shine it back up into the sky, creating beautiful patterns against the clouds. Its central location to the remainder of the Kentoku Archipelago has left it vulnerable to attack from the Rahkshi and sea Rahi, but not quite vulnerable; Sado is the jewel of the Dasaka civilization, and every Dashi, Menti and Datsue remaining on the island works in service of protecting it, in ways big or small. Oki (OH-kee) is the most biologically diverse island in the archipelago, as close to a jungle as is possible in this climate, though severely lacking when compared to Mata Nui’s Le-Wahi jungle swamp or Ga-Wahi river delta. As most of the islands are deficient of animal life, this island is the largest remaining home to dozens of near-extinct plants and animals, the only other known specimens being in captivity in the gardens of the Imperial Palace. A thriving population of minor clans lives on Oki; they are generally ambivalent towards the politics of the empire, unless the sanctity of their island's natural beauty is brought into question. The Umbraline Clan hailed from Oki, but it was among the first of the major islands to fall under the Rahkshi invasion, and most of the Umbralines in their ancestral demesnes have fallen deathly silent. Odaiba (oh-day-BAH) is the largest of the five main islands, its landmass almost equivalent to the other four largest islands combined. Home to over a dozen minor clans, it is the breadbasket of the empire. Most of this island is involved in food production; fields, pastures and orchards sit on the island's gently rolling hills, dominating view and banishing most native flora and fauna. Odaiba's most interesting feature, however, is Mount Koshiki (Ko-SHE-kee), the largest and most intimidating mountain within the archipelago. In antiquity it was an active volcano, but now it is an extinct mountaintop, home to one of the few native creatures that pose a threat to the Dasaka: the Kanohi Dragons. The crater atop Mount Koshiki is a poisonous, stagnant lake heated by geothermal gases. It is said that the invaders came from an eruption atop Mount Koshiki itself, and to summit the mountain today only invites peril for any Menti daring enough to try. Iki (EYE-kee) is terribly devoid of plant and animal life, even by Dasaka standards. This little island makes up for its barrenness in wealth of natural resources, most importantly crystalline protodermis and other precious minerals. Ores and gems flow out of this mining island, shipped from its many docks to the Imperial Palace to be refined and crafted; these sea-lanes are the lifeblood of the Dasaka economy. Not surprisingly, Iki is the Datsana Clan’s home island, and it is from here they were able to launch themselves not only into the imperial economy, but into politics as well. It is said that the Dastana managed to beat the Rahkshi back from Iki in their attempt to relieve the beleagured defenders of Sado; while their presence in the Imperial Palace partially verifies these claims, in truth the Dastana left defending their homeland are stretched thin and vulnerable, far too small a garrison for the vital sea-lanes and resources they protect. Kozu (KO-zoo) is unique in two ways: it is the only island not directly visible from the Sado, and it is now serves as Clan Fursic's graveyard. A small, visually unremarkable island out of sight from Sado, the Fursics were left reeling from the death of their Toroshu, the arrest of their First Son, Kuno, and several Battlemaster-related betrayals and plots. This left what little resistance the Rahkshi found there to be mopped up easily - but, by the same token, the darkness itself hangs lightly upon Kozu, and were it more strategically significant the odds are decent that the Dasaka would be able to reclaim the island. The Imperial Palace: More of a city than anything else, the Imperial Palace is the jewel of the Kentoku Archipelago. Taking up most of the island of Sado, the city is hexagonal in shape, with six distinct sections forming the outer ring and the Imperial Residences at its center. Made almost entirely of crystalline protodermis, The Imperial Palace is a place of sheer beauty as well as defense, the only locale never to have been conquered by an opposing force in wartime. Lightstones line its elegant crystal corridors and glow both during the day and at night; it could be said that this place never sleeps. Local landmarks include: The Imperial Residences: Located in the center ring of the Palace, this is where the imperial family lives, works, and presides. Spacious bedrooms, meeting halls, living quarters, and the Throne Room all are located within. Many of the spaces within have been converted into enormous war rooms, bustling with Menti warriors and strategists conferring on how to defend Sado and make a push to reclaim other key islands in the Kentoku Archipelago. Towers of Knowledge: The educational center of the empire. Home to the most prestigious of schools, the finest of museums, and the best libraries, these towers stand as the tallest pinnacles of the palace. Past, present, and future all collide here in unusual harmony; the silence of studying and research is at home next to the bustle of active discovery. The Dasaka's archives are also stored here, the annals of their entire cultural memory recorded within. Some crucial records - genealogies and histories of the Roras of Clan Umbraline chief among them - were saved by the fleeing royal fleet or disseminated by looters, but for the most part these great histories remain untouched. The Coliseum: The social center of the empire, it is here where all the major sports and other spectator events take place, everything from Paoro to gladiator combat to theatrical performances. There is always an event going on here, and considering the myriad of inns and eateries bordering it to accommodate the constant influx of Dasaka, it is the premier meeting and gathering place on Sado - and, under periods of Rahkshi siege, the only fortress large enough to protect the large civilian population left behind on Sado. The Yards: Military stronghold and training facility. Here is where young Menti warriors go to be trained in the art of psionic and physical warfare. There are schools, training grounds, and instructors dedicated to each discipline stored within. In addition, the palace's docks are located nearby, so the Imperial Navy has its base of operation here as well. Besides the Imperial Residences, this is the most heavily guarded and fortified place in the entire empire. Menti are being trained almost to the point of exhaustion by harsh Dastana mercenaries and veterans of the Fursic Wars and Rahkshi sieges, and the Yards now bustle with activity day and night. The Wards: The massive apartment complex of the palace. Here is where most of the population of the palace lives and sleeps when not working, making it by far the largest section of the city. Most rooms are sparse if not comfortable, clean, and airy, and usually have two to three rooms, depending on the need. The wealthiest and most influential citizens occupy the penthouses on the top levels. Few Menti warriors live here, as their bunks are either in their barracks or other assigned areas per their duties. The Markets: The economic center of the empire. Anything and everything is either produced here, sold here, or can be otherwise acquired here. More money and trade goods pass through this section of the empire than all the other islands combined, making the ideal place to do business. The Dastana, a mercantile clan from birth, were uniquely suited to keep the Markets bustling; without their protection, the entire Kentoku Archipelago, already reeling, would have likely descended into anarchy. Still, their supply lines are constantly harried by bizarre, infected Rahi and Rahkshi, and the atmosphere in the Markets is tense, with haggles as likely to end in brawls as deals. The Gardens: The massive park that takes up a large swath of the city. From a distance, the elegant layered gardens seem to hang in the air unsupported. A place of beauty and serenity, the gardens are valued therapeutically as places to seek peace and enlightenment. The rarest of plants, endangered species, and cultivating greenhouses spot this place; the gardens are proudly home to a large collection of flora and fauna that are extinct elsewhere on the archipelago. Once, these gardens were sealed off to the lower castes, the jewels of the nobility; now they serve as makeshift refugee camps and packed healing centers, bustling with injured Menti or Dashi who fought to defend their home against the Rahkshi. Dastana Twins players: @Haman Karn: A Magical Girl and @Palm
  10. Zakaz Map Regions | Locations | Blank The Mountains: Lesteri;Dak (Less-teh-ree-dah-k): roughly translating to the mocking nickname ‘Lesterin’s Crown,’ or often just colloquially referred to as ‘the Crown,’ Lesteri;Dak is the ring of mountains, cliffs, and other jagged surfaces that encircle the island of Zakaz. Ranging from coastal cliffs and mild crags to the west and south to the seldom-scaled, mysterious mountains of the east, the Crown is said to be where the bits and ends of old Lesterin islands, fraying and torn from where they were torn apart by the Skakdi and stuffed back into the shape of Zakaz. Though inhospitable and bleak, the Crown does make for a good defensive position during a siege, leading some particularly daring warlords to erect fortresses there. Indeed, even some stray pockets of Lesterin settlement can be found towards the east, where old goat paths and mountain trails will be used by risky caravans and fugitives as a quick path to the sea. The Tooth: Though no larger than a Koro, Irnakk’s Tooth is probably the closest thing to a true city and capital the Skakdi possess on the Zakaz mainland. The settlement of Irnakk’s Tooth is built into the side of a mountain of the same name, that the sages claim to be one of the great Ancestor Irnakk:Dii’s teeth left behind after the Skakdi people feasted upon Lamo-Lyco-Oshan. The current village upon the Tooth is said to be erected from the gnawed-upon, discarded bones of the former Lesterin trade capital Kvere (Queh-reh) - and while no doubt meant as a grandiose boast, it appears that here, at least, Skakdi mythology has a hint of practical truth hidden beneath the bombast, as there are certain buildings spread throughout the settlement that display Lesterin or even Vortixx architectural philosophy. Though no warlords occupy Irnakk’s Tooth full-time as ruler, and none have been brave enough to try for over two centuries, several of the island’s most dangerous and prestigious warlords do have manses that are occupied during parts of the year. Similarly, although outlanders are not as common a sight here as on Seprilli, it’s not unheard of to find mercenaries on the Tooth seeking employment with a mercenary company or warlord. The Rift: On the southeast of Zakaz lies a deep gash that cuts through all of reality. The Rift itself appears to be nothing but a large, particularly narrow canyon through southeastern Zakaz, with stalagmites and crags dotting the ashen ground. Here and there one may find the ruins of old fortresses or ziggurats buried underneath the sands of time, or with new rock outcroppings sticking through ramparts or portculli, as if the Rift is slowly assimilating the structures into its mass. These are not, as many a zealous tour guide would insist, remnants of Lamo-Lyco-Cosa, for the truth would scare any who were mad enough to tour the Rift right from the canyon. And there is Antidermis everywhere in the Rift. Other locations: Zarrava: an anarchic pirate port on the northern coast, ironically one of the few places where Skakdi and Lesterin can be found living side-by-side. Fortress of the Nakihl: the home of the Nakihl occultists, nestled in the remote western spur of the northern Crown, reachable only by passage of the mountains or the Burning Steppes.
  11. Well, the BZPRPG is back, act 3 has begun. It’s been like a decade since I was in act 1, and things have changed both in-universe and out. For one thing, Dece has adopted the identity of Kanohi, much like in Six Kingdoms. Although actually I originally created the plot point ofKanohi for BZPRPG Act 3, it just took a while for BZPRPG to get started so I adapted him fir SKE in the meantime. And it did require some adapting, the rules are a bit different here, Mata-Nui lacks the Kanoka of Metru-Nui for one. So to help setup the Kanohi of act 3, and flesh out an off screen adventure, I wrote this short story about him. I am posting it today for the one month anniversary of act 3 beginning. It’s a standalone adventure, it’s not needed to read his adventures in Le-Wahi or vice versatile read this story. It just adds some context. I will say this story takes place three days before my first Kanohi post, for anyone following the timeline. With that said, enjoy this little story. … What do you see, Dece? Kanohi bolted upright and swiped up his Volo Lutu Launcher, his heartlight flashing and his many wooden masks rattling from the violent motion. His lungs pumped out a hacking gasp of air, as his optics darted around him. Their lens searched through the gasps in his masks, his head pivoting on its socket. There was nothing there, save the early morning sunlight that lit Le-Wahi. A beam of light had merely drifting across his head. He could hear crackling, but his optics identified the sound as a pair of Brakas chattering to themselves The cross-wired Fe-Matoran slumped against the tree, rustling the crude hammock he had made of vines and the trees branches. He lay there, tracing his metal fingers through the grooves in his masks, trying to stabilize his pounding heartlight. Another dream, another nightmare of that wicked Matoran with the Hau who thought himself the Makuta. Finally he sighed and holstered his Volo Lutu Launcher, before he began readjusting his armor, making sure each mask was secure. The straps for each wooden mask were made of braided plant fiber, each mask acted as plate of armor, greaves, shoulder pads, chest plate, he even wore one over his true mask. They can’t recognize me, I don’t look like Dece, I am Kanohi; the Mask. I help people. Dece couldn’t help people. Dece … Dece didn’t save people. I save people. He drummed his masks, trying to recenter himself. The thudding of metal fingers tapping wood centered him, helping him calm down. He was safe. He … he was safe. Kanohi sat fully up, he could hear the hammock creak and buckle beneath him, he wasn’t surprised. The rush job he made it in almost guaranteed it could not last to support the Fe-Matoran another night. It wasn’t the first time. So for now as it held, he would focus. The Fe-Matoran reached underneath a mask, pulling out of a slot a Takea’s tooth. The sharp fang had been gutted into a shell, housing a mechanism of metal and stone. He flicked it, and a small flame erupted from it. He stared into the flame, he could hear his vocal processor already beginning to sputter. S-still, he was Kanohi, he needed to help the travelers of the jungle. B-because then, maybe one day, he… The flame danced before him, rising and falling. His mechanized throat began to hack as he remembered that all consuming flame, even as the lighter’s fire seemed to grow, embers stretching from it before snapping off, like straining rope from his Volo Lutu Launcher. His heartlight was pounding again, imagining smoke gushing from the fire into his chassis. Finally the Matoran of Iron snapped shut the lighter. A vision wasn’t coming. But his visions were … it was the only thing valuable about him. It’s the only reason the False Makuta cared about him. It’s all he could offer. S-still, he was Kanohi, he would help the Matoran. He stowed the lighter away and shakily stood up, nearly toppling off the branch as he did so. Fe-Matoran were not meant to enjoy the treetops, it was not his environment. But that made it safer for him. And he could do more good here. Kanohi drew his Volo Lutu Launcher and steadied his aim at a nearby tree’s outstretched branch. He squeezed the trigger, and the iron hook hurled from its barrel. Trailing behind the hook was a tail of braided cord, linking the projectile to its launcher. Then with a thud the hook latched to a tree branch, wedged in. Springs in the Volo Lutu Launcher straining, yearning to draw close again. With a lurch Kanohi hurtled forward, yanked through the air on the rapidly recoiling rope. With a smash he smacked into the branch, the hook slotting back into the gadget. He climbed up onto the branch and fired again, launching to another tree. He was a Matoran of Iron, he could endure much more physical exertion or abuse than other breeds of Matoran, even without his armor. So he kept grappling from tree to tree, smashing through the twigs and leaves of the jungle’s canopy, the broken shards tumbling to the forest floor. Kanohi barreled through the jungle, startling Taku from their nests. He tried to call out “sorry” to the fleeing Rahi, but all that came out was a hack. Talking was still a luxury he did not possess. The jungles of Le-Wahi made up a large chunk of Mata-Nui, roughly the southern two-fifths of the island. All sorts of Rahi lived her, foraging and hunting among the trees. Le-Koro was here too, though Kanohi did not head into town much. He … there were multiple reasons why. Then he heard a cry. Immediately he grappled around towards the shouts, hurtling and smashing through sticks and twigs towards the sound. The tree branches smacked and scraped his armor, he flinched, but he had to keep going. Someone needed help. N-Nichou would understand. He had been unworthy of the Wanderer’s Company too. No, that wasn’t fair, that suggested the Wanderer’s Company was wrong. But Stannis and the other Maru, Kanohi had seen their deeds, had visions of their heroics. Had visions of … the ones who fell short. The Toa Maru were great heroes, the greatest in the history of Mata-Nui. Him not measuring up to them was because of his flaws. Not a fault of theirs. But even if he was not destined to be a great Toa, he would still help people as best he could. Because he was Kanohi, the vigilante of Le-Wahi. He slammed into a tree branch and scrambled atop it, before looking around. There, an orange Ta-Matoran was clutching his mask, screeching out a static squeal. His heartlight was pounding violently. He was in distress. The sound sent Kanohi’s heartlight pulsing, the noise making him unsteady. But he knew firsthand how overwhelming things could be, and Kanohi was “cross-wired” himself after all. He had experienced sensory overload before. It was not fun. And the simple fact was that Kanohi needed to help him. He sounded really hurt, and much pained noise might attack a predatory Rahi. Kanohi grappled down, coming to the Matoran of Fire. His first thought was to speak comfortingly, but his vocal processor was as rough as gravel, what sound he made was strained and indecipherable. The vigilante Fe-Matoran raised his hands to embrace the Ta-Matoran, then pulled back. Getting squeezed by a stranger was never comforting, he knew that from experience. And if his pain was physical, he might hurt the other Matoran. Ta-Matoran were not as sturdy as himself. What should he do? The screeching was jagged as gravel, it sent his pistons flexing with unease. He … the sound was overwhelming to the vigilante’s sensors. But Kanohi had to help. He clutched his head and drummed his mask, trying to help himself think. Okay, first, check the Ta-Matoran’s symptoms. Kanohi looked over the Matoran, he seemed fine, outside of the screaming … wait. Kanohi focused his optics, this Matoran’s chassis was not orange, his frame was actually red. The front of his torso had been plastered with some powder. A narcotic? Or pollen from a plant? Le-Wahi was home to many carnivorous plants, but could he recall one whose pollen caused pain? He was not really a botanist, but … he could vaguely remember once hearing a Le-Matoran telling the story of spores that made Brakas scream, until the Rahi was attacked and eaten by a Muaka. The spores would take root in the Rahi’s chassis and grow, they needed to be ingested by the large beast. The plants would eventually strangle the Muaka’s gears and it would be paralyzed, and as it lay dying the plants would bloom and release their spores. He … did not do the story justice, it was very nice, accompanied by panflutes. But the point was, if this powder was those spores, this would not only kill this Matoran but a Muaka too, along with Kanohi if he wasn’t careful. He had to move quickly to save three lives. The moral to that folktale was not to blindly accept an easy meal, it said nothing of how to treat the afflicted. The story would not help him here. Instead Kanohi grappled to the treetops, and yanked on the branch. He was dwarfed by the strength of Po-Matoran or Onu-Matoran, but the vigilante was active these days, he had some power behind him. With a rip he pulled off a leafy branch. He hacked out an apology to the tree, before grappling back to the forest floor. He grabbed his canteen and doused the leaves, and then slowly, carefully, he began to brush the Matoran of Fire. Theoretically Kanohi could try to burn the pollen away with his lighter, Ta-Matoran after all had resistance to heat and flames. But resistance was not immunity, and if he burnt another person… The Ta-Matoran stuttered out a scream, and his optics began to focus again. The wet leaves mopped and swept away some of the pollen, helping the Matoran’s heartlight steady its glow. He was breathing heavier, but he was breathing. Soon enough the branch’s leaves were all coated in pollen. Kanohi hooked a tree’s roots and grappled away, before pulling free a chunk of moss from its roots. Coughing out an apology to the mat of plants, he returned to the Ta-Matoran and wiped him down. “Th-thank you,” the Ta-Matoran managed, his optics clenched tight. He was still in pain. But before Kanohi could wipe down more of his chassis, there was a large thud behind them. Kanohi’s masks rattled as he swerved behind him to see trees shaking. Something big was coming towards them. Quickly Kanohi crouched and pointed to the Matoran of Fire, before pointing to his back. “I … if the pollen is still on me—” But then a closer tree shook, and the Ta-Matoran scrambled onto Kanohi’s back, trying to grip the notches in he mask playing his back. Kanohi swayed under the weight, and the sensors on his back seemed to prickle. But discomfort or not, the vigilante Matoran knew he had to hurry. Shakily he raised his Volo Lutu Launcher, hooking a branch near the top of a tree. In a rush the two Matoran were wrenched from the forest four, landing in a heap in the tree. Below them was a roar, and a yellow and black shadow broke through the clearing before smashing into the tree, cracking the trunk and shattering dark wildly. Kanohi staggered but fired his Volo Lutu Launcher again, hurling away from the Muaka. He thumped against the next tree but launched his grappling hook again, barely slowing to recover. The Ta-Matoran grunted and groaned with each collision, but he still held on. There was a roar in the distance, Kanohi tried not to guess if the Muaka was still pursuing them, instead focusing on moving away and keeping the other Matoran secure. His servos and pistons strained from the weight, the leaves blinded him, his back tingled uncomfortably, and the branches slashed him. But Kanohi kept moving, he had to. “Th-thank you, again,” the Ta-Matoran managed as Kanohi continued to grapple them along, “ m-my name is Tarama. I … I was just trying to scavenge a Muaka carcass, then everything was pain. I tried to run away, run anywhere, but eventually it got too much.” Kanohi nodded vaguely. He knew how dangerous Le-Wahi could be. It’s why he stayed here, to rescue travelers, explorers, even wanderers. To be there for those Matoran and other breeds that otherwise could have been lost and forgotten in the Jungle. Finally Kanohi collapsed, thumping into a tree. He lay among the branches, heartlight pounding, even as Tarama looked around with his telescopic lens. “I … I don’t see the beast, I think we got away. Thank you, so much. Um, but who am I thanking?” Kanohi lay there hyperventilating for a time, before shoving upright. He was tired, his body ached, and his back was on fire, the pollen irritating his chassis. Still, he had saved a Matoran, helped someone. It was worth it. Shakily he lifted his finger, and pointed to one of his masks. “Ruru?” The vigilante shook his head, and pointed to his masks again, as well as Tarama’s own Arthron. “Kanohi?” the Matoran of Fire guessed, and Kanohi nodded, slumping back down. “S-should we wait a bit, Kanohi?” Tarama offered, and the vigilante nodded. The Ta-Matoran awkwardly shifted onto the branch, trying to stay balanced. Kanohi leaned against the tree, his heartlight unsteady. As he laid there, Tarama coughed, “um, I hate to ask, but I don’t do well in the cold. I know it’s not that cold but my damp armor and it’s still barely day and all. Do … do you have a Heatstone I could use?” The Fe-Matoran flinched, but helping was the right thing. Shakily they pulled free their lighter, and offered it to the Matoran of Fire. He dipped his head in thanks and ignited it, huddling around the flame. The flame seemed to shift and twist in Kanohi’s optics, the flame shooting out like the cord of his Volo Lutu Launcher. It stretched and retracted, stretched and retracted, almost mimicking the beat of a heartlight. It seemed to reach closer and closer to Kanohi, growing thicker and thicker. Smack. Kanohi tumbled as a long wind smacked into him. He careened out of the sky as a Gukko flew above him, a Le-Matoran riding atop. A caravan trailed after the four winged Rahi, knocking about its cargo of lumber. Suddenly the Rahi bucked, and a log fell from its cargo, hurtling at Kanohi’s face. He rolled away, the log smacking right where he had been laying. Shakily he stood up, even as the log ignited. He stumbled back as smoke erupted from the chunk of lumber, the inferno engulfed his sight, blinding him to reality. Fire latched onto him like tendrils, strangling him in a cocoon. As he was dragged into the binds of smoke he flailed, his chest crushed between the gas. Then suddenly the gas condensed tightening into cords of vine. He slid out of them, thumping onto the roots of a tree. Before him he could see a fallen Le-Matoran, her goods scattered like the stars in the sky, her Mount impaled on a tree. She lay limp caked on mud before suddenly jerking upright, staggering on two legs. But her movements were unnatural, and in the gloom of the swamp, he could faintly see thick strings puppeting her limbs. There was a rush of wind and Kanohi was knocked off balance, nearly tripping again. He steadying himself, before realizing in horror he stood before the Gukko. The Rahi was still impaled by a jagged tree, oozing green lubricant dripping from its pierced chassis. The vigilante stumbled backwards, only to thump into someone his height. He spun around, and his vision seemed to blur and slow. He fell to the ground as the world melted before him, standing before him was the Le-Matoran, her body raising from the ground, strange arms suspending her upright, each of the limbs holding her bursting from a tree, and each vaguely resembled a Toa’s arms— Kanohi gasped out, heartlight panting. A vision. A Le-Matoran merchant was going to fall out of the sky? He … he had to get her— He fell back down, still too exhausted. He shuddered, closing his optics. He … his visions were vague, confusing, he had no idea when this vision would occur. Nor did he know if this vision was literal. Maybe it wasn’t a Le-Matoran trader crashing to the ground. Maybe it was the Le-Koro economy crashing, or the Gukko Force failing in a future battle. Regardless, Kanohi was too drained to do anything about it now. And Tarama was in trouble right now, he still had to get the Matoran of Fire to safety. He … he needed to get his fellow Matoran to the safety of a settlement first, then look for the Le-Matoran. And to do that, he unfortunately had to rest first. Weak, failure, what kind of Fe-Matoran struggled after only this much trouble. He was too weak, he was never going to be worthy. Still, his optics drifted to Tarama, huddling around the fire. This Matoran was alive because of him. He helped save him. He had even lent him his lighter to stay warm, the one relic he had kept from his life as Dece. He … he had done good. Kanohi sighed, heartlight still unease, but steadier now. He was no Toa Maru, no Akiri, he was not a great hero. But he still was a hero, and he still could do good. And helping out in small ways, saving singular lives, that mattered too. He just wished he could believe that.
  12. CHARACTER RULES Here is where you post the profile(s) for your BZPRPG character(s) (you must post a character's profile before you begin playing). Staff is not required to give approval for characters: you may post and play immediately. However, we can at any time ask you to modify characters if we think that they are too powerful or otherwise against the rules. There is no set pattern when creating character profiles, but if you need inspiration for what to put down, look at the outlines from others’ posts. SECTION I. General Rules In the profile page, you are allowed ONE POST; multiple posts by a single player will be deleted. Place all your characters into one post; this makes it easier for you, your fellow players, and the Staff to find your characters. You can have as many character as you want, as long as their profiles all fit into one post. Your character must belong in the Bionicle universe. This is not to say your character must be of an official Bionicle species, or come from an official location, but he or she must be something that could come from Bionicle. Specific guidelines about this are in the following sections. You cannot play as canon characters, like Tahu or Roodaka, unless doing so under explicit staff permission. Expies – characters that are essentially carbon copies of characters from other franchises, like Transformers or Star Wars – are also strongly discouraged. The point of the game is to create your own unique Bionicle-universe characters, so embrace the opportunity! This is the most important rule: Your character must be reasonable. No gods or other invincible characters. Your character MUST HAVE WEAKNESSES; it must be possible for other players to defeat them in combat. You must either post a picture of your character, or write a detailed description of his or her appearance – or both – in their profile. SECTION II. Suggested Profile Fields Unsure of what to include in your Character's profile? Below are some suggestions as to what would be useful subjects to cover. This is by no means a definitive list; you may include other categories, and some of these suggestions can also be omitted. Remember that the point of your character’s profile is to serve as a reference, so that others can interact accurately with him or her even upon first meeting. Try to be very informative. Here are the suggested profile fields (bold indicates a required field): Name: Species (Toa, Matoran, Turaga, etc.) A detailed description or image Gender Powers and/or weapons Technological items (and, if Foreign Tech, which staff member approved the item) Weakness(es) Alignment (good, evil, neutral, etc.) History Personality and traits SECTION III. The Lists Below you will find the lists of species, powers, and masks allowed in the BZPRPG. These lists have been carefully thought out; if a certain species or item is not on these lists, it has been omitted for a reason. All characters, unless given explicit staff permission to the contrary, are required to exist within the parameters of these lists. Playable Species: Matoran – No powers or powered masks Toa – One elemental power and one mask from the approved list Turaga – One heavily weakened elemental power and one mask from the approved list Vortixx – No powers or masks, two pieces of foreign technology Skakdi – One elemental power (requires two Skakdi in conjunction to use), one vision power, one piece of foreign technology. See Zakaz Exception in Section IV Technology for Zakazian Skakdi. Parakuka – No powers alone, but can be very powerful when bonded to a host (See here for more information on the Parakuka; if your character has bonded with a Parakuka, say so in that character's profile). Lesterin – Special innate elemental abilities and either one mask from the approved list OR one piece of foreign technology (See here for more information on the Lesterin). See Zakaz Exception in Section IV Technology for Zakazian Lesterin as well as the LMRP. Dashi – See DMRP or Section V for details Dasaka – See DMRP or Section V for details Datsue – See DMRP or Section V for details Kaiakan — See Zakaz Exception in Section IV Technology for Zakazian Kaiakan as well as the LMRP. CUSTOMIZATION EXCEPTION: Personalized/customized species are allowed – however – they MUST resemble or be similar to one of the above species, including abilities, powers, and power levels, AND must be approved by a staffer before use. Allowable Toa/Turaga/Skakdi Elemental Powers One elemental power per character. No multiples. Air Crystal Earth Fire Gravity Ice Iron Plant-Life Lightning Magnetism Plasma Sonics Stone Water CUSTOMIZATION EXCEPTION: Customized powers are allowed – however – they MUST be reasonably powerful, balanced, AND be approved by Staff before use. Allowable Skakdi Vision Powers: Heat Vision Impact Vision Infrared Vision Laser Vision Thermal Imaging Telescopic Vision X-Ray Vision Allowable Kanohi: Kanohi Hau The Mask of Shielding Kanohi Pakari The Mask of Strength Kanohi Miru The Mask of Levitation Kanohi Kakama The Mask of Speed Kanohi Akaku The Mask of X-Ray Vision Kanohi Kaukau The Mask of Water Breathing Kanohi Huna The Mask of Concealment Kanohi Ruru The Mask of Night Vision Kanohi Matatu The Mask of Telekinesis (off-limits to Dasaka characters) Kanohi Rau The Mask of Translation Kanohi Mahiki The Mask of Illusion Kanohi Komau The Mask of Mind Control Kanohi Kiril The Mask of Regeneration Kanohi Pehkui The Mask of Diminishment Kanohi Kualsi The Mask of Quick Travel Kanohi Calix The Mask of Fate Kanohi Kadin The Mask of Flight Kanohi Sanok The Mask of Accuracy Kanohi Iden The Mask of Spirit Kanohi Suletu The Mask of Telepathy Kanohi Elda The Mask of Detection Kanohi Zatth The Mask of Summoning Kanohi Arthron The Mask of Sonar Kanohi Volitak The Mask of Stealth Kanohi Tryna The Mask of Reanimation Kanohi Rode The Mask of Truth Kanohi Shelek The Mask of Silence Kanohi Jutlin The Mask of Corruption Kanohi Sana The Mask of Healing Kanohi Haunoru The Mask of Focused Shielding The Mask of Rebounding The Mask of Sensory Aptitude The Mask of Emulation The Mask of Scavenging CUSTOMIZATION EXCEPTION: Customized masks are allowed – however – they MUST be reasonably powerful, balanced, AND be approved by Staff before use. Only one mask is allowed per character, unless the duplicate has been won by battle or otherwise granted a special exemption. Suvas are not available, and multiple masks may not be obtained without staff permission. Masks may be changed in game provided this is done reasonably and the original mask is no longer available for use. SECTION IV. Technology Foreign Tech Per the nature of certain species' foreign origins, if you have a Skakdi or Vortixx character, you are allowed one or more pieces of advanced foreign technology. Technological items of this sort must be approved by staff prior to playing. If your character has a foreign tech item, you must note which staff member approved the tech after you describe the item in your profile. These are the limitations on foreign tech per species type. Skakdi: One piece of foreign tech Vortixx: Two pieces of foreign tech Lesterin (w/out mask): One piece of foreign tech Zakaz Exception: Characters on Zakaz may have one additional piece of Foreign Tech. For Skakdi this means two, for Lesterin this means one or two depending on whether or not they have a Kanohi. This does not apply to existing characters moving to Zakaz, and this does not apply to Vortixx as there are no Vortixx native to Zakaz. The only way for a character not of these species to own a piece of foreign tech is for them to win it fairly from another player’s character in combat. Native Tech Technology on the island of Mata Nui has taken a step forward, and so more advanced technological items are no longer out of the question for Toa, Matoran, and Turaga characters. If a character wants a piece of this new “native technology,” they can attain one from a Koro Leaderor shopkeeper IC or, as with attaining foreign technology, win it fairly in PC-vs.-PC battle. If your character has one or more pieces of native tech, you must specify in their profile how this technology was acquired. Smaller, freelance native tech shops can be created and run by players, as long as their merchandise is all pre-approved by staff. Shopkeepers are encouraged to require some kind of task-based IC payment in exchange for their special technologies, just so that native tech remains more valuable than imaginary widgets. There is also a "Living List" of token Native Tech items or item types that may be acquired by PCs in-game without approval. If players wish to suggest other technologies to add to the Living List, they may PM those suggestions to a member of staff. Here is the list. Glass lenses with various focusing/diffusing properties. These are used in telescopes, magnifying glasses, and lamps. Such lenses, usually employed in Lightstone lanterns, can also be purchased separately, as they're prone to breaking. Onu-Koronan task tablets or "iStones" with abacus, note-taking, and some document-holding possibilities. These are very difficult to open without damaging the machinery inside - they've been manufactured to break this way by the Onu-Koro engineers on purpose, so that their computing abilities remain essentially unreproducible. Basic metal tools such as hammers, axes, pickaxes, and even scissors. These items were available before, but now they're more easy to acquire; the best come from Ta-Koro. Simple clockwork devices with gears, springs, and even little bells. The most complex and expensive sort are the smaller ones, especially rudimentary, one-handed watches. Many varieties of little wind-up toys are also available, from bouncing Fusa to rolling Manas. Disk launchers have propagated, reducing the need for skill when using a bamboo disk as a weapon. Some launchers hold more disks with spring or gravity-loading magazines. Photothermic powder, also known as "Stralix Powder" after its inventor, made up of mixed lightstones and heatstones. This powder is slightly more potent than the explosion of a Madu Cabolo, and is much safer to store and use. Sharp impact, or fire, can set it off. Kites and gliders, while usually impractical, can be produced on request by the right craftspeople. Huge, delicate hang gliders are made best in Le-Koro. Volo Lutu Launchers, a type of grapnel gun, have been around since the days of Makuta. They're now cheaper to produce, and are available in models able to haul the weight of larger beings like Toa, not just Matoran. Patero Launchers, projectile cannons powered by compressed gas. The Patero launcher consists of an elastic bladder that is inflated by hand pump, a projectile barrel, and a rapid air release mechanism. This simple launcher can fire lightweight rounds without much accuracy, but over long distances. Only the smaller, handheld type is readily available; the secrets to making artillery-sized air seals still lies with Onu-Koro. Some types of Patero shots include small fireworks, glass-capped Stralix Powder capsules, clusters of bamboo arrows, and even confetti cartridges. Exo-Matoran Suits. See here for details. SECTION V. The Dasaka Like other standard species characters in the BZPRPG, Dasaka may be created and played as without the necessity of staff permission. Any Dasaka characters you create in this way, however, must exist within the parameters outlined below. To have Dasaka characters of a more advanced sort, staff approval is required; the process by which to attain this can be found in "C. Changes To Dasaka Regulation." A. Required Profile Fields Dasaka character profiles are stricter in structure than the profiles of other species, because there are more required fields. Along with other profile fields you opt to include, these are the requisite fields for Dasaka characters: Species (Dasaka, Dashi, Datsue) A detailed description or image Caste and Clan Gender (see “C. Changes” for details) Powers, including (as applicable) mask powers and Menti Discipline(s). Weakness(es) B. The Lists Below you will find the lists of species, powers, and masks allowed for Dasaka characters. All characters, unless given explicit staff permission to the contrary, are required to exist within the parameters of these lists. For more information about particular powers, clans, and castes, please see the Dasaka Master Reference Post. Playable Species: Dashi – No powers or powered masks Dasaka – One Menti Discipline and one mask from the approved list Datsue – One Menti Discipline and one mask from the approved list Allowable Castes Menti (warrior-level only) Dashi Ringti Saihoko Datsue CUSTOMIZATION EXCEPTION: You may request for your Dasaka or Datsue character(s) to hold higher rank within the Menti caste. Allowable Menti Disciplines: Soulsword Discipline Sighteye Discipline Mindarm Discipline Willhammer Discipline CUSTOMIZATION EXCEPTION: You may petition for your Dasaka or Datsue character to be proficient in more than one Menti Discipline. This must be approved by a Staff member. Allowable Dasaka Kanohi: All masks on the list in SECTION III (except for the Kanohi Matatu, Mahiki, Komau, Elda, and Rode) may be used by Dasaka characters. CUSTOMIZATION EXCEPTION: Customized masks are allowed – however – they must be reasonably powerful, balanced, and be approved by Staff before use. Only one mask is allowed per character, unless the duplicate has been won by battle or otherwise granted a special exemption. Suvas are not available, and multiple masks may not be obtained without staff permission. Masks may be changed in game provided this is done reasonably and the original mask is no longer available for use. C. Changes To Dasaka Regulations The above lists and whatnot outline what is acceptable for Dasaka characters that don’t require staff approval to be created or played. However, there are other, more advanced possibilities for Dasaka characters available to you as players, which do require staff approval. Caste Approval You may request for your Dasaka or Datsue character to hold a higher rank in the Menti caste. You can request to have, say, a Toroshu character, or for your character to perform a special duty for the Rora, or whatever else you can think up. To petition for a more advanced societal rank, your PM must include what rank/duty you would like to have, and a brief statement about why you want that position for your character. Clan Approval You may request to begin a new Dasaka clan. Despite the upheaval in Kentoku and the exodus of many Dasaka to Mata Nui that does not mean that we have seen every clan before. Requests to make a new clan need to include the leader’s name and profile, a brief description of their history and culture, and a description of what lands they hold (or held) and how they have handled the disruption of the Empire due to schism or invasion. Menti Discipline Approval You may request for your Dasaka or Datsue character to be proficient in more than one Menti discipline. Multidisciplinary training is not common but neither is it prohibited. If your character is the First Son of a clan, they are granted permission for two disciplines automatically. Otherwise you must seek the approval of a Staff member. In your request please specify the disciplines that you wish to have, as well as a brief explanation for why the character in question would know them. Gender Approval Male Dasaka are no longer subject to a dice roll. However, in the interests of maintaining lore consistency you are allowed only one male Dasaka without staff approval. Any further characters must be approved by staff. Additionally for a male Dasaka to be a First Son of any given clan they must be accepted by that clan’s leader. Any male Dasaka that is not a First Son does not automatically possess two disciplines. SECTION VI. Warlords and Forts Ambitious Skakdi characters may establish themselves as warlords, vying for glory and power over the lands of Zakaz. But even the fiercest warlord is just one Skakdi: they will need a base of operations, and the support of a band of capable warriors. To establish a fort and claim the title of warlord requires the support of at least two additional Zakaz PCs controlled by other players, and staff approval. See Section V of the ZMRP for more details on creating forts. Required Profile Fields: Fort profiles should be included alongside the profile of the controlling warlord. Fort name Controlling character Location (approved forts will be marked on the official Zakaz map) Description or image Forces Loot (this will be assigned by the staff upon approval)
  13. Zakaz Map Regions | Locations | Blank The Island: Seprilli (Seh-pree-lee) is a curious little island to the southwest of Zakaz, left separate during Irnakk’s fabled haphazard construction of Zakaz. A mountain island, its geography and sea-encircled position make it less arid than its larger neighbour, being colder and more open to the winds and rains of the southern sea. Its terrain is rocky: mossy crags border most of the shoreline, cut deep by swift rivers. A taiga covers much of the mountain’s highlands, most notable for the towering Khacha trees, whose red wood and flame-resistant sap give rise to the finest of Lesterin ships. The mountain’s upper slopes are cold and craggy, and the summit is capped with a year-round blanket of snow, said to be the last vestige of the shimmering winters of Lamo-Lyco-Oshan. As a booming port in its own right, Seprilli is technically under the rule of the Skakdi, though they prefer to leave it alone out of a sense of haughty and ancestral pride. The Lesterin have de facto dominion of the island to themselves, along with a race of powerless bruisers known as the Kaiakans who will often be hired as mercenary help for jobs the Lesterin are not physically capable of. While there is a Skakdi population on Seprilli, they are shunned for their birthplace, looked at almost as a subspecies of the mainland Skakdi. Such Skakdi are forced to take the surname Seprillian, to mark them for who they are, and have historically been regarded as misfits who are better suited to lives on the seas and rubbing shoulders with the Lesterin. This outlook has changed somewhat in the last century, thanks to the meteoric rise of Warlord Malnak Seprillian, who seized a large chunk of territory on the mainland by utilizing the nautical knowledge he gained growing up on Seprilli and using the river delta as a launching point for his conquest. Many veteran warriors, however, still view the Seprillian Skakdi as lesser, and it will likely take many more conquests like those of Malnak in order to bring the minority the recognition they crave. Roughly half the island’s population lives in the town of Seprilli Port (called Jukvere, meaning “New Kvere”, by some locals, though it hardly compares to the capital of legend), a vibrant port town built onto the bowl-shaped slopes of a natural harbour. The rest inhabit a scattered collection of settlements devoted to fishing, logging, mining, and other productivity. Near the mountain’s peak, the Kaiakans inhabit the Eyries: a small number of traditional villages dug into the rock. The island’s terrain is unsuitable for most crops, so the shoreline is dotted with fishing boats and seaweed farms. A steady stream of trade ships sails in and out of the Port in all but the harshest weathers (or the rare occasion that a Skakdi war fleet pays visit). Lesterin guru: @Ghosthands Other locations: The Eyries: the home of the Kaiakan clans, a handful of villages on the upper slopes of Seprilli's central mountain, the peak of which is known as the "High Eyrie".
  14. So, seeing as BZPRPG is getting to the point of stagnancy which sees mosquitos start to look to it as a breeding ground, and it doesn't seem like that's gonna change for a while, I'd like to open a discussion (miiiight not be the right choice of words, considering I'll probably be the only one reading and discussing hahaha). -What NEW things would you like to see implemented in the new BZPRPG arc? -What OLD things would you like to see brought back? -For those of you with experience TBRPing on other forums: what are some things that worked in other TBRPGs that could work in BZPRPG? I had more questions, but now I'm distracted, so that's all ya get. Let me know what you all think! ALSO DON'T READ MY OLD BLOG POSTS OH BOY ARE THEY CRINGE-WORTHY.
  15. Recommended Listening. I I cannot tell you now; When the wind's drive and whirl Blow me along no longer, And the wind's a whisper at last-- Maybe I'll tell you then-- some other time. When the rose's flash to the sunset Reels to the rack and the twist, And the rose is a red bygone, When the face I love is going And the gate to the end shall clang, And it's no use to beckon or say, "So long"-- Maybe I'll tell you then-- some other time. I never knew any more beautiful than you: I have hunted you under my thoughts, I have broken down under the wind And into the roses looking for you. I shall never find any greater than you. -Carl Sandburg, The Great Hunt The darkness heaved with every breath, fury and terror hidden only by gritted teeth grinding harsher with each jolt of pain. Hakann spat out the dirt and phlegm, braced his numb legs and tried to pull himself up, but before any hold could be made on the dirt walls, his hands turned to stone, a grip to crack case-hardened steel. Another wave of agony swarmed through bone and nerve, sending his lungs into wracking spasms. His ribcage strained with the ferocity of his breathing, muscles quaking and bones threatening to fracture under the duress. Two thin streams of tears cut into the grime on the Skakdi's contorted face, seeping into the tortured half-smile that stretched his mouth. A silent blow deep in the red beneath his heart, and the sanguine warmth fled from him, leaving only a husk cold and shivering. Blood dripped from ashen lips as crimson fingers gripped the earth, knuckles whitening to strangle darkness. * * * He gestured to the six hunters, hand moving with an unconcerned grace. The Rahkshi seemed to melt into the shadows of the tunnels behind, silent in their assuming of the role of sentries, confident of their ability to protect him from would-be ambushers. After a few moments, the last reverberations of their movements ceased, leaving him alone in the dark and cold. Silence crept in from the shadows and dark-choked corners, strangling the rhythms of distant life. His breath crept through throat and lung, testing the air of his environment as he observed the texture of the dirt and stone that surrounded him. All details were supercharged in the neon haze of thermographic vision, like some great fiery abyss, distinct only in shades of flame. The darkness of his gaze drifted, stare burning with a vivid and lucid mania. The thirsting and hungering and craving for broken forms twisted in veneration of blade-pierced flesh lied behind the corpse-still aponia of Hakann's gaze, well veiled by shadow. A hint of a smile played on the Skakdi's lips, mirroring the empty hunger of his eyes. * * * Skin split, bones creaked as the pain swarmed and shrieked before diving into his mouth, eyes, veins to consume from within. Blood surged and thundered to the resounding drumbeat of fire and iron. Hakann's mind began the long, slow cutting of reformation, newly liquid within the crucible of an agony beyond flesh. Fear and rage swelled and roared in his skull, each heartbeat the crucifier's nail. * * * His gaze swivelled with deliberate lethargy, turning from the wall to observe the result of his efforts. It was a sizeable item to be certain, larger than an Antidermis vial and more sturdily constructed. An item hidden in the bottom of the tech pile, hidden within a collection of less useful items, could give him the advantage he hungered for. He had taken it and another promising piece of tech while the others bickered, hiding them in one of Mangaia's less commonly travelled tunnels while Rahkshi-recruiting. Now that he finally had the chance to analyse it with the attention it deserved, he felt oddly disappointed at the dust and dirt-covered metal. He tested its weight, lifting it in one hand to further appreciate its heft. It felt less than solid, and the weight distribution wasn't perfect. Perhaps some sort of Kanohi, or a specialised variety of Antidermis? Echelon and all of the Ko-Koro aristocracy would like that, to be certain. Hakann, his face showing no excitement and his movements hard and unconcerned, gripped the object's opposite end, and twisted with a strength to warp iron. The hiss of escaping air, and then an utter silence. * * * His crawling was interrupted by another seizure. Limbs flailed, teeth gnashed in the fury of randomly firing synapses and disrupted chemical messages. The foreign influence was weakly resisted, but it would not be stopped. Muscles and nerves soon conformed to its wishes. Rasping breath tore at Hakann's throat. Blood dripped from the insides of his palms, coated the undersides of his claws. A smile adorned his lips. Pain was beneath his concern of Hakann. To be frightened by discomfort, to be weakened by agony: the signs of inferiority. Does one dislike breathing, moving? Stimuli and responses. How quaint. The presence reached Hakann's mind, roaring with the voice of a reverse demiurge. The molten intricacies of its hatred now delving into all recesses, it rose in black majesty to peel ashen skin and give face to a bliss far surpassing his own. Hakann's smile vanished. * * * It remained still at first, limp in his hand. He held it away from his grin-stretched visage, cautious, cowardly. It awoke to the beat of his heart, rumbling sawtooth rhythm of his blood. Surging over his arm, his shoulder, as he struggled to remove it in a mindless, hollow silence. Flitting over scapula, driving into flesh. Spreading. Infecting. A crude-wrought mask of agony, chipped and cracked plaster stretched too tight, coloured too obvious a crimson. A silent gasp, an encroaching dark- The world decayed into vermiculate patterns. * * * The agony grew steadily, a gradual and unstoppable ascent. His seizures grew in ratio to the deathly stillness, common movements repeated mindlessly. His Zamour Launcher was drawn from its position on his bandoleer and then crushed within his death-throe grip. The tool cracked and warped, shape lost in the torsion. Fragments of metal fell to the floor and sent reverberations shivering through Hakann's spine, setting his nerves ablaze. His other hand placed two gentle fingertips on his terror-widened eyes. The lenses began to heat and shiver, each vibration a new and unprecedented pain as all sank into a void beyond darkness. His gaze transformed into an excruciation of soul alone, presenting him with new varieties of evisceration as heat signatures and formless entropies coalesced in his consciousness. A pained sound rose from the back of a throat choked with the ambrosia of phlegm. Between a moan and a rumbling growl, it rose and then fell again in a tormented and enraged lament of lost rage. A dark flame blossomed from his labouring and quivering heart, turning his veins and arteries into twisted caricatures of Phlegethon and Cocytus. The noise was quiet, unbearably so; in its muted, near-silent intricacies the whole world lay vivisected for the shadows to peruse. Blood and vomit ran down his chin and dripped onto the stone and dirt of the tunnel floor. His heart slammed with staccato rhythm, helpless and twitching with the ecstasy of death. * * * The first pain was the kindest. It had only made his hands spasm, opening and closing tortured digits into shaking fists. It was pleasing, aesthetically respectable to a man of his past. No more than a blissful, tranquil state even for a man fully expecting to die in seconds. For him, no greater pleasure could be conceived of. He had shocked himself with his Lava Launcher on more than one occasion, inserted needles and nails through his hand just to test if he could still feel, tortured himself in whatever manner would not inflict permanently hampering damage. He possessed a great love of agony, a passion that had never met equal. This was beneath him, pitiful in its crudity. Smile as stretched and inflexible as a corpse transfixed by Death's rigour, Hakann stared straight and unflinching, eyes held with a horrible stillness, their madness perfected within the silence of blood-soaked ataraxia. He did not fear. * * * The darkness gathered itself for a final offensive. Hakann's body shivered from its position on the floor, his face frozen into the hollow grin of death. The invading shadow tore into Hakann's consciousness, consuming neurons with eager teeth. Skin peeling, bones breaking, eyes exploding, screamed the receptors of the mind. In reality, Hakann's spine arched, his limbs flailed. Sanguine and fear-born streams dripped from his chin, shivered down the skin of his chest. Chaos disrupted only by the action of his left arm, no longer under his own control, now moving with an unnatural calm towards the Skakdi's mouth, its fingers flexing slightly in anticipation. Hakann's mouth, open as he half-moaned, was filled with his own fist. A gagged sound, jaws tightening. The fingers felt gently, probed for its target. With a dull, wet grate, the fingers moved, the motion quick and hard in its violence. The grip tightened to the sound of flesh torn by fingers alone, and the hand retracted as quickly as it had entered. Held gently in the centre of his grip, stained a vivid crimson, lied the discarded petal of some grisly, eldritch blossom. The Skakdi's throat trembled with something between whisper and whimper as his hand returned to his control. Dead fingers closed tight on the the subtly rough surface, sickeningly tepid and nauseatingly wet. He could feel every detail, sense with perfect clarity every minute feature. Its scent pounded into his skull and sending nerves into squealing joy. Shivers of fear ran down his spine, jolting his lungs back into strained breath. A mindless, pained rumble of abyssal pitch and haunting quiet rose from Hakann's bloodied throat, reverberating with mournful and hollow timbre for the slightest moment until it was swallowed by the catacomb's grasping dark. Clenched in the bloodstained, red-hungering palm, torn neatly with the precision of a warrior collecting trophies of flesh and bone, lied the remains of Hakann's tongue. I I am the undertow Washing tides of power Battering the pillars Under your things of high law. -Carl Sandburg, Under ____________________________________________________________________ I I Red drips from my chin where I have been eating. Not all the blood, nowhere near all, is wiped off my mouth. Clots of red mess my hair And the tiger, the buffalo, know how. I was a killer. Yes, I am a killer. I come from killing. I go to more. I drive red joy ahead of me from killing. Red gluts and red hungers run in the smears and juices of my inside bones: The child cries for a suck mother and I cry for war. -Carl Sandburg, Fight The silent conversation was pure and stark, dialogue of vivid realism where romanticism and posturing had previously reigned. Wordless the Skakdi had wept, each and every breath a Sisyphean struggle. In response, only another thundering onrush of agony, a phantom pain in the left arm. The bones and fragments of soul that still resisted fell into a terrible silence. Her eager teeth tore into their marrow, hunting through the remains of her violence for any last vestige of hope. Where he had knelt, she now stood, movements carefully designed. The left hand, still gripping Hakann's bloodstained tongue, brought the now cold muscle up to his open mouth. * * * The circumvoluted remains of the Zamor Launcher possessed a certain sculptural beauty, hidden deep within the ruins: each twist and deformation was a testament to the extents of rage, a collection of crushed steel now intimate with hatred. The warped metal was a reminder, of his moment of weakness, of the beauty of the destruction that had consumed him in a sudden onslaught of forcefully induced suicidal rage. Slight quivers of fear ran down his spine, broken remnants of his vanished will. Raging nihil to replace his faux brilliance, tainting the perfection of his control. The equivocal half-smile had vanished, its previous dwelling now occupied by a horrible straightness of crimson-stained lips; neither pout nor grimace, the opposite of manic grin. The hollowness was a testament to the gnawing that filled his stomach and dominated his thoughts. The parasite filled his mind, leeching his purity with symbiotic glee. He could feel it absorbing his lifeforce, consuming the energy of his soul and body, tearing away potential lives where he was untainted by subjugation, perfect until the moment of death. The parasite stormed into his consciousness, sending Hakann's thoughts slithering away and replacing them with a wordless message that ignored the Skakdi's will, breaking through his wall of deadening pain. Images flooded into his mind's eye, forcing out any distraction he attempted to focus on, slowly becoming the entirety of his awareness. Flashes of skinned and eyeless half-corpses, field-dressed in distant and desolate plains, pounded through his skull. The fear began again, sending shivers rocking through his back and turning his heart into a pulsating furnace. His heartbeat seemed to increase to an incredibly heightened rate, counting down the vanishing moments until another cataclysmic outburst. The invading presence did not speak or deign to explain itself. It announced its presence with a shriek, exceeding the boundaries of frequency or volume with its alien display of wrath. Hakann was afraid to close his eyes and attempt to focus on gaining control, lest more of the images come. For the first time he could ever remember, he suspected he was feeling what the doctors and morticians must experience when they autopsied his victims. A dull nausea that consumed compassion and care with its heart-eating repulsion, for the images and emotions the parasite forced into his mind were not recognisable enough for empathy. He had flayed and dismembered and eviscerated possibly hundreds of times. He had plucked out teeth and fingernails like rose petals, cut into eye-sockets and tongues, still quivering with life, as if they were the finest delicacies. Never once, to his great pride, had he felt nauseous. Not even in the earliest period of his life, skinning unfortunate Rahi and leaving them to die from the subsequent circulatory shock, had he felt disgust. It seemed beyond him, in every sense of the word. The next series of images came, beating into his consciousness with the ferocity of a warhammer meeting sternum. Their edges and boundaries were vague, a Rorschach amorphousness of exposed bone and tendon, some terrible hint of movement in their frames. Hakann's otherwise expressionless face twitched in synchronisation with the tightening of his blood-encrusted left fist. The bittersweet bile of emesis rolled through his stomach and threatened to surge through his throat. * * * The Rahkshi had waited with their usual silence, uncaring and unconcerned. Hakann had instructed them to keep him alive at all costs, and they knew the creature that latched into his mind and soul. Removing it would the equivalent of having the Panrahk plunge its staff into his skull, so they had obeyed his commands, abandoning him and remaining in their distant positions as he experienced agony that transcended the physiological. There had been a great silence after that, long and uneventful. Ice Resistance had skewered a Rahi that had come too close to its position, but other than that there was no noise. Mind Reading tensed subtly, revealing the return of Hakann. Before the others even heard his footsteps, the mentally active Rahkshi had been prepared for whatever task the sadistic Skakdi requested. The others gripped their staves and stared listlessly into the dark where their master had previously disappeared. Hakann appeared without his usual theatrics. Instead of nearly strutting with pride, he strode, movements brusque, locomotion identical to the style he adopted in battle. Each step was the inception of an offensive, every movement designed to transfer momentum in the most damaging way possible. The Rahkshi screeched softly, surprised at the manner in which the Skakdi approached. Staves were gripped tighter, stances subtly changed. Hakann paused, what might be mistaken for a gaze settling on Mind Reading. The Skakdi's gaze was consumed by shadow, empty in a cruel mimicry of gouged void. Mind Reading was not fooled: he had been able to navigate the darkness, moving well enough to not give away his position to the other Rahkshi. There was nothing to be found in his expression, only a corpse's hollow imitation of life. Hakann opened his mouth to speak, but nothing but an gravel-choked rasp appeared, continuing in twisted roar until he realised his situation and snapped his mouth shut in frustration. Mind Reading followed the handsignal that came after Hakann had calmed, and delved into the Skakdi's consciousness to find his order. Tell me how to kill this parasite Mind Reading, for the smallest of moments, was utterly still. It gazed into Hakann's face again, searching carefully and picking apart the individual components, but found no hint of humour. With a subtle relaxation, it surged into the strange pseudo-Parakuka's mind and attempted to discover its thoughts. Hakann's lips tightened in perfect synchronisation with his fist. The parasite's aura of mocking disappointment at Hakann's decision was unmistakable. At first, it feigned a state of tabula rasa. Then, with horrible certainty, a revealing of self, projection of a vivid collection of thoughts and emotions. The Rahkshi emitted something vaguely similar to a strangled whisper of a shriek, disconnecting immediately. Hakann exhaled suddenly, a hint of pain seeping into his stolid visage. The Rahkshi stared at Hakann in horror, waiting for punishment. The Skakdi merely calmed his breathing, and then began to walk, striding past the Rahkshi, who quickly resumed their previously commanded positions around him. As Hakann strode, each movement twisted and reborn in the crucible of fear, the parasite repeated a single scene, disjointed and staccato in pace. Mutilated beings, unrecognisable as sapient or Rahi, being driven through a desolate forest, trees killed and greyed by winter. Other, similarly unidentifiable, things were hung or impaled via gnarled and ashen branches, or shoved half-broken into the fork of the trees, some still screaming and moving, most twisted and contorted by varying stages of rigor mortis. An unseen shadow pressed from behind, tearing at the shrieking cripples that lagged and driving forward those able to run, weeping, screaming. Beyond the treeline, distant and formless, something waited, more omen than tangible, a mountain that walked in silence. Shadows loomed off of it, writhing in the tortured dusk. One final shriek and then a horrible stillness. The series of rapid images was lucid, incredibly detailed. Hakann could feel his stomach tightening at the thought of it having any basis in reality. The stares of the grotesque monstrosities, the true and unfiltered terror of one watching everything they have ever known skinned and burning, remained in Hakann's mind, an impression tinted ash-grey. Each step through the tunnels was forceful, powered by wrath-fed nerve and screaming heart, the run of a predator, or the fleeing of prey. * * * Hand gentle and assured in its motion, Hakann fed his tongue through the gnashing of crimson-delineated teeth, every bite accompanied by the sound of flesh torn with anterior force. He worked through the tastes, grisaille face newly motionless. Blood ran slowly, creeping down tooth and gum. II I am a sleepless Slowfaring eater, Maker of rust and rot In your bastioned fastenings, Caissons deep. -Carl Sandburg, Under Parts III and IV will be added soon! Discussion topic here.
  16. A birthday gift to a friend... you all know him probably. His BZPRPG OC, Commodore Ayiwah.
  17. BZPRPG PODCAST Welcome to the Official Topic for the BZPRPG Podcast! Here you can watch, discuss and ask questions about the Podcast. About Us The BZPRPG Podcast was founded in 2012 by Biobeast, Hubert, and Onarax. With Hubert and Onarax as the main hosts while Biobeast gathered news. Over time the group as evolved into its current form with Krayzikk and Tyler as the main hosts while Hubert and Onarax stepped to still host occasionally. We provide insight into the current state of affairs of the BZPRPG, interview players, discuss pressing issues, and offer up advice for new players. Episode List There are three primary places episodes can be found. Most of the old series can be found on the old BZPRPG Podcast website. Other, various episodes, can be found on Hubert's blog. Season 2 of the podcast can be found on the Youtube Channel. Current Episode
  18. Bjorkway

    Profiles Place

    So, a problem has come to plague me yet again. My profiles in the BZPRPG are getting way too long, so instead, I'll use this place to store the meat of them, in the main post and the comments. Yay! --- Name: Hasil Species: Toa Gender: Male Appearance: Hasil is a tall Toa, nearly a head taller than most, with bronzen skin rather unlike those of most Toa of Air. However, he keeps himself covered in black robes most of the time, with headcloth and veil, such that his face cannot normally be seen. On the underside of those robes are sown lamellar scales, as protective armour. As well, while he rarely shows his face, Hasil is a rather attractive Toa. Kanohi: Hau Powers: Hasil is a Toa of Air, so he has the usual range of powers, though he does not often practice them. Abilities: Hasil is, first and foremost, a swordsman; with his long O-katana, his O-wakizashi, or his two kunai-like throwing knives, or even the weighted chords he keeps more as a distraction, he is a master, able to use them with the same speed and dexterity with which a Nui-Rama uses its wings. As well, he's a good shot with a disk launcher. However, he cannot read or write. Personality: Hasil has a deeply abiding sense of right and wrong, and will never allow the wrong thing to be done; other than that, though, he is rather ambivalent towards others. He can be friendly with those he knows, if he trusts them, though he's often rather quiet and reserved. Weapons: An O-katana, an O-wakizashi (both constructed rather strongly, and able to be used as other than just weapons); two protosteel kunai (also used for eating, or tying to the weighted chords to use them as bladed whips); a set of weighted chords; and a disk launcher. Weakness: Hasil is not one for mass, group-fighting, preferring instead one-on-one duels; as well, he hasn't much practice with his element. Biography: -to be added- Name: Dendron Species and Gender: Male Toa of Plantlife Powers: As a Toa of Plantlife, Dendron has the obvious ability to do almost anything he wants with the plantlife around him, while his bronze Kanohi Kakama allows him to move really quickly doing it too. Fun! Although, he primarily uses his element for making medicines and such, not fighting. Appearance: Dendron is tall, Dendron is lean, Dendron has bronze armour on a green body, Dendron is almost always smiling, and Dendron probably has a bunch of scars from when he was being dumb, got in trouble, and got hurt. Like that one time he got captured. Abilities and Skills: Dendron is relatively skilled with controlling his element, and generally uses it to make very specific plants, generally for medical usage as part of the Onu-Koro Ussalry. He also is a well-trained fighter, which he demonstrated well at the Nui-Rama hive battle, and can use his element for more than just making medicines - and he can use his Kakama rather well when fighting, too. Weapons and Kanohi: Dendron has a bronze Kanohi Kakama, a small ironwood baton (that can be made into a staff, a spear, or what have you), and a Teleportation Rahkshi staff that he got after the Nui-Rama hive battle. Weaknesses: Dendron relies on speed, not strength, in a battle, so if you're able to stop him from running circles around you, he's in trouble. Also, he's relatively out of practice when it comes to using his element alongside any physical attacks while battling, as he normally uses his element for far different usages - anybody who is able to fight with their fists and their element at the same time would have an advantage against him. Personality: Dendron is happy, Dendron is generally energetic, Dendron somehow still manages to remain quiet most of the time, Dendron is caring and concerned and yet, when he's not trying hard, he's easily distracted. Dendron also likes to fight, although only recreationally (Dendron can also be kinda annoying, but don't tell anyone I said that, he's really a mature fellow). Bio: -To Be Written- Name: Tur Auras Species and Gender: Male Toa of Stone Powers: As a Toa of Stone, Tur has the ability to create, absorb, control, or manipulate any stone around him - be it part of a structure or something sticking up out of the ground - as well, he has far greater natural strength than any other type of Toa. As well, his Kanohi Kakama allows him to move far faster than is normal, his movements barely distinguishable as more than a blur when he uses it. Appearance: Tur is a relatively average appearing Toa - he's not particularly attractive, and he's average in height as well...maybe just a little shorter than average. His Kakama is shaped the same as any other Kakama around, and his rather light armour and mask are the colour of rust. However, despite his rather unassuming appearance, his eyes are striking - burning with an inner fire that is very rarely allowed to burn uncontrolled. Abilities and Skills: As previously mentoned, Tur has much greater natural strength than any other type of Toa, being a Toa of Stone; as well, he's rather well practiced with his mask and his weapons, and can ride a Kane-Ra or other suitably large animal rather well. Weapons and Kanohi: Tur's Kanohi is a Kakama, shaped like every other Kakama and coloured like rust, as is his light armour - primarily chainmail, though with more solid armour plates in a few weak areas and with a very solid helmet. He also carries a large, metallic heater shield, and a bearded axe, able to be used either on the ground or from the back of a Kane-Ra (or other suitably large animal), with a leather thong to prevent him from losing it and with the haft made of wood, with langets running the length of the haft to protect it - and a nice long spike on the end of it and a shorter, curved one on the back. Tur likes having multiple-use weaponry. Weaknesses: Tur isn't very proficient with his element, nor is he proficient in fighting against anybody else's element - he's a physical fighter through and through. As well, when he does relinquish his iron grip on himself, he loses almost all personal control and inhibitions - and while that normally means that he becomes little more than a force of nature on the battlefield, that also means that he becomes a force of nature that doesn't defend itself from counterattack. Personality: Most of the time, Tur's personality is nonexistent. His responses are almost all formulaic, his face is a cold, expressionless mask, and he's rather quiet unless he is specifically spoken to - or he feels an overwhelming need to respond. At least, that's what he appears like on the surface. Beneath the surface, he's still just as cold as he seems on the surface, but it's a calculating intelligence and a cold anger - seasoned with good amounts of sarcasm, snark, pride, and contempt - that define him...and deeper than that, a burning, seething, boiling rage that drives him to keep living, regardless of how dead even he thinks he is. Bio: Tur Auras never tells anybody about his life. What does his life story matter when he's only acting in what he considers to be his death? Name: Edubard a Briuis Species and Gender: Male Toa of Air Power(s): Edubard has the basic powers any Toa of Air has. Small cyclones, using the wind to blow things around, vacuum sealing small packages, the works. However, he puts less focus on his powers than others; as such, he has little skill with using them. Having an Arthron, he also has the ability to utilize sonar at all times. Appearance: Edubard is a tall Toa, with an almost regal appearance. His armour, silver in hue, was expertly crafted to both accentuate his appearance and protect it, though it lacks the flashy appearance that some might expect from such things. However, he has allowed one small amount of vanity to creep in, decorating his armour with various etchings. Aside from his armour, Edubard is, while possessed of a rather muscular disposition, rather average in his looks; he’s no show-stopping prettyboy, nor does he want to be one. Rather, he wears every scar he’s gained both as a matter of pride and a remembrance of mistakes he’s made before. His mask, while in power an Arthron, is in appearance a Hau, dark green with silvery accents. His eyes are light blue. Abilities and Skill: Edubard’s first focus is on his swordsmanship - after an accident that resulted in the unnecessary death of a sparring partner, he had, for a time, sworn never to draw his sword unless his life absolutely depended on it. Through a loophole, he decided that his life depended upon his drawing, practicing with, and using his sword so that he would never accidentally kill somebody again. After that, he picked up some skills in carpentry and woodwork while he was running swordless, so that he would have a way to support himself. Weapons and Kanohi: Edubard’s preferred weapon is a basket-hilted claymore, or claybeg, that being his preferred simply because it is what he first learned to use. However, he is fully capable of using any broadsword, longsword, or greatsword - he just prefers to stick to his claymore. For a Kanohi, Edubard wears a Hau-shaped Arthron. Weaknesses: Edubard’s focus on honourable, and non-lethal (if ever it is possible) fighting leaves him open to enemies who both fight dirty and are willing to kill to win; as well, anybody who knows of his past failures in duelling can easily drive him into a rage if they taunt him with them. Personality: A former slave, Edubard has both a compassionate outlook towards other beings and a humorous outlook on life - he refuses to ignore anybody’s plight, no matter how much trouble this might cause him, but he also relied on humour as a way to retain his sanity, though he has calmed somewhat from how he used to be.However, despite his humour, Edubard is a perfectionist; he will not tolerate failure, especially not in himself, practicing for hours a day on his swordsmanship simply so that he may perfect every last faint, lunge, slash, parry, or riposte that he can, to make sure his technique leaves absolutely no room for lethal error. Although, one thing Edubard has learned: simulating the appearance of insanity is a great method for duplicity, and it is one he will use whenever it behooves him to do so - the most prominent example being the time he spent as a slave. Biography: With his first memories ones of slavery, Edubard’s young life was both a hard life and one he doesn’t prefer to remember, less still to talk about; the most that he lets anybody know is that, a year before his freedom, he came under the charge of a man named Bhuta, a slaver. By that time he had perfected the appearance of insanity, using it to keep those in charge of him from harming him, forcing him to do work - indeed, he even used it as a distraction, to aide the other slaves when he could, though few, if any, knew of his tactics - he made sure to cultivate the appearance of insanity with everybody, not just with his captors. After breaking away in the midst of a battle - his duplicity just then revealed - Edubard spent an amount of time on board the ship known as the Infernavika, a pirate vessel. He had no jobs on the ship other than staying out of everybody’s way and entertaining them with his swordsmanship - however, this soon worked against him, when he and a former crewmember of the ship engaged in a friendly duel. In a freak accident, Edubard cleaved through his sparring partner, from shoulder to navel, killing him. The Toa, horrified, instantly blamed himself for the accident, though nobody can truly tell who is actually to blame for the incident, due to there having been no witnesses to the duel. And so, taking to wondering, Edubard vowed he would never use his sword again, unless refusing to use it would mean the death of himself or others. He went to Ga-Koro, learning the trade of carpentry, and starting along on shipwork; however, the Daedra’s taking over, and the subsequent destruction they caused as their alliance fell apart, influenced Edubard to draw his weapon again - though now he made sure that he wouldn’t grow complacent with his training, as he never wished to repeat the earlier accident. Since that time he has regained some amount of his good humour, his old self beginning to resurface, though he is still somewhat subdued, both in personality and in action, voice, and thought. Name: Grochi Species and Gender: Male Toa of Plasma Powers: Grochi has the usual powers for a Toa of Plasma - essentially, the ability to control that superheated ionized gas that generally does rather well to cause damage to physical objects...or can leave organic beings suffering from radiation poisoning, if you know what you're doing. Appearance: Though he still manages to stand tall these days, Grochi is getting old - he has been, for a while - and it shows in the way he carries himself, as though he's simply getting weary of all that life continues to present to him. Still, he holds himself as a proud man, and when he sees fit to do so, he can present a presence that is hard to ignore, visually. Though in the realm of the purely cosmetic, Grochi has a rather simple set of armour, coloured in forest green with white accents, pitted and scarred through the years of action he's seen. Abilities and Skills: Grochi is rather well practiced with his rapier, and a few other weapons, though he doesn't often need to use them. As well, when he finds it needed, he can show himselt to have a rather commanding presence - though he much prefers simple angry complaining to get his thoughts across and get others to do what he wants. It's less work. Weapons, Equipment, and Kanohi: Grochi's main weapon is a simple rapier, though anymore he's been using a rather tall cane - purely a fashion accessory, don't let anybody tell you different (it certainly isn't there because he needs it) - as both self defense tool and general tool. To go with the rapier, he also has both a buckler and a main gauche dagger (neither of which he carries often, leaving them at his home), and a cloak that he also wears when he's cold. As well, at his home, he has a larger, heavier sword similar to the (real-world) British Officer's Pattern 1796 Heavy Cavalry Undress Sword, with a stiff, heavy, straight, single-edged blade (with hatchet point), and a rather heavy bowl guard. Rather unsuitable for delicate swordsmanship, very suitable for bashing through an enemy. And their defences. Other than that, he has his home in Ta-Wahi, near Ta-Koro, his widgets, a large Ussal (to ride on/help carry his things), and his Kanohi Kualsi. Weaknesses: Grochi certainly isn't as fast, strong, or flexible as he used to be - while it doesn't particularly get in the way of him performing his duty as a protector of Ta-Koro at the moment, it can prove a possible liability, at times. As well, he isn't known to get on well with all of Ta-Koro's guards...and aggravating them might not always be the best idea. Personality: Grochi is eccentric, he is easily annoyed, he is loud and cantankerous and cranky and...yeah. Those are all rather accurate descriptors for him. Though he's also generally a good man, trying to do well and trying to be kind to most others, and generally succeeding. Generally. Bio: Name: Unari Species and Gender: Male Toa of Air. Power(s): The usual powers for a Toa of Air, though he doesn't use them - except, possibly, to blow smoke out of his bar. Appearance: Unari is a rather average-sized Toa of Air, at least in height - the rest of his body is considerably thicker, though whether that's fat or muscle, nobody can tell you - except, perhaps, those he has thrown out of his bar. His armour is rather average, and he's more likely to wear loose fitting clothing than anything else. He's black and green in colouration. Abilities and Skills: Unari is an excellent bartender, a wonderful cook, a shrewd business man, a great brewer, and he's more than able to toss any rowdy fools out of his bar without a second thought - or use his staff on them. Weapons, Equipment, and Kanohi: Discounting his home, bar, and Inn, the Bright-Star Inn, and everything in it, Unari doesn't keep particularly many possessions on his person. Most everything he needs for brewing he keeps in the Bright-Star, as well as most of his money, kept in a special safe - though he always keeps some of it on his person. His Kanohi is a black Kanohi Pakari, shaped like a Hau - not that he particularly needs to use it - and his weapon is an ironwood staff, with a straight bladed backsword inside. Weaknesses: Unari isn't, at heart, a violent person - and while he's more than able to be a bouncer for his bar, he isn't particularly fond of the job, and unless things are degenerating quickly, he won't try particularly hard to hurt somebody, only to scare them. As well, don't. Ever. Harm. His. Inn. Or break into it, for that matter. Call it a berserk button if you will, but just remember not to push it or you'll find that he missed his target completely and actually threw you off the platform. Personality: Unari is the very epitome of the jocular innkeeper - he's got a big body and a big personality, and while he's just as capable as being quiet and reserved as he is loud, joking, and, if need be, angry, you're more likely to see the loud part than the quiet part. However, don't ever harm his inn, or anybody inside it, or you will find that he will get very quiet, very angry, and you will be very airborne. Biography: Born and raised in Le-Koro, Unari always loved the party scene that was part of what made Le-Koro famous. However, there was one thing that was wrong - there was never a bar and inn that lasted particularly long in the Koro. Once he became a Toa - and got the necessary loans - Unari decided to fix all that, opening the Bright-Star Inn. While some might have expected it to fail like the others, they'd be wrong - as Unari's prosperity, and the Inn's recent four-year anniversary would attest. Name: Jaaku Species and Gender: Male Toa of Magnetism Power(s): All powers granted by being a Toa of Magnetism, X-Ray Vision. Appearance: Jaaku is a tall Toa, with prodigious strength and a commanding presence, though rather average in terms of general appearance; however, his armour, with parts a gleaming amber and parts a dark grey is a masterpiece of work, made of small, interlocking plates. After that, his Kanohi Akaku is in the shape of a Huna. Abilities and Skills: Jaaku is very proficient with his element, able to launch metallic objects down a board into a target, or use the magnetic field around to, say, aid him if he needs to make a high jump to something, or to modify electronics or mechanical equipment. After that, he is a great shot with his bow, even without elemental aid, and has some defensive skill in terms of close-combat. As well, given the time, he has a great deal of tinkering skill with technology.Weapons and Kanohi: Jaaku wields a Kanohi Akaku, shaped like a Huna; however, each eyehole has hidden lenses to aid in any visual modification; the right, magnification of objects near, the left, the magnification of objects far; i.e., it works like a telescope, and has a small cross-shaped reticle, made of thin thread, formed inside the glass. This hidden system is made possible by the use of sliding rails holding the lenses within the face-side portion of the mask, allowing Jaaku to manipulate them at will. However, due to modifications necessary to the mask itself, Jaaku’s mask is thinner, and therefore weaker, than others; a good hit right on the nose and it could crack, a couple more, and it could shatter.Jaaku’s main weapon is a longbow made of yew, with a quiver holding somewhere around fifty arrows to go with it; however, he has been testing a new weapon he built, basically a long board with a trough cut in it, a slingshot at one end, and a stock and grip at the other, made to fire any metallic projectile to be found, be it a crossbow bolt, a miniature cannonball, a knife, some unlucky Toa’s foot, you name it. As well, Jaaku owns an iStone, in order to help with his inventing. Weaknesses: Jaaku has only defensive skill in close combat, and his mask, being thinner than most, is easier than most to break. Personality: Jaaku is slightly eccentric, with an ease towards developing any manic obsession; other than that, he is a textbook sociopath. He only has a few long-standing, close relationships, all others he makes easily and quickly dropped in favour of something better, and he gives little thought towards others’ feelings if it doesn’t suit him. As well, his moods are very dynamic, changing as easily as the Le-Wahi wind. Biography: Jaaku’s history is currently unknown, even to him; he could be a newcomer to the island, he could be a native with no memory. All that is known is that, once he came, he used his talents towards tinkery to make a place for himself in Onu-Wahi, where he currently resides. Name: Svero Species and Gender: Male Toa of Plantlife Power(s): The usual. Create plants, increase their growh, sap energy out of them and kill them to help himself (something he isn't particularly fond of)...the usual. Appearance: Svero is of average height for most Toa, his armour of rather average style as well, a sort of laminar affair. He's got a forest green sort of colouration overall, though his mask and some parts of his armour are more of a burnished bronze. While he isn't overly bulky, he's muscular; and while he isn't the best looking Toa around, he is by no means ugly. He always keeps a baldric on him, with his spada da lato; as well, he always wears a satchel, with his canteen and various other items within. On the sheathe of his sword, the ricasso of his sword, and on his satchel is the Ta-Koro guard insignia. He can walk just fine, though normally he leans on his special staff. Abilities and Skills: Svero is a rather accomplished gardener, but more than that, an ecologist; he wishes to restore parts of Ta-Wahi to the live, thriving state they were in before. As well, he is an accomplished swordsman, and is just as proficient at defence with his walking staff. Weapons and Kanohi: Svero's main weapon, as he was told when he joined the Ta-Koro guard to learn, is the spada da lato; it is a different weapon than can be found among most of the island's warriors...but it is more than strong enough to fight with them. As well, he has an ironwood staff - both made of ironwood, and with a core of actual iron. He normally uses it to walk with, but he is adept at using it to fight with.His Kanohi is a Kualsi-shaped Calix, though he never much uses it. Weaknesses: Svero, being a Toa of Plantlife, rather requires water; and being in Ta-Wahi, he needs a lot of it, rather often, and can dehydrate easily. As well, very cold environments affect him pretty much the same as very hot ones. Personality: Svero is soft spoken, and serious; while he may throw jokes in with his words, he will never allow humour to distract him from the problem at hand. He prefers to let his actions speak, rather than his words. As well, he has a deep sense of right and wrong, and will not hesitate to make sure the right thing is done in every case. Biography: The Matoran who was Svero came with most of the Le-Matoran on Mata-Nui to the island, before quite a few Toa and others had arrived; and while at first he lived in Le-Wahi, he eventually grew rather annoyed with the frivolity of the Matoran there, so he relegated most of his time to his ecological studies; once finally a Toa, he left to Ta-Wahi, which he had been rather interested in ever since its major forest was burnt down, and joined the guard there, as he needed a way to support himself; and while he has never lost sight of his original plan, he finds that his work as a guard is both rather time-consuming and rather fulfilling, so work on fixing the forest has been slow. Name: Eutuchia Species and Gender: Male Matoran of Jungle Power(s): As a Matoran of Plantlife, Eutuchia has no actual powers; however, he does have latent effects, such as a penchant for gardening, or just an affinity towards helping all things living. Abilities and Skills: Eutuchia is, primarily, a musician, able to play many instruments with ease; however, due to his latent elemental abilities, he is an excellent gardener, able to make things grow when others have no success, and he also holds a great affinity towards all things living, such that he can pick up on their thoughts and emotions easier than others. As well, he is a great speaker, having trained his voice to the same standard as the greatest of orators. Appearance: Eutuchia is nothing short of handsome. With carefully shaped mask and armour to emphasis his carefully sculpted body, with leaf- and vine-shaped armour plates covering vital spots on his body, though leaving his dextrous hands and leanly muscled lower arms free, one can easily imagine how the rest of his body must look; and the pleasing combination of colours, ranging from forest green to a deep teal, almost seem to make one think of a small, shady clearing in a Le-Wahi forest, a calm place amidst the storm of life. However, most important are his eyes; with a gentle almond shape, and of a deep blue colour, like two mountain springs, they are extremely emotive, and at the same time extremely perceptive. Weapons and Kanohi: Eutuchia’s only weapons are a small knife and his voice. The first, able to cause physical wounds; the other powerful enough to weave you into some sort of spell, causing many to hang on his every word. He’s spent a long time training his voice to reach that sort of ability, to try to make his singing, his speech, nearly hypnotic, if he needs it to be. His Kanohi is a simple powerless Ruru. Tools/Items: Eutuchia carries many tools, all of which are those either for gardening or for maintaining his instruments, or building yet more for sale. His only item that he habitually carries with him is a small tenor ukulele, tuned with a traditional high G string, though he has many others in his shop/home. Weaknesses: Due to his small size, he isn’t the best match against some larger beings; however, he isn’t a fighter as it is. As well, his instruments and tools are worth as much to him as his own life, and he is loth to allow one of them to get damaged. After that, his lower arms and hands are rather free of protective armour. Personality: While mainly presenting himself as having a rather carefree sort of demeanor, Eutuchia is a rather caring individual, always putting others first over himself. While normally he is happy, he can rather easily notice when somebody is not, or if they’ve been rather stressed, angry, or otherwise, and will always do what he can to help. Biography: Eutuchia is a Matoran from the Southern Continent, though his memories of being there are rather fuzzy, having been gone so long; he doesn’t speak about it often. The most he tells anybody about his past is that, one day out on a boating trip, he got caught in a storm; after a week out at sea he washed up on Mata-Nui, halfway dead, but with a Ukulele clutched in his hands. After he woke he found himself in Le-Koro, where most Matoran of his type came to live, though unlike them, he found it too raucous for him. Instead of just retiring to the deeper jungle he traveled across the island, coming to rest in Ga-Koro. He quickly set about getting to know quite a few of the people in that village, including Nokama, the Turaga, and after a couple weeks he joined the Ga-Koro Marines, aiding the defense of the village from crises that beset it. Once Makuta was removed, however, he retired from that to work simply as a musician, gardener, and assistant to anybody who needed one, including Hahli, the village Akiri. Name: Beosach Species and Gender: Male Po-Matoran Power(s): No evident powers, but Beosach, as a Po-Matoran, has the greatest natural strength of all other types of Matoran, nearly able to compete with a Toa of Air in terms of baseline strength. Appearance: Beosach is a stocky Matoran of average height, with green eyes against his brown armour. His armour, while form-fitting, seems outwardly to look as though it was carved from rock, with distinctly angular features, all in shades of sandy tan and rocky brown. Abilities and Skills: Beosach is a great navigator, able to find his way around in Po-Wahi, or anywhere else, without much trouble, having spent the multiple years before the road to Po-Koro was created learning his way around the Wahi, creating one of the first comprehensive maps of its eastern half, in which Po-Koro is located, before returning to take up the typical occupation of a craftsman of whatever sort; in Beosach’s case, a weaponsmith, though he does some stonework. This was also when he learned to become rather proficient with his weapon, a lochaber axe. As well, Beosach is one of a small number of Po-Matoran who is able to swim; having helped to man some of the boats they sent to begin their earlier trade with Ga-Wahi, he made a point of learning the sport of swimming, so that if he fell out he wouldn’t be consigned to slow death by drowning. Weapons, Equpiment, and Kanohi: Beosach’s weapon is a lochaber axe, only slightly shorter than he is tall; the hook on the back end of the blade actually is part of the blade on his axe, sharpened on the inside like a sickle, to make it more dangerous than it already was. As a weaponsmith he has all necessary tools in his forge, though he keeps a rock hammer and chisel with him for any stonecarving or gemwork. Beosach’s Kanohi is a powerless Hau-shaped Pakari, in tan, which is the primary armour colour of his. Weaknesses: As a Matoran, Beosach has no ability to use the powers of his element, and, while stronger than most Matoran, he is weaker than most Toa; also, he sets greater store in protecting others than himself, which not only leaves him vulnerable in combat if a friend is nearby, it leads to him getting into fights in attempts to protect others. Personality: Beosach is generally a friendly fellow, though he can seem overprotective to his friends, at time, and even to others; mainly, though, this is because he wants everybody to keep safe and not get hurt. As well, he sets a large store on maintaining one’s honour, so he can, at times, seem to be a rather haughty individual. Biography: One of the Matoran native to Mata-Nui, Beosach has been living on the island, specifically in Po-Wahi, as long as he can remember. One of the first things he did was explore Po-Wahi, learning the land and creating one of the first, comprehensive maps of the eastern half of the region, and memorizing all of the myriad ways to Po-Koro, when then there was no road to the Koro. Later, after going through a cursory examination of the other regions and Koro of the island, he settled down, setting up shop as a weaponsmith, mainly, though with some work done in terms of stonecarving and as a jeweler, aiding the Setinels every once in a while, though never a full member; mainly, he provides them with their arms, though he will also go on some trading caravans or boat trips whenever he feels he needs a break from the norm. Name: Karnakie Species and Gender: Male Kaiakan Power(s): After exposure to Antidermis, Karnakie gained the power to project himself onto the mental plane, similar to how an Iden user might project their spirit out into the world, separate from their body. When Karnakie is projecting, he is, essentially, separate from his body. He also has the ability to implant himself within another's mind, either communicating with them that way or attacking them. He can communicate with another mind in a manner similar to telepathy, though he doesn't automatically have to make himself known. He can, if he chooses, choose to hide himself from the other mind's perceptions, giving suggestions and playing at being a consciousness. Of course, the person whose mind is being suggested to can ignore those suggestions, just as they might ignore their own consciousness. The other, far more aggressive ability he was given, is the ability to attack somebody's consciousness directly. By striking at the very building blocks of a person's personality, Karnakie can essentially induce insanity into his target. However, this also makes his presence completely known, allowing the target to fight back mentally to protect themselves. However, this new power of Karnakie's comes with a cost. The more he projects himself, the more familiar he becomes with using his power, the less ability he has to fully reconnect with his own physical body, and the less comfortable he feels when a part of the physical world - driving him to wish to project himself again, to return to the mental plane, until such a time comes that he is unable to return within his body and act within the physical world every again - though he might still experience the physical world and know what is going on, by embedding himself for a time within another mind and observing the sensory input that the mind receives. Abilities and Skills: As a Kaiakan, Karnakie is a large, durable, and strong man - not as strong as somebody with a Pakari, but he could certainly wrestle a Skakdi into submission, and stand toe to toe with a Po-Toa - and as for his durability, he can rather effectively shrug off hits that might deter a smaller, thinner-skinned being, though he certainly isn't invulnerable to anything. As for his skills, Karnakie is both an accomplished swordsman, axman, and Kane-Ra rider - all considered essential skills for somebody from his family to have. It also makes for a quite imposing sight, when a large Kaiakan is running you down on a Kane-Ra, swinging a lochaber axe left and right without any trouble. Beyond that, Karnakie is quite intelligent and diplomatic - advanced in rhetoric as well as battle tactics and skilled in the games of economics, he can hold his own in any of the fields of battle that he might be found in. And he certainly knows how to use his prodigious strength in any battle. Appearance and Traits: A tall, thick-boned, thickly muscled, and thick-skinned Kaiakan, Karnakie is a prime example of the Kaiakan race - one might even say the holotype, for those living on Mata-Nui. Broad-shouldered, with a thick neck and a slightly attractive face, Karnakie's maroon armour is covered with the marks of battles fought and won - scratches here and there, every so often a large scar cut in, though all those are only superficial. He has yet to fight any that could seriously wound him or even what he wears. Beneath the armour, his musculature is well defined, his skin appearing almost to have been chiseled from dark gray Purbeck Marble, feeling smooth, yet almost leathery to the touch - a natural armour. His eyes are a deep, dark blue - slightly at odds with his armour - and his voice is a (normally) deep baritone (though with a range from low tenor to a rumbling basso profondo), rich in its tonal quality with an almost hypnotizing allure, silky when he wishes it to be, always speaking with a light burr. After utilizing antidermis upon himself, Karnakie's appearance has changed. His armour, formerly maroon and appearing heavily used, is now black and grey, and appears to be new again, and his skin is now ashen in colour. Weapons and Kanohi: Karnakie wears no Kanohi - he doesn't need one, nor can he really use one. Besides, he views them simply as a crutch - a true warrior shouldn't need such a thing. As for his weaponry, Karnakie is well trained in the usage of two main weapons: the longsword, a rather well-liked weapon in his homeland, and the lochaber axe - a large polearm, and for one as large as a Kaiakan, equally suitable for use mounted as dismounted. With its long blade that comes to a sharp point nearly ten inches out from where the end of the haft is, Karnakie can use it as a quite effective stabbing weapon should he need to - especially if he needs a lance. The lochaber, with the sharpened point and with its large butt spike, functions rather well in that capacity. His longsword, meanwhile, is more of a hand-and-a-half sword for him - though it could easily function as a two-handed sword for a Toa. Tools/Items: Karnakie keeps all the tools and items and such needed to take care of himself, his armour, his weapons, and his Kane-Ra in his saddlebags. However, aside from that, he has a rather sizable collection of literature - fictional or non-fictional - that he keeps with him, as well as quite a good bit of paper, pens, ink, an abacus, and all his wealth - converted to widgets, of course, so that he could function economically on this new island. Pet/Mount: Karnakie has a large Kane-Ra bull for a pet and mount, named Karys. Karys is a rather typical example of a Kane-Ra, though he doesn't seem quite as aggressive as most others naturally are...though this isn't to say that he isn't aggressive at all. He moreso has greater discipline than wild Kane-Ra. Weaknesses: Being unable to use Kanohi, lacking in elemental powers, lacking in vision powers, and lacking in technological prowess, Karnakie - like other Kaiakan - is at a disadvantage, compared to most other beings on the island. As well, he is not a particularly stealthy individual, most of the time - he considers it far nobler to meet your enemy head-on in honourable battle; leave the slinking about in the shadows, the covert killing, all of that to the mercenaries and assassins you might hire. Personality: Karnakie is a bit of a mixed figure. On one hand, he views physical battle as great sport, and as a great determinate of who deserves what in the world - be it life, land, wealth, or otherwise. However, as he is also a businessman, he understands the value of diplomacy and rhetoric, and often prefers to test the waters with both of those before going on to wasteful battle. For while he views battle as great sport and fun, he also sees it as a somewhat wasteful pursuit, in terms of wealth and such lost. Beyond that, he wishes to carve out a niche for himself in the island, gain himself some power, and if he does that via trade and politics or through simple war, he will get it done, as he is a very determined individual - he will not let that which he wants slip from his grasp, and he will not leave any goal or task that he has set out to achieve or do unfinished. Beyond that, he often acts as a rather noble individual, and honourable. While he isn't nice at any rate - wanting to do whatever he can to carve out his own domain - he generally treats others with a measure of respect and almost friendliness, be they trading with each other, or on the field of battle. He finds great fun in witty banter, and will often drop some such comment into any conversation he might be in. However - despite his noble, honourable disposition, he is not benevolent except to those he knows and trusts (and even then, not particularly so), he can be quite arrogant, and he will not hesitate to murder somebody if he feels it necessary. Biography: Karnakie was born as a member of one of the higher castes in his species and society on his homeland, though he was, at times, treated worse than the lowest of the low - his family had fallen into dishonour before his birth, and operated as simple tradesmen, having never distinguished themselves through military prowess. Looked down upon by others of his own caste and treated almost as an equal by the other castes for much of his young life, Karnakie's outlook soon became one of fiery discontent - discontent with his position, discontent with his family's lack of wealth, discontent with how he was treated and how his family could do little to tear themselves from the mould they had been fit to. However, as for all Kaiakan, military service to those of higher standing was always a means of advancement; and as all Kaiakan of high standing were warlords, all needed some sort of fighting force at their disposal. So Karnakie did the first thing he knew to do: he volunteered to serve under the ruler of his home city, in the hopes of advancing himself beyond his then-lowly position. Quickly trained to ride and fight as well as any other Kaiakan might be expected to, the young man was sent off to battle relatively soon into his adulthood...and those who sent him out quickly realized that he would never allow himself to lose, always making sure he stayed one step ahead of his enemies, somehow, and never allowed anything more than an essentially superficial scratch to mark him. The family he served quickly took notice of this, quickly promoting him as he continued to display exemplary military skill, either in fighting or in leading the troops they entrusted to him. They came to view this young Kaiakan, born in dishonour, as one worthy of being called a friend - even family, to them, though they never could truthfully adopt him...and as such, Karnakie was always kept out of the place of honour he most desired, kept from ruling any space of his own. Until the moment that his father was found a suspect of a murder. When forces were sent by the ruling family to take him into custody, the man rebelled, gathering what remained of his meager household to him, to fight until the end. All of them were taken into custody, that fought - and that was all but Karnakie. As a demonstration of their trust in him, and expecting him to serve them as he had before, the family placed Karnakie in charge of the execution - and made him personally the executioner of his father. As Karnakie ascended to the platform where his father's execution would take place, numerous pleas for mercy and aid found their way to half-listening ears and a closed heart. The young Kaiakan's only words to the man he was to kill, when told by that man that he should do as his father said and help, were these: "My father is not being executed; my father ordered this execution." Karnakie's axe fell, and his father's soul was released from the world...just as Karnakie released his former name. Now he was a member of a different family, one that could provide him with education, with wealth, with standing and honour...one that would allow him to rule. He was quickly brought in, and thrust into the life of one of high social standing - into politics, economics, and the war that he knew well. He quickly learned that words often made better weapons than did swords or axes, and that if you could bleed your enemy dry through trade you might never have to shed blood at all to subjugate them. Where before he had been a warrior, Karnakie was now shaping up to be a ruler. Yet when he was passed over for the ruling of the outer territories the family had, in favour of the family's natural son - one who was, in Karnakie's eyes, far less deserving of what honour he was given - the young Kaiakan's fighting spirit and almost uncontrollable envy and lust for power flared up again. Though now he knew that he wouldn't get what he wanted unless he was to be careful about it. Diplomatic. He couldn't rush in with an axe or a sword and get what he wished...he would have to steal it from them, all whilst acting in plain sight. For the well-liked self-built man, it wasn't hard for him to gather support from those he had led, numerous times, into battle...or from other families on the island. Or, even, from a shadowy advisor. One who supplied him with greater knowledge and guidance than he'd had before, should he promise to serve the man when the man needed his help; weighing his options, Karnakie agreed. He knew it wouldn't be much of an issue. And when that man gave him the idea to go with a full military coup, and when that coup succeeded, Karnakie took it one step further; he wanted all the control of that area. So he didn't just force that family to give him the original territories. He killed them, leaving him as the sole heir of their entire territory - and the only man who had the power to conquer surrounding territories. It was quite soon, however, after he'd finished his campaigns to expand his own, personal empire - not just with his family's original territory, but with most of that surrounding it - he found himself washed up upon some island he'd never seen or heard of before. His memory was quite full of holes, and even what he did remember he wasn't sure was true or some odd construct of his imagination. He did, however, retain all of his skills, memory of all the battles he'd been in - if not why he'd fought them - and he retained knowledge of the shadowy old creature that had brought him to so many victories before, and he quite quickly guessed that it was that man who had brought him to this island. A favour for a favour...quickly finding out who was in control of the island, a force of evil known as Makuta, Karnakie pledged himself to the being's service; he had sworn to serve the man when it was needed, and he would never go back on an oath, or leave any debt unpaid. But once Makuta was removed from the picture, the island was suddenly free for the taking...for whoever might decide to take it. Name: Praggos Species and Gender: Male Toa of Ice Kanohi: Hau-shaped Mask of Healing Appearance: Praggos is of rather average height for most Toa, perhaps even a little shorter than usual. He doesn't wear particularly much armour, preferring cloth over metal, though he has enough to protect himself; and on his upper right arm, one can almost trace out the vestiges of the mark he used to carry. Generally rather well dressed and clean cut, Praggos isn't particularly unattractive, though he's nowhere near that of some other Toa on the island. Powers: Praggos has the usual powers of a Toa of Ice, though refined to an exquisite control. He can do what is usual - make blocks of ice, cause snow to fall, freeze an opponent outwardly, or he can do other, more fine things: he can chill a small object to almost supercooled temperatures, given time, or freeze an opponent's fluid within their bodies, or other such things, though these require quite a bit of energy, concentration, and time. Abilities and Skills: Praggos is, first of all, a healer, anymore. He had functioned as a medic for the Sanctum Guards prior to being taken off with the rest of the Mark Bearers, and his actions as part of that group have led to his wish to return to that profession, almost as a method of atonement. With his mask and knowledge of various herbs and such around the island - that he still travels to collect, at times - he's very proficient with what he does. Other than that, he is skilled, though by no means a master, with various weapons, and as mentioned, has taken his elemental control to a level of refinement that few try to achieve. Weapons and Equipment: Praggos has, for quite a long time, been trying to find a good weapon for his use. He's tried swords, staves, spears, hammers, axes, almost anything you can think of that he might use, though now he contents himself with a simple protosteel quarterstaff, and an arming sword. Other than that, he has a satchel that he carries various medical supplies in, as well as his widgets, and perhaps a few other small possessions - though he keeps most things medical supplies and such in his hut in Le-Koro. A large, four room hut - living area, working area, sleeping area, and wine cellar. He has a large collection of wines, as well. Weaknesses: Praggos has devoted himself to attempt to save and preserve life more than he might take it, and unless things are horribly wrong, he will always strike to disable an opponent, not to kill. As well, he's still somewhat ashamed of what he did as a Mark Bearer, and bringing that up enough is a surefire way to either make him angry, or just make him withdraw himself from the world for a time. Personality: Praggos has been said to be arrogant, cold, contemptuous, and those descriptors were - and some times, still are - applicable to him. He's calmed down a bit, though - his brushes with mortality and morality both have had a sobering effect on his personality, and he much prefers to just stay back and help others. He's quite well ashamed of himself for quite a few of his actions as a Mark Bearer, and still works to atone for them. Aside from that, he can also be somewhat indecisive or flighty - though this doesn't show particularly often. Bio: Originally a medic and scientist for the Ko-Koro Sanctum Guard, Praggos, ever the experimenter, found himself one day to be the experiment; a mark was found upon his shoulder of a most peculiar design, glowing with a burgundy light at times, and seeming to accentuate the worst parts of his personality. Eventually, he met with a group of others who were plagued with marks like he was, travelling with them for a time, and acting in ways that he now views as completely and utterly detestable. Eventually, he came to live in Le-Wahi, first in Pala-Koro, later in Le-Koro, acting as a doctor and trying to forget the actions of his past - though sometimes he finds himself lonely for the company of a few of those he had known, some of the only people to share a plight he had - and some of the only people who would understand why he acted as he did. Name: Xicuta Species and Gender: Parakuka, no gender (masculine personality) Power(s): Xicuta, as a Parakuka, has the ability to latch onto a being and use them as a host, while slowly draining power away from them as it feeds, as well as tapping into their own nervous system and sensing the outside world along with its host. As well, Xicuta can, momentarily, power up its host, although this generally leaves it and the host (currently, Kixin) exhausted later, and can prove dangerous. Appearance: Xicuta is an old and large Parakuka, perfectly sized for the large being its latched onto. Its body is covered in hard, chitinous plates - a sort of natural armour - and can often be seen pulsing rhythmically, like a heart beating, upon Kixin’s back. When especially distressed, a sort of natural lubricant - likely derived from the hemolymph within Xicuta’s body - can be seen to be oozing out from between the chitinous plates, though this normally doesn’t happen. When transformed, Xicuta’s chitinous plates lengthen and form spines similar to those on the backs of Rahkshi, making Kixin look far more ferocious than he actually is (or, at least, than Xicuta thinks he is). Abilities and Skills: Xicuta is very well adapted to Kixin, and can sense the world through Kixin - as well as Kixin being able to sense what happens to Xicuta, not just through the mental link, but actually physically sensing it, so deeply as Xicuta made his connection to Kixin. As well, Xicuta has a great amount of control over when it and Kixin transform, and when they revert from their transformation. Weaknesses: Xicuta has no ability to actively protect itself, which means it has to rely on Kixin for nearly everything - and should it be forcibly separated from Kixin, not of its own will, they’ll both die. Should it be killed while Kixin lives, Kixin will still die. Should the transformation be held too long, Kixin and Xicuta will run out of energy and both die. All in all, Xicuta’s weaknesses relate to how it can’t protect itself and how if it dies, Kixin dies, if Kixin dies, it dies. Not fun for either of them. Personality: Xicuta is, currently, an old, somewhat grumpy Parakuka with an ofttimes sarcastic (and sadistic) sense of humour, although nowhere near as evil as most Parakuka are (rightfully) assumed to be...although it isn’t good, either. Xicuta has simply seen enough in its age to decide that it wishes to be affiliated with neither that which is commonly perceived as good or that which is commonly perceived as evil, nor does it want to worship either a dead and sleeping god or a ‘father’ that held little respect for his own creation beyond its being a tool and is also, currently, dead and gone. Biography: Created by Makuta, Xicuta was one of the earliest Parakuka. It was also one of the stronger Parakuka from its batch, able to fight with (and win against) numerous Kraata that its’ father’ had created. Soon, though, it found it needed more by way of sustenance, and left Makuta’s lair in search of beings to feed upon. From the names of its first six hosts, Xicuta developed a name for itself, as it came to understand language - although it never deigned to learn to properly communicate in the Matoran language, until it came to its most current host, Kixin, after living relatively secluded for a time in a cave in Ko-Wahi. Now that Kixin and Xicuta have re-integrated with society, Xicuta has basically been commanded to learn the Matoran language, in return for Kixin continuing to work with it at times. The Parakuka’s grasp of the language is certainly quite elementary and often inconsistent, but it’s getting there - regardless of whether or not Xicuta prefers its previous method of communication. Name: Jerin (pronounced j=y) Species and Gender: Male Toa of Earth Kanohi: Noble-shaped Great Akaku Power(s): As a Toa of Earth, Jerin has the abilities to control the earth around him, create more of it, and absorb energy from it; his Akaku, meanwhile, grants him the power to see through objects should he use it. He also has excellent night vision and can easily sense vibrations through the ground, and is somewhat stronger than most Toa (discounting, of course, Po-Toa). Appearance: Jerin is a rather typical example of a Toa of Earth. His body is coloured in blacks and greys, and he stands with a noticeable hunch - although he is relatively tall should he stand up straight; his hunch was simply developed due to spending so much time underground. His armour is of the heavy, protective sort, although years of getting used to it has helped Jerin to develop the speed and agility most others have. His hands are noticeably clawed (with three fingers and a thumb, compared to the usual four and a thumb), compared to other Toa, an adaptation to make it easier for him to dig through the Earth without having to expend his elemental energy as he does so. Abilities and Skills: Jerin is a skilled miner, as that was his occupation before he became a Toa and remained to be afterwards. He also has an excellent memory, and almost never forgets anything that is said to him. Beyond this, he did not spend all his years as either Matoran or Toa without learning something of battle, and can hold his own in a fight if he should be forced into one. Weapons: As a Matoran, Jerin wielded a simple pick-hammer, able to be used with either one or two hands; when he transformed into a Toa, this tool transformed as well. It is still useable for mining, though now it has been optimized for warfare as well, with the haft now made entirely of metal, with a spear point now on the bottom of it (commonly kept covered by a screwed-on metal attachment when not being used in battle). He also acquired a shield during his transformation, which he commonly uses in combat, preferring to use his pick-hammer with one hand. Also, his claws, naturally sharp and slightly retractable, are able to be used as weapons, as they are made of protosteel. Other Possessions: Jerin has a small home in Onu-Koro, one that he carved into the side of the main cavern to replace his former Matoran hut. He also has a small pack for carrying his items when he travels, with a few hundred widgets of spending money on him at all times. Strapped onto the pack is a portable shelter should he be somewhere where it is impractical to carve one into the earth, and he has a cloak for warmth. Weaknesses: Jerin isn't much of a fighter, and will commonly take the defensive position rather than the offensive; most of his fighting experience is only against Rahi. Also, if you manage to get around him or unbalance him, you have a much better chance of getting an attack in. Personality: Jerin is a quiet Toa, much like many Onu-Toa are, although he is relatively friendly. He just doesn't talk much. He doesn't complain much, and he sees little point in holding a grudge, although he will if he feels its warranted. He's easy to annoy but hard to anger, and doing the latter can be relatively dangerous for one's health. Bio: Jerin is a native to Mata-Nui, and was primarily just a miner. After the Toa Mata disappeared he was one of those who was transformed into a (shoddy knock-off) Toa, and simply continued his work (despite attempts by the Ussalry to get him to join). Nowadays he spends a lot of his time travelling, though he has agreed that, if he is in Onu-Koro, he will aid the Ussalry as needed. He's simply trying to dispel the boredom he feels when he remains in Onu-Wahi.
  19. Franco

    Ascending Down

    Prologue: Day 0 Makuta is gone, and Sulov is back. He is not cognizant of anything but that fact at first, a truth that lifts weight from his chest, and as he looks where the darkness used to be, he just thinks: it's done. Then: we did it. Finally: we won. Onua is proud. Something rises in his throat. All this time, he has reserved his feelings, letting but the positive and the mild show on the surface. Now the dam has burst. He needs to share his joy, to put aside review of what has happened or care for his injuries in favor of happiness. He gets up, only now noticing his sit on Mangaia's battered floor, and looks untrammeled through the dim at the others. He perceives their exhaustion, brims with concern; but their faces sweep that away along with the self-barricade. He spots Oreius, shocked but not severely hurt. Sulov remembers Oreius' doubt and wants to give his friend peace. Justice must reward the good as well as punish the bad. He lunges and pulls the Ta-Toa against his chest-- --And Oreius' armor meets flayed body, smaller form knocking broken ribs and cracking shattered arm. Instead of succumbing, Sulov breathes out the pain; instead of hissing, he sighs slightly, still. What rose in his throat is stuck. It would not be leal for Oreius, who piloted the boat, and kept Stannis safe, and defied the expectation of betrayal, to have to worry about anything now. Sulov is not shameful, but resolute. He holds Oreius for many wordless seconds before he gently extricates himself to examine those injuries. He waves off the others. They are happy, and they don't need him right now. ... As Sulov finishes, Stannis speaks, and Sulov leans against the wall, listening. “We will return here soon, to finish our work; the dark instruments of the Makuta remain, and we must remove them. But now is not the time. Now, we owe the people of Mata Nui the knowledge that they have been craving: that Makuta is gone. Each of us should go to our Koros – or, our new Koros – and tell the people what has transpired here.” Sulov does not agree. Morality is clear: the people must know, Makuta's lair must be dismantled. But the team must not split up. We have something special, Sulov thinks. We are versed in each other, and we know where we stand among ourselves. We won together. Tamping down the minor niggles of Stannis' Mask, the Maru are people who should work together. And why not? Putting together Sulov's Mask and Korero's, the Maru can alert all the villages more easily than if divided, find recuperation quicker than divided, clean up the island more efficiently than if divided. Then it strikes him. They don't need efficiency. They've won, haven't they? The biggest evil they have left to defeat is discontent, and the only job clean-up duty. From the looks on their masks, Sulov understands. They would be happy to follow Stannis' direction. It would be good for them to have time away from each other. Meanwhile, Sulov can catch up on his old friends, return to how things were before he was exiled. Everything will come back together soon enough, the better for it. He sees the future can be better than the present and the past. It can be both. Sulov stays silent. When the others begin to move, he does also. He waves before he goes. Curious, he notes, stepping into his tunnel, he's never enjoyed saying goodbye before. Review
  20. 'Ello, world of wonders! Today I bring you a little something I was working on for a while - The toughest Skakdi around, Daltrahk. Currently working as a bodyguard in Po-Wahi. Here are the pictures - sorry for the blurriness of the last one. Front pose: http://www.brickshelf.com/gallery/ghidora131/Daltrahk/100_3549.jpg Back pose: http://www.brickshelf.com/gallery/ghidora131/Daltrahk/100_3550.jpg Aiming Magma Gear(bad photo): http://www.brickshelf.com/gallery/ghidora131/Daltrahk/100_3551.jpg So, thoughts? criticism? walrus?
  21. Hey all! It's weird to post two creations so soon after one another in BBC, this coming right on the heels of my Uhuraz revamp (my BftGM contest entry). But hey, the Thanksgiving weekend - which entailed being reunited with the bulk of my MOCing pieces - turned out to be a productive one for me. This is a smaller MOC than Uhuraz, but it's a wholly new creation, and I'm pretty happy with how it turned out. Voila Soraya. She's a BZPRPG character of GSR's, a feisty Dashi seamstress who, like her submarine bunkmate Nihi (a character who actually belongs to me), finds herself tangled up in an adventure she didn't necessarily sign up for. Soraya's known and adored by the BZPRPG player base for her proletariat charm, her unflappable honesty, and her gift for creating elaborate cocktail outfits for the nobles of her native island. In my process of making a feasible Matoran-sized MOC, I took liberties with GSR's visual description of Soraya. I actually hardly adhered to his description (sorry, Nate!), opting instead to distinguish Soraya as herself primarily with the tools of her distinctive trade. How many BIONICLE seamstresses do you know? Exactly! Building a BIONICLE seamstress was a unique sort of challenge that I eagerly tackled. Creating sewing tools sized right for a Matoran - Soraya carries scissors, a set of needles, a smock, a magnifying glass for small stitches, a tape measure, several spools of thread, and a thimble (I couldn't find anywhere to put a pincushion...) - was the icing on the cake of this challenge; harder and more substantial a test for me was conceiving a stable, flexible, and aesthetically decent Matoran design that could support Soraya's psionic elemental color scheme. As usual, the pictures here link to their larger versions on Flickr. If you'd like to look at the complete gallery, it can be found here. Smile for the people now! Thanks for looking! All comments and critiques are welcomed.
  22. Those of you who have played the BZPRPG in recent years might remember the banners I created for the 2011 reboot. They were, in a word, cute; I screencapped some images from the Mata Nui Online Game and pasted some text on top. Some were boring, some looked cool. They served their purpose: to advertise the BZPRPG. As summer comes to an end three years later, I find myself in that rare lull between the end of my summer job and the beginning of school. Bored, I decided to whip up a couple BZPRPG-inspired banners, just like old times. Here's one of them: Is your curiosity piqued? Basically, the BZPRPG reboot started under similar conditions to 2001 canon: the Makuta cast his shadow over Mata Nui, the Toa Mata came to overthrow him, yadda yadda yadda. Only, in our story, something different happened: they failed. Tahu, Gali, and the others fell to Makuta, and he was free to unleash his shadows on the island. For a hundred years, the Matoran desperately held their own against the forces of evil, with nothing left save the hope that Mata Nui would raise up new heroes to finish what the First Toa could not. What happens next? You'll have to pop over to the BZPRPG to find out. Might as well make a profile and jump in while you're there; it's a ton of fun! Anywho, hope ya like. All comments appreciated.
  23. >>> BZPRPG TECH ILLUSTRATIONS >>> by the great and powerful Perpetual Darkness (the artist formerly known as D EternalShadow) So apparently those guys and gals over in the BZPRPG Discussion topic enjoyed my illustrations of some of the native tech, specifically the Patero Launcher. So I'll post whatever I draw and vector here, for your viewing pleasure. I'm also taking requests for illustrations of personal foreign tech. (Free of charge~) _____________________________________________________________ Patero Launcher (Rifle) (Outdated) Patero Launcher (Pistol) (Concept Only) UPDATE: Decided to do a redesign of my original Patero illustration. Below are the newer illustrations: Patero Launcher V2.0 [NEW] Inner Workings of the Launcher [NEW] 'Civilian' and 'Military' models [NEW] / COMMISSIONED WORK / ___________________________________________ Farzan's Equipment (for Gyro Gearloose/Geardirector) Diskette Pistol Diskette Rifle Rebounding Shield Wrist-Volo _____________________________________________________________ Syvra, Kidona and Celis' Weaponry (for VoxuChro/Voxumo) SYVRA: Akrei's Thorn [NEW] KIDONA: Kidona's Vevimo Battleaxe Kidona's Oborui Energy Pistol CELIS: Crystal Sosun Pattah Crystal Misericorde Crystal Cane (With hidden blowgun) Other Stuff: Alternate Misericorde Colour Schemes First Few Misericorde Variations Original Sosun Pattah Colour Concepts The Crystal Cane's Dragon-head Topper Misericorde Parts 2 3 Sosun Pattah Parts 2 Misericorde Components Sosun Pattah Components toot toot
  24. A long time ago in an RPG arc far away I drew Ferron, toa of iron. Now almost a year has past and Ferron's gone from toa to turaga in the BZPRPG. To commemorate Geardirector's fantastic job with this character I turned my artistic eye back on the forlorn forgemaster. As always, C&C is most certainly appreciated! (Click image for full resolution.) I think this was the first time I really buckled down and tried to get the lighting just right. I may throw in the forge itself as a background in the future, but I wanted to catch the light coming off the piece of metal Ferron is hammering as it glanced across his carapace.
  25. So there's this team of Toa in the BZPRPG known as the Toa Maru. They're pretty much the chosen ones and all, and the most powerful group of Toa on the island of the Mata Nui (and they defeated the Makuta and what-not, although that was the power of the plot device.) One of my fellow players, the incredibly talented Vezok's Friend, or as he's known currently, Smaug the Terrible, did a piece of art that showed every member of the team standing dramatically. It was pretty beautiful, so I decided to try replicating his success. As a joke. I was obviously not as good as him. But here are my exploits, with the designs based off his art (go check out his stuff, it's great). Click for greatness.
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