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  1. Six Kingdoms: Apocalypse -- Discussion Topic (OOC) Happy 2021, and welcome to the final game in the Six Kingdoms trilogy. It's been an absolute thrill the past year with Escapement and Rebirth. Now, let's find out what happens when all the chips are down! How to Use This Topic: This topic is where you can discuss Six Kingdoms games with other players (and the GMs) until the end of Apocalypse. Please remember to follow all site, forum, and topic rules in this topic. Please make sure to chat with friends about what stories you want to form together, be they faction quests or personal journeys. Your GMs: @Unreliable Narrator, @Vezok's Friend, @Eyru Other Topics Related to This Game: Sx Kingdoms: Apocalypse -- Gameplay Topic (IC) Six Kingdoms: Apocalypse -- Rules and Character Creation Topic Once the topic Rules and Character Creation is posted you are able to begin creating characters. Once the Gameplay Topic (IC) is posted and your character profile is approved by GMs you are able to begin playing in Apocalypse. We look forward to playing with you all!
  2. Six Kingdoms: Apocalypse -- Gameplay Topic (IC) The stars are falling. They fall to the sands of the Time Between Time without a trace, and the sands of the island drain like sand draining from an hourglass. A band of stars remains, a bright line in the sky that can be seen faintly even in the light of day. At night, those living in the Time Between Time begin to remember. They toss and they turn, they feel the fear, and they know the nightmares have always been there. Only the skakdi sleep peacefully, chosen and loved by Irnakk in the volcanic center of Irnakk's Tooth. And each night a star falls. And each night the world echoes with a single word: "More." Introduction Welcome, gathered friends, to Six Kingdoms: Apocalypse, the final game in the Six Kingdoms RPG trilogy. Apocalypse will run for six months, from January through June of 2021. One month, the most favored amount of time in the post-game survey for Rebirth, has occurred between the events of Rebirth and the beginning of Apocalypse. While a month may feel like a long time, this period of time between games is a way to help you start fresh in a new game. It is not a way to gain free power-ups without writing them, and it is not a way to accomplish things without writing about them: Any actions you take must at least be briefly described in your first post. writing, "we went from the wastes to the Ash Barrens, stopping by the wark skak garage on the way" is acceptable. writing later in the game, "oh hey remember when we went to the suva, attuned to it, and are now fighting the boss of the region? Yeah let's use the power-up we got" is unacceptable. You are welcome to write about resolving any immediate actions of your character that would logically have occurred during the span of a month. These actions must not need GM approval in order to be completed. You may have traveled to any location you were en route to at the end of Rebirth. Synopsis of Prior Events Escapement: The League of Six Kingdoms and the last remaining bastion of matoran civilization fight over the city of Metru-Nui and the very principles of the Great Spirit: Unity, Duty, and Destiny. In the end, both lose and Mata-Nui is awakened by rogue elements within the League itself. The Great Spirit Robot's head is decapitated by an asteroid, and it plummets with the city of Metru-Nui and all combatants inside through time and space to... Rebirth: ... the Time Between Time, a place where old and new are merging, and nothing is exactly as it seems. The island looks like Mata-Nui, but is called Zakaz. An ancient race escaped after the arrival of the skakdi, but none of ark-saved matoran and League warriors who arrive remember their collective past. Dark beings, the antithesis of the builders known as aspects of makuta, seek followers in their selfish desires for achieving grand wishes. The Skakdi of this new land follow Irnakk, the Great Spirit of Nightmares, who wells within the central volcano known as Irnakk's Tooth. The Builders who remain hide in terror, afraid of the genocidal wrath of Irnakk's Prized warriors. The refugees from the GSR brave a new world at war, and find the secrets to their past hidden away in ancient suvas and Elemental Ruins that are overseen by a malign AI known as The Administrator. In Unlocking the Elemental Temples, NUVA is discovered, titanic machines known as Kaita ACRs embodying lesser spirits are unleashed, and great kaiju are born from the volcano with dark rites taught to skakdi by Irnakk. But sometimes the past and the future are the same, and that vicious ouraborus of time brings us to... Apocalypse. Locations The majority of Apocalypse takes place in the Time Between Time, a proverbial planar eye in a hurricane of unraveling timelines and disintegrating futures. A long long time ago a civilization known as the Builders lived on the island of Tren-Nui, where they worshiped a being known as Tren Krom. It was from the Time Between Time that the great Ark, AKA Great Spirit Robot (GSR), departed to escape a fate worse than death itself: Irnakk, the god of nightmares and his monstrous, rite-born, kaiju. Now, gathered friends, we return to the Time Between Time to tell one last story... The Time Between Time* *This map of the Time Between Time is current as of 05/18/2021 The Hidden Valley of Kini-Nui Temple of Kini-Nui The Makoki Wall Far Shore Rift Amaja Circle The Mangaia Tombs of the Lords of Elements Kini-Koro Among the mountains between Spiriah’s Labyrinth to the North and the Fau Swamp to the South rests a valley hidden from the violence of the world beyond. A lake of silver protodermis rests in the center of the valley, and floating on this lake is the sacred temple of Kini-Nui. A long floating bridge connects the temple of Kini-Nui to the lakeshore. There are several religious sites at Kini-Nui: Makoki Wall: a wall of prophecy and warnings written in the sealed mouth titanic matoran skull. In the center of the wall is a circular depression where the six Makoki Stones once formed the Great Makoki Stone, connecting the planes in the Time Between Time. Far Shore Rift: a circular machine once used to implant the powers of kanoka disks into creatures now rests in the Kini-Nui partially disassembled. In the center of the machine is a rift to the Far Shore, a place within the multiverse where the multiverse confirms itself. Those who pass through the rift go on a Far Shore Adventure (see the expansion in the rules), and return with many rewards. The matoran scholar Nuju waits by the rift, offering commentary and urging travelers to enter the Far Shore in search of a Makoki Stone. Amaja Circle: at the opposite end of Kini-Nui is a raised tower with a sandpit and a ring of seats at the top. This is the Amaja circle, where stories and legends are told with the use of colored stones placed in the sand pit to represent the heroes and villains of legend. Suva Kaita: in the center of Kini-Nui is a Suva designed specifically for storing the equipment used by Kaita ACRs. When a puzzle involving the suva kaita is solved, it slowly descends into the earth to reveal a great spiraling stairway down into darkness. The Mangaia: locked away by the suva kaita puzzle and deep below the protodermis lake and the temple of Kini-Nui is the Mangaia, a room of shadow and death. All is dark in the Mangaia, and a great door swallows the souls of those who pass through. This is a deadly place, and only the very brave or the very foolish attempt to walk the path of prophecy through the doorway of death. When the NUVA process is completed in an elemental temple, a permanent teleportation portal opens between the temple’s final room and the forest surrounding the lake in the Hidden Valley. So far, portals to and from the Elemental Temples of Ice and Stone exist. These portals exist as glowing rainbow mirrors of energy floating in the forests. The world on the other side of the portal is murky. The faintest sounds of what is occurring on the other side echo over. In the hillsides ringing the temple of Kini-Nui are six sealed doorways that gladly suck the life from those who offer it. Only a NUVA has enough power to offer for one door to open at the cost of their life. These six doorways are the seals that bind the Lords of Elements, ancient ACRs embodying the great Kaita warriors of the ancient Builders. Behind each door is one Kaita ACR, waiting for the day to be revived and piloted in war once more. Kini-Koro is a new settlement on the island of Zakaz in the Time Between Time. The refugees who lived in the village of Metru-Koro during Rebirth picked up and moved in search of a safer home after the constant threats. They used the opened teleportation gate in the Elemental Temple Ruins of Ice to travel quickly inland, discovering a verdant valley nestled among the surrounding mountains. They settled in the Hidden Valley surrounding the ancient temple of Kini-Nui, and they named their new village Kini-Koro. A matoran named Vulimai is the leader of Kini-Koro, and the village seeks to rebuild peacefully after the events of the Cataclysm. Spiriah’s Labyrinth (NW portion of the Island) Spiriah’s Labyrinth (boneyard) Elemental Temple of Earth Suva of Earth The sinking sands and falling rain revealed a network of carved tunnels running deep into the earth beneath the deserts and plains west of the mountains. The tunnels run through the skeletons of ancient, right born monsters and the destroyed armor of uncounted ACRs. Cracked mud and dirt shroud the uppermost tunnels from sunlight, but Mesi who normally cannot stand the sight of the sun have begun to crawl out into the open air of day. The elder aspect Spiriah is searching for something, and his religious warriors follow his command. In the center of Spiriah’s Labyrinth is Elemental Temple of Earth, a ruin built in the center of an underground saltwater lake and connected to the rest of the tunnels of the Mesi by a dangerously old rope bridge. The Mesi have a small camp stationed at the ruins, dedicated to collecting rubbings of the hieroglyphs inside for their aspect god. Hidden in the roots of the mountain reaches nearly flattened by the arrival of the Great Skull, the suva of earth is accessible from a small tunnel in the hillside. A single large purple amethyst growing from the ground marks the entrance to a tunnel that takes explorers down into the earth. Mesi tunnels cross the pathway to the suva of Earth, making the trek dangerous in and of itself. The Great Skull (Large left circle on the map) Metru-Nui Coliseum Fringe Districts Toxic Bay The great skull of Mata-Nui has been sinking as waters flooded the cavity where the city of Metru-Nui still stands and the ocean floor beneath it shudders. The only remaining strip of the once proud City of Legends above is the Coliseum, and the fringe district built into the inside of the skull’s eyes and nasal cavities by the League of Six Kingdoms. The Fringe District, a whole metru built after the arrival on the island of Zakaz, is a district of survival and industry. Buildings are secured into the metal of the Great Skull, providing commanding views of the outside world while also remaining hidden. A working protodermis chute runs from the Coliseum to a station in the Fringe District. League warriors and civilians work to recover lost technology from the sunken Metrus, bringing their findings back to the Fringe or the Coliseum. Surrounding the Great Skull of Mata-Nui is a bay of defiled Energetic Protodermis created by the Great Skull’s impact. It shimmers like an oil spill, and a sulphuric mist off gasses day and night. The waters curse whatever it touches, mutating or killing whatever falls beneath its surface. An unknown force keeps the defiled waters from spreading further than the bay and the coast. The Northern Wastes and the Rivers of Loss (North and Northeastern portion of the island) Tobduk Koro Elemental Ruins of Stone Suva of Stone Fort Nektann Warskak Garage At Spiriah’s command the Northern Wastes began to sink, the sands slipping into the earth to reveal caverns and pathways carved in Shagrak’s wake over the centuries. Where Mesi once walked safely in the cover of darkness, sunlight now shines. Two villages exist in what’s left of the desert: Tobduk-Koro to the Northwest built by a group of refugees around the Elemental Ruins of Stone, and Fort Nektann to the Northeast built by the warskaks on the foundations of an ancient fortress of the Builders. Tobduk-Koro, led by the matoran Kanohi, has become a modest township despite the hardships of the sinking sands, and the populace is well integrated and diverse. The elemental Ruins of Stone sit in the cliffside in the middle of Tobduk-Koro, and the villagers often spent the hottest parts of the day inside the temple reading the hieroglyphs, visiting the lake in Kini-Nui, or speaking with the AI caretaker of the temple known as the Administrator. Fort Nektann, run by the skakdi Barius, is the base of the warskak raiders, whose livelihood depends on stealing from traveling caravans. The leader of the warskaks, Barius, inherited the position by killing the old chieftain and turning him into a tahtorak monster that roams the island carving destruction in its path. The Warskaks have a small garage, one of their stolen holdings, at the southernmost point in the deserts, just on the edge of the Ash Barrens with a solid view of Irnakk’s Tooth. The garage was stolen from a matoran while she was away assisting the refugee settlement of Po-Koro recover from a warskak raid. Spiriah’s domain has revealed itself throughout the mountain ranges that form the natural border of the sandy northern desert. The sands have also drained from the western side of the desert, revealing a network of tunnels carved by Shagrak over the many centuries that lead deep into the earth. The shrieking cries of Shagrak echoes through these caverns, as do the echoes of her spawn. Metru-Koro and the Relic Fields (West side of the island) Metru-Koro (ruins of) Elemental Temple Ruins of Ice Suva of Ice Relic Fields Hafu's Statue On the Southeast edge of the bay rests the ruins of an abandoned refugee settlement called simply Metru-Koro. It was establised by Turaga Sans in the week after the Cataclysm in Rebirth, and became a place of significant conflict between the Refugees, the remnants of the League, and even the Mesi. At the end of the settlement's occupation it was led by Vulimai, Captain of the Guard. It had no geographical defenses, no significantly stable water supply, no cover from view, and the greatest number of refugees who wanted to return to the Great Skull and rebuild matoran civilization. It was built during the first week of their arrival on Zakaz, and those who lived there relocated to the settlement of Kini-Koro in the Hidden Valley. A few hours walk South from the toxic bay along the Western coast of Zakaz is the Elemental Temple Ruins of Ice. It is a stone ziggurat in three tiers that reaches high into the sky. It’s exterior is covered in a slick coating of black ice, and pools of melted ice gather at the bottom of the temple. Herds of wild mahi are often seen drinking from the pools. Ko-Pou is a tiny settlement built next to the Elemental Temple Ruins of Ice. It is mostly a medical ward and small garrison where some of the mutated villagers from Kini-Koro are being treated as a cure is being researched. Ko-Pou is under the political jurisdiction of the village of Kini-Koro. To the West of Metru-Koro is the suva of Ice, a two story structure that sits atop an icy hilltop. It never gets warm enough to melt the frost covering the grass here. The fields between the Elemental Temple of Ice and the Suva of Ice contain many structures that have appeared overnight. They flickered in and out of existence for a week, until fully arriving as structures covered in ivy and graffiti. The pillars for a broken protodermis chute system run through the fields, and several abandoned knowledge towers melt under the glaring light of the sun. The civilians in Metru-Koro have begun to call the fields where these buildings appeared the Relic Fields, although if they are a relic of the past or the relic of a future lost to time is impossible to say. Between two of the flickering knowledge towers in the Relic Fields is one of Hafu's Statues. Ash Barrens and Mi-Kiri, the Aqua Sphere (East side of the island) Irnakk’s Tooth Forest of Ash Elemental Temple of Fire Suva of Fire Mi-Kiri, the Aqua Sphere Elemental Temple of Water Suva of Water Great Telescope Irnakk's Tooth is the central large volcano on the island of Zakaz in the Time Between Time. It is from this volcano that the great monsters of Irnakk's making crawl into the Time Between Time to ravage the island of Zakaz with destruction. Where in the far past the Forge of the Heartsflame stood, a testament to the incredible inventiveness of the Builders, now the Nightmare walk and Irnakk's dark domain exist in the volcano's heart. To enter Irnakk's Tooth, take the Nightmare Walk through through the door marked by cairns of skakdi skulls halfway up the volcano's mountainside. The lava flows from Irnakk’s Tooth have spread, swallowing up what was once the bay where the Riggers lived. Other older portions have fallen into the sea, disappearing beneath the waves. The Riggers have moved further out into the bay, and many have left for safer waters around the island coast. The Elemental Temple of Fire sits in the Forest of Ash, where the petrified trees are covered in white ash that looks almost like snow. It is a large three tiered Ziggurat with a bronze gong at the top. While the inside puzzles have been solved, it still holds the opportunity of the NUVA transformation. Between two lava rivers in the middle of the Ash Barrens is the Suva of Fire. It is a single story circular structure with three doorways leading in and a suva at its center. Flying ever present just above the cloud layer over the eastern coast is Mi-Kiri, the Aqua Sphere. The life-giving waters that made anything they touched young have stopped flowing after the arrival of Barraki Ehlek. A floating fortress, once a vahki hive, orbits Mi-Kiri. In the lava-filled bay where the Riggers once lived lies the Elemental Ruins of Water, hidden behind a great stone Mask of Waterbreathing carved into a prominent waterfall. On an island in the middle of the bay, so far out of the reach of the cooling lava flows, is a single story circular tower. Inside the tower is a passageway to a grotto containing the Suva of Water. The Great Telescope sits on a tiny island-like sandbar off the Eastern coast of Zakaz, and a stone bridge connects the coastal cliffs with the ancient observatory. The Great Telescope itself is a copper device, green with age, and salt encrusts most of its turning gears. It rests on a large pedestal. There are a series of carved panels along the pedestal, which tell the story of the Builders escaping the Time Between Time in their Ark. Fau Swamps and the Kumu Peninsula (Southern side of the island) Fau Swamp Le-Metru Nuva Suva of Air Elemental Ruins of Air Kumu Peninsula The Caldera Aspect Shrines The toxic marshes leading to the Fau Swamp sank underneath the island during a large quake after the rising of the Kaita ACRs from their tombs of the Elemental Lords. Splitting the island of Zakaz into almost two separate islands as salt-water rushed in, now the Fau Swamp covers the entirety of the southern half of Zakaz. The massive jungle ecosystem sits in a marsh of polluted waters and defiled Energetic Protodermis. Plants and rahi alike mutate rapidly during their own lives, absorbing the poisons of a world defiled after the arrival of Irnakk. The refugee village of Le-Metru Nuva is hidden in the Fau Swamp. Started by Sorilax and a group of refugees from the Great Skull, Le-Metru Nuva has grown into a village of industry. The Suva of Air is a single story tower hidden in the Fau Swamps. The Elemental Ruins of Air, sometimes called the Grand Temple, is the regional Ziggurat that contains not only the solved puzzled of the Administrator but the unsolved NUVA device waiting at its heart. The Kumu Islets became the Kumu Peninsula. No one saw it coming, and no one knew it could, but suddenly the very islands themselves floated from the distant south to crawl onto the mainland like strange creatures of obsidian and basalt. The ancient temples of the aspects now exist on the mainland of Zakaz in the Time Between Time. The Caldera, a massive depression in a ring of obsidian and basalt, is the traditional meeting ground of aspects. A green pool of antidermis bubbles in the center of the caldera, and it is from this pool of antidermis that aspects emerge and return. In the dark shrines and monuments to ancient powers are sealed doorways marked with the symbols of taboo rites. Strangely, the do not offer the knowledge of the symbol, but instead seem all to willing to receive it. NPC Villains In Apocalypse, many villains work to achieve their own goals. Many villains are leaders of factions. This section provides some information on these villains and their goals. You may choose to work towards achieving these goals with them, or you may choose to try and stop villains from achieving their goals. Whatever your choice, your actions impact not only you but the rest of the game as well. As villains are introduced and they reveal their goal it will be recorded here! Misc. Notes Hello all, please notify GMs via a comment in the OOC topic if there is something in this initial post that seems really weird -- like a missing paragraph or something. We've been working around the clock to get this all up in time, and some things may have slipped between the cracks. @Unreliable Narrator is only human after all, we think... OLD MAPS: These are a good reference for looking back to see what may have been discovered or changed over the course of the game. They are presented chronologically, with the oldest being first.
  3. Six Kingdoms Player's Guide How to Use This Guide Welcome to the Six Kingdoms Role-Playing Game (RPG)! We’re excited to have you join us! The Six Kingdoms Player’s Guide (SKPG) is your resource for everything you need to create a character, join a faction, and get started playing the current Six Kingdoms game. The SKPG is a living document, meaning it can be edited and altered by Game Masters at any time to assist with clarification regarding the rules of the game, to add new rules, or to remove rules found to be unfair or just plain bad for the game as a whole. Any changes will be noted in the "Reasons for Edit" section at the bottom of this post. Please note “you” and “player” are used interchangeably. The SKPG is broken down into the following sections: How to Play Game Masters (GM) The Reliable Narrator How to Post Conduct Player Honor “Autohits” and Combat Resolving Conflict Reporting Conduct Three Strike System Character Creation Introduction/How to Use This Section The Yes of Character Creation The No of Character Creation Kinds of Characters Player Characters PC Profile Template Minion Characters Minion Roles MC Profile Template Non-Player Characters How to Update Your Characters Porting Characters Six Kingdoms Playable Breeds Common Canon Breeds Matoran Matoran Toa Turaga Skakdi GSR Skakdi Irnakk's Prized Titans Vortixx Zyglak Six Kingdoms Unique Breeds Aspects of Makuta Grand Wish Creating a Grand Wish Ascension Perks Host Possession Custom Breeds Custom Breed Requests List of Approved Custom Breeds Factions Aspects of Makuta Builders Mesi Order of Mata Nui Refugees Riggers The League (Formerly The League of Six Kingdoms) Untethered Zakazian Warskaks Expansions #1 ACRs and Vehicles #2 Settlements #3 Taboos #4 NUVA and NUVA Proxima #5 Suva System #6 Rites of Irnakk #7 Far Shore Adventures #8 Kaita ACRs, Amaja Circles, and More (read: misc.) Terms Resources How to Play Six Kingdoms is a Text Based Roleplaying Game (TBRPG), played though individual character posts. In the rawest form, you play SKRPGs by writing prose centered on your character’s perspective and then post the prose to the appropriate In Character (IC) topic. Other players then respond with their own characters, creating collaboratively written scenes, acts, and stories. You can learn more about the specifics of playing TBRPGs on BZPower by viewing the following links: RPG Forum Rules BZPRPG Rules (New Player Guide + Master Rules) Friar Tuck’s Common Sense Guide Game Masters (GM) In SKRPGs, there are Players and Game Masters (GMs). You are a player. Players create characters and play the game. They build stories together and go on adventures. Game Masters maintain the game in all its other functions (including writing these rules). They are responsible for creating a framework of play, official locations, and an overarching narrative to interact with during each game. Please keep in mind that while GMs create and maintain many plots in a given game, there is not a single “official” plot of SKRPGS. Instead, it is through the interweaving of everyone’s stories that the common narrative is found. Your GMs for SKRPGs are as follows: Head GM: @Unreliable Narrator World Design, Back End, Conduct Resolution GM: @Vezok's Friend Conduct Resolution, Live Operations GM: @Eyru You can tag a GM in the OOC topic if you need assistance. Please keep in mind: GMs are volunteers and have final say in decision making. The Reliable Narrator When interacting with the game, you may find your character is responded to by the Reliable Narrator. This is a GM describing the actions of your character and the responses to them by the rest of the world. Examples of the Reliable Narrator include descriptions of new locations your characters enter, rising tension, or sudden commentaries on events to shed new light on the story. The Reliable Narrator is similar to the descriptive narration performed by GMs in more standard table-top roleplaying games. (e.g. Dungeons & Dragons, Pathfinder, Fate Core) How to Post Once you have created a character, and that character has been approved in the Six Kingdoms Character Profiles topic by a Game Master, you can start playing the game. Like many "Play By Post" RPG games on BZPower, we use a system of Out Of Character (OOC) and In Character (IC) tags to notify readers whether we’re writing from the author’s perspective or from a given characters’ perspective. You make a post ‘In Character’ (IC) by using the following format: IC: (character’s name) | (character’s present location) Write your post after the above heading, and then submit your post in the appropriate IC gameplay topic. Using this format helps other players understand who you are writing, where they are, and how to best respond to you with their own characters. Remember to follow forum rules about double posting, and give others time to respond. Sometimes you’ll want to make notes in your posts that are not from the perspective of your character. Anything you write from your own perspective as the player is an ‘Out Of Character’ (OOC) comment. To post an OOC comment, simply use the following format: OOC: (your comments here) A helpful way to make sure all players are on the same page in a given scene is to tag them! You can tag a player as an OOC comment in your posts by using the @ symbol followed by the appropriate username. For example, if you wanted to tag someone, you’d do the following: OOC: @UnreliableNarrator Some players enjoy using colored text to distinguish between characters. While colored text is perfectly acceptable, please remember to include the IC and OOC headings. If you choose to use colored text, please choose a color that is easily readable and remember some people may be unable to distinguish or read the color you’ve chosen. Please be patient between posts, allowing everyone else involved in the scene a chance to reply before continuing. The main focus of this game is a compelling narrative written together. This places more power in the hands of the players: you may describe the environments as you see fit, as long as pre-established in-game descriptions by other players, the GM, or Bionicle canon is not broken. By contributing our individual ideas, we create a beautiful living world together. Conduct Please see the general rules, common sense guide, and BZPRPG rules of play. We will abide by those rules and guidelines unless stated otherwise here. By joining a Six Kingdoms game, you consent to abide by all site, forum, and game specific rules. You consent to have your username publicly listed if banned, and you agree to act with integrity and respect in any area of the Six Kingdoms community (both on BZPower and off). Player Honor Players are expected to act honorably both while playing and while interacting with other players. GMs will believe you have actually randomly rolled on a table when asked to do so. GMs will believe you are acting in good faith until your actions show otherwise. Acting dishonorably by breaking game rules, site and forum rules, using rules loopholes to abuse other players, or other circumstances of poor sportsmanship is grounds for receiving conduct action. Autohits and Combat An autohit in SKRPGs is defined as: “any action that negatively impacts a character or their property without the permission of the player who owns that character.” “I pat them on the shoulder and say ‘nice job’ after our characters complete setting up a tent.” is not an autohit. “I steal their canteen and throw it into the sea while they’re asleep.” is an autohit. A GM may autohit in these circumstances: Facilitating in resolving a dispute between players. Reminding players their characters are in a dangerous situation if players stop engaging with the world as a living and breathing system. When an Environmental Effect or other game-changing effect takes place and affects all characters in a region. If players are engaging in player-vs-player (PVP) combat, they will assume their character is already dead for the narrative purposes of the story. They will not engage in actions they are uncomfortable placing their character in. Do not make the “biggest, meanest skakdi of them all” for PVP if you refuse to let your character be hurt or die because “they’re the best.” If a GM observes this behavior they will ask you to shift gears and return to a collaborative mindset. Noncompliance with a GM’s request may result in conduct action. Resolving Conflict While this is a cooperative game, we expect there to be occasions where players disagree on how the story should go. That's fine and normal. Usually, disagreements can and should be resolved amiably between players. However, if players cannot come to an agreement, any or all of the GMs will step in to facilitate a resolution. When this happens, all players are expected to listen to the GMs, abide by their decision, and alter their posts or characters as requested. Refusing to do so is grounds for receiving conduct action. Reporting Conduct If you see someone breaking game rules, or if you have conduct-related issues, please send a PM using the BZPower PM System to all three GMs with the subject line "Conduct Report: (Your Conduct Issue Here)". In the body of your PM, please briefly describe the issue you experienced, the players involved, and a link if possible to the post(s) in question. The GMs will review and respond as appropriate. If you see content that breaks BZPower’s site-wide rules, please use the ‘Report’ button. Three Strike System Players are expected to know and abide by the rules of conduct listed above. By joining a Six Kingdoms game, you consent to abide by all site, forum, and game specific rules. You also consent to abide by the decisions of the GMs. Breaking the rules of conduct is grounds for receiving conduct action. SKRPGs use a three-strike system, where one instance of rule-breaking behaviour is grounds for receiving one strike. Strikes are given at the GMs’ discretion. If a player receives three strikes, they are immediately banned from the game. Their username is publicly blacklisted, and players do not have to interact with their characters. Character Creation This chapter is all about creating a character! All Bionicle species in Six Kingdoms—with the exception of Aspects of Makuta—are collectively referred to as protoderms. Their organic tissues and inorganic structures are all made of the incredible material known as protodermis. In Six Kingdoms, the distinction between a matoran, a skakdi, and a zyglak is that they are each a different breed of protoderm. The established lore of the world points to protoderms being about 80% inorganic and 20% organic. That said, we follow the “Bonkle Theorem” for characters during play (see Terms). This chapter is broken down into the following sections: (Table of Contents Forthcoming) The “Yes” of Character Creation Here’s what you can do when creating a character: All canon Bionicle protoderm breeds are playable unless mentioned in The “No” of Character Creation. You may also submit a custom breed to play as, but it must be approved by the GMs before playing. The world of Six Kingdoms is canonically a world of moral relativism. Your character may believe in a true good or a true evil (we even encourage it), but the game as a whole does not function in that manner. Kanohi are not moral or amoral in this alternate universe. They are tools. Some tools are more feared than others based on famous users or cultural stigma. All elements are available for play. Think about how your character’s element would be viewed by those around them. For example, the inhabitants of the Great Spirit Robot (GSR), are terrified of the element of shadow and may view those who use it as evil beings. All beings are lightly resistant to psionic powers. Attempts to use psionic powers requires player consent in the same way as any elemental power. This does not mean a character without valid reasons to do so can perpetually block psionic intrusion. Player characters may have a personal vehicle, and any amount of technological items that fit the character narratively. For further information, please see the sections on Equipment and Vehicles. At any time, three willing PCs or MCs of a similar breed (three matoran, three skakdi, three toa, etc.) of different elements may form a kaita. A kaita is a Lesser Spirit, and governs a domain of its cultural ethos. All three players may post as the kaita, but they can only post once per interaction or in combat. Do not use the advantage of multiple players to double post as a kaita. Kaita Fusions follow all the same rules as PCs and require an approved profile. GMs are actively watching for kaita fusion abuse. The ‘“No’” of Character Creation Here’s what you can’t do when creating a character: Legendary kanohi are banned unless GMs have given written approval for the use of a legendary kanohi. If other kanohi prove they are being abused in a way that destroys the overall player enjoyment, they will be added to this list, so play nice! The list of banned kanohi is as follows: Mask of Creation (currently exists, worn by Knichou, only 1 in existence) Mask of Time (Vahi) Mask of Life (Ignika) Mask of Dimension Travel (Olmak) (currently exists, only 1 in existence) Mask of Light (Avohkii) Mask of Shadows (Kraahkan) Gold Masks (must be unlocked via finding the in-game method) The following breeds are unavailable for play: Makuta (Aspects of Makuta are the Six Kingdoms version) Rahkshi (please see the taboo on Rahkshi Creation as the only exception) Most Rahi Any breed GMs deem breaks the established setting of Six Kingdoms The Order of Mata-Nui is a secretive society known to very few. To join the faction, find a recruiter and roleplay the rites of passage discovered in-game. You cannot start your character in the Order of Mata-Nui unless they were recruited in SK:E. Nova blasts are banned, unless you message the GMs and explain why it’s absolutely necessary for plot reasons to blow up your character, and all the GMs say yes in writing. Nuva characters are banned. NUVA and Nuva Proxima are character expansions that are incredibly rare. You must complete the in game rituals and have written approval of at least one GM to upgrade your character to NUVA or Nuva Proxima. Please see the section on NUVA for more details. No one has what TV Tropes calls “plot armor”, including Non-Player Characters. Everyone has at least one weakness, and no one is invulnerable. Kinds of Characters There are three main kinds of characters in Six Kingdoms: Player/Plot Characters, Minion Characters, and Non-Player Characters. You can play two kinds: Player Characters and Minion Characters. Player/Plot Characters (PC) The Player/Plot Characters (or PCs for short) are the active participants in the game. They go on adventures and make world-changing decisions. They lead, and are the heroes and villains of the world. You may have a total of five (5) PCs. If you have five and want to play a new character, consider transitioning one of your five PCs into being a Minion Character (see below). PC Profile Template Name: please pick a name that sounds appropriate for the setting Breed: what breed of protoderm are they? Faction: where does their allegiance lie? Brief Description: what’s their everyday or current appearance? Background/Occupation: what do they do, and where did they come from? Flaws: what are the character traits that hold them back? Where do they break? At least one psychological issue they struggle with At least one physical limitation Powers: what are they capable of? Stick to canon for what your character’s species can and cannot do. One primary element/power One secondary power (e.g. Masks) Breed quirk(s) Equipment: what worldly goods do they possess? For example, let’s take a character from Bionicle canon in 2001: Tahu. Tahu has control over the element of fire (primary element/power), the mask of shielding (secondary power), and heat resistance (breed quirk). Tahu also consumes nutrients in foods by absorbing them through his hands rather than eating them like a skakdi would (another breed quirk). Tahu’s psychological issue is being a rage-aholic. His community supports and validates his bursts by telling themselves, “he burns hot like fire.” Tahu’s physical limitation is he atrophied over time in the Toa canister and needs to rebuild his strength. Minion Characters (MC) Minion Characters (Minions or MCs for short) are a subgroup of characters who are reactive participants in the story. They follow the actions of PCs, having little to no agency of their own. In a traditional game of D&D, these would be your non-player guards, merchants, farmers, scholars, artisans, and traveling quest givers. To encourage player agency, you are empowered to create Minion Characters to fulfill roles in larger settlements, gangs, vehicle crews, etc. All minions are able to defend themselves if pressed (it would be strange if they did not) and can perform other actions in alignment within their specified role. You may create a total of ten Minions. Minion Character Roles Unlike PCs, MCs have a single role, and they are expected to stay within the boundaries of that role. Minions are supporting characters, which is why their role is limited. Please submit a request to a GM if you want to change an MC’s role, explaining briefly why the MC’s role should change and which role the MC should become. If approval is given by a GM, you may change the role. If a GM notices a repeated trend of an MC going beyond the boundaries of their role, the GM will reach out to kindly remind the owning player of the rules as a courtesy. This is not an official action, and a strike will not be given for the first instance. However, if the MC continues to stray beyond their role, conduct action may be taken. You Minion is one of the following three roles: Crew: rarely stray from the vehicle they operate unless accompanying their captain (usually a PC). Crew operate vehicles, keep them in working order, and have full agency while aboard their vehicle. Crew may be assigned to one vehicle at a time. Fighter: either of a settlement or an individual, guards follow their orders to protect the location or person. Fighters act on the orders of their PC leader or sponsor. A fighter may be assigned to one PC or settlement at a time. A PC may have up to six fighters assigned to them. Quest Giver: They provide various quests and tasks for PCs to accomplish. In this way, you can send others on fun adventures! Most have an occupation in a settlement and their quests revolve around the need for industry-specific resources. When in combat with a mixture of PCs and MCs, consider the following MC prioritization: MCs always fight other MCs first. MCs let PCs fight other PCs. MCs without a PC will first attempt to flee when fighting a PC without supporting MCs of their own. If MCs must fight a PC (fleeing or surrender are unavailable), the MCs must allow the PC to respond between each MC’s actions. In this way, a PC cannot be overwhelmed by a larger host of MCs. MC Profile Template Name: please pick a name that sounds appropriate for the setting Breed: what breed of protoderm are they? Faction: where does their allegiance lie? Brief Description: what’s their everyday or current appearance? Role: crew, fighter, or quest giver (pick one) Flaw: Where do they break? One serious physical or psychological limitation Powers: what are they capable of? Stick to canon for what your character’s species can and cannot do. One Primary Power One Secondary Power Breed quirk(s): what do they gain from their breed? Equipment: what are their worldly possessions? Keep in mind Minions are supporting characters, not PCs. Non-Player Characters (NPC) A Non-Player Character (or NPC for short) is played by a GM to help facilitate a scene. Some NPCs are available for casual interaction in player postings without GM response, such as an unnamed shopkeeper or a warship slowly sailing in the background not requiring interaction. All NPCs exist without the need for a character profile. NPCs, like PCs and MCs, have a desire to survive in the harsh realities of Six Kingdoms. They struggle, and work, and toil in the background of the story and create the playspace from a blank creative canvas. Killing off NPCs as if they are cannon fodder is considered a form of god-modding (see Six Kingdoms Rules of Play), and any attempts to harm or take the life of an NPC should be treated with the same respect and difficulty as with a PC or an MC. NPCs of specific note—such as villains—have secret profiles! This means there is more to discover than initially provided, and it will be hinted at in the profile itself with the following text: “interact to discover.” To discover more about villains and significant NPCs in the game world, all you need to do is interact with them! Asking the right questions, performing quests, gaining an NPC’s favor or ire, or even attacking them will all possibly reveal more of an NPC’s profile. How to Update Your Profiles Perhaps you got a shiny new sword for your Toa PC, or maybe your Minion suffered a grievous injury. Here’s how to appropriately update your profiles: Changes to PCs do not require GM approval unless the changes fundamentally alter the PC or are caused by an in-game power-up mechanic like NUVA or NUVA Proxima. If your changes require GM approval, please re-post your PC’s new profile for reapproval. If the changes do not require GM approval, you can edit them into the PC’s original profile. For example: Buying a new sword from a blacksmith does not require GM approval. You can edit the new piece of equipment into your PC’s original profile. Transforming due to contact with Energized Protodermis does require GM approval. You must re-post the changed profile for GM approval. Changes to Minions do not require GM approval unless you want to change the MC’s role. For example: Getting injured in a fight does not require GM approval. You can edit the new description into your MC’s original profile. Changing your Guard Minion to a Crew Minion does require GM approval. Please submit a request to a GM, explaining briefly why the MC’s role should change and which role the MC should become. Changes to NPCs are done by GMs. If the NPC is notable enough to have their own profile, any changes will be edited in at the earliest convenience. Porting Characters Characters from previous Six Kingdoms games who are unchanged do not require new approval. This is known as porting a character. If a character you are porting has changed since the last game they were played in, they are considered new characters and require approval. Six Kingdoms Protoderm Breeds This chapter lists all the breeds available for play in detail. It includes information that should be included in your profiles, as well as Six Kingdoms specific lore and backstory that will help you understand the characters you play and encounter. This chapter is broken down into the following sections: Common Canon Breeds Matoran Matoran Toa Turaga Skakdi GSR Skakdi Irnakk's Prized Titans Vortixx Zyglak Six Kingdoms Unique Breeds Aspects of Makuta Grand Wish Creating a Grand Wish Ascension Perks Host Possession Custom Breeds Custom Breed Requests List of Approved Custom Breeds Common Canon Breeds These are the playable protoderm breeds you can see in the canon Bionicle world. They are mostly similar to their depiction in canon, but there may be a few differences. Matoran Matoran, toa, and turaga are holometabolous organisms that use their metamorphosis to justify their religious significance in the cosmos. They believe themselves to be the chosen people of the Great Spirit Mata Nui, and consequently matoran society viewed other breeds as lesser than themselves. Matoran undergo metamorphosis through exposure to dormant toa powers in a toa stone or similar object. Toa undergo metamorphosis into turaga by relinquishing the vast majority of their power to create a toa stone or similar object when they feel their destiny is complete. Turaga exist as the final natural form of the matoran life cycle. They live until mortally wounded. Matoran Matoran have an innate connection to a specific element. They cannot use that element in any significant way, but that connection manifests as a passive breed quirk. For example, Ta-matoran have an innate connection to the element of fire. This manifests as a passive resistance to heat. Matoran do not have the mental strength necessary to use kanohi masks. However, they are dependent on wearing masks in order to function. If a Matoran removes their mask, they will grow weak and eventually become comatose. Primary power: none Secondary power: none Breed quirk: see this page for a list of matoran breed quirks. Choose the quirk that corresponds to your matoran’s element. Toa Toa, as the next stage in the matoran life cycle, are stronger and more powerful than matoran. Like matoran, toa are each affiliated with a specific element, and this connection manifests as a passive breed quirk. However, toa are also able to actively wield and control their element as their primary power. Toa have the necessary mental strength to use kanohi masks. This is their secondary power. Like matoran, a toa must wear their mask in order to function properly. They will not become comatose if it is removed, but they will grow weak and lose access to much of their power. Primary power: control of one element. Secondary power: one approved great kanohi mask. Breed quirk: choose the matoran breed quirk that corresponds to your toa’s element. Turaga Turaga are the final stage in the matoran life cycle. They are slightly stronger than matoran, but much weaker than toa. They retain the ability to wield their elemental powers, but these powers are greatly reduced compared to a toa. Turaga have the mental strength to use noble kanohi masks. They cannot use great kanohi. Like toa, they will grow weak if their mask is removed, and lose access to most of their power. Primary power: weak control of one element. Secondary power: one approved noble kanohi mask. Breed quirk: choose the matoran breed quirk that corresponds to your turaga’s element. Skakdi Skakdi are physically imposing creatures with sharp claws and large teeth. They are as strong as—if not stronger than—most toa. Each skakdi possesses an innate connection to a specific elemental power, but these powers can only be accessed by combining them with the powers of another skakdi. This is their passive breed quirk. Skakdi possess vision powers such as laser vision or X-Ray vision. This is their primary power. Although they can physically wear kanohi masks, they cannot access their powers, and they do not require masks in order to function properly. Primary power: choose one vision power from this list, or submit a custom vision power. Secondary power: please submit a custom secondary power for approval. Consider something less powerful than the six "Piraka" had in Bionicle canon. Breed quirk: choose one element for your skakdi to be affiliated with, ability to chew food as opposed to absorbing it. You have latent element power, of the kind you chose, accessed through the consensual sharing of power with another skakdi through physical contact. The skakdi in SKRPGs are split into two groups: skakdi native to the Great Spirit robot (GSR), and skakdi who followed Irnakk to the island of Tren-Nui, now called Zakaz. GSR Skakdi Due to international trade embargoes, the skakdi in the GSR constantly warred amongst themselves over their island’s limited resources. This led them to be seen by the rest of the universe as a fierce and war-mongering breed. In truth, the GSR skakdi are proud of their warrior heritage, and they take great pains to maintain the honor of their clans and tribes in the face of social injustice. GSR skakdi possess long spines that run from the back of their heads down their arms and neck. Irnakk’s Prized Some skakdi were already living on Zakaz when the GSR head landed. They worship Irnakk, and seek to prove themselves in the glory of combat. They are a proud and fierce people who believe that only the strong survive. Unlike GSR skakdi, Zakazian skakdi have frills along their spine or behind their heads instead of spines. These skakdi will often flare their frills when experiencing intense emotion. In battle, they collect the teeth of their enemies as it is tradition to inlay the legends of a hero on their teeth and pass them down from one generation to the next. Taking a skakdi’s teeth is a denial of their legacy. Skakdi-Xa: a variation of Irnakk's Prized are the Skakdi-Xa, skakdi who have bound themselves to the will of an aspect of makuta. Instead of submitting a custom secondary power, choose a stage one kraata power as your secondary power as if having been the target of the Rite of Desecration (see Expansion #3: Taboo Rites). As a note, it can be fun to reach out to a player with an aspect character to have an in-game aspect origin for your skakdi-xa. Titans There are many grand breeds who tower over others. They are often from the Southern Region of the Great Spirit Robot and have unknown heritage and culture. Some become stronger when consuming antidermis, and others have strange powers unknown to their Northern peers. Most titans are capable or using mask powers. All are known for their terrifying strength. Primary power: please submit a custom power for approval. Secondary power: one approved Kanohi Mask (Noble/Great) Breed quirk: terrifying strength Vortixx Hailing from the island of Xia, the vortixx are a culture of germaphobes and capitalist engineers. Their island is so polluted by industry that a cloud of smoke extends miles out into the surrounding seas. Most vortixx either stay inside their environmentally regulated buildings or wear protective equipment while working outside. Vortixx culture is matriarchal, and places a great emphasis on an individual’s contribution to the collective. Feats to demonstrate an individual’s capability, such as climbing a very hungry mountain in the center of their island, are common rituals in Vortixx culture. STEM is big in vortixx society, as their chief exports are technological inventions. Vortixx have no innate powers, but they make up for the power gap by augmenting and arming themselves with unique and terrifying technology. Primary power: vortixx are able to understand how most machinery functions just by looking at it. Secondary power: one approved Kanohi Mask (Noble/Great) Breed quirk: their affinity for technology has earned vortixx a cultural reputation of being technomancers, capable of whipping up strange machines from piles of e-waste. Zyglak Hunted and ostracized by matoran society, zyglak lived in small familial tribes on the outskirts of society. They were rarely seen in matoran civilization during the GSR era, and considered terrifying monsters -- or even rahi -- by most matoran. The League of Six Kingdoms highly valued zyglak warriors as shock troops and berserkers. Primary power: immune to all elemental effects of toa strength of weaker. Secondary power: submit a custom secondary power for approval. Breed quirk: zyglak secrete mucus that breaks down normal protodermis upon direct contact. SKRPG Breeds These playable breeds are unique to SKRPGs. They have no equivalent in the Bionicle canon. Aspects of Makuta The Aspects of Makuta are a powerful breed of individualistic gaseous entities who originate from the Kumu Islets south of Zakaz. These dark beings wield the element of shadow and practice taboos of a world lost to time. They seek to accomplish a Grand Wish, and require desecrated followers to achieve their ends. Unlike most other species in the game, Aspects are not protoderms. They are antiderms, and they are entirely made of a gaseous substance called antidermis. They are the awakened collective consciousness of nightmares, ill wishes, and dark desires that have managed to crawl into the Time Between Time from the Far Shore. Primary power: control of elemental shadow. Secondary power: pick a second stage kraata power from this table. This power is an innate power of your Aspect and will grow over time as your Aspect ascends through the narrative milestones of their Grand Wish. Breed quirk: Aspects have a Grand Wish and can perform the Rites of Desecration (see the Expansion on Taboo), but they cannot form kaita or access kanohi powers. They require either a suit of armor or a willing host to take solid form. They can acquire and use taboos. Psychological Issues: Aspects are fiercely independent, valuing their earned consciousness after rising from the liquid pools of antidermis in the Kumu Islets. They are manipulative, often selfish, and consider all other beings as possible vessels for them to assume solid form. All Aspects of Makuta desire a solid body as often as possible. Physical Limitation: Aspects exist as a sentient green gas and require either a suit of armor or a willing host to take solid form. Aspects may start the game with one suit of armor the same height as a toa. When in a gaseous form, Aspects cannot physically interact with their environment. Grand Wish All Aspects have a Grand Wish: something they wish to accomplish in the time they have before they rejoin the antidermis pools of the Kumu Islets and lose their sovereign identity. Achieving a grand wish is a massive undertaking, for all grand wishes change the very fabric of reality to accommodate the Aspect’s true desire. A grand wish has seven narrative milestones which must be accomplished by the Aspect and their desecrated followers. The first step for all Aspects is gaining a desecrated follower. Please submit your Aspect’s grand wish and the necessary narrative milestones to GMs for approval. If denied, GMs will work with you to craft narrative milestones. The Aspect may reveal each narrative milestone of their grand wish to their desecrated followers during the initial desecration rites either step by step or all at once. Each time a sequential narrative milestone is achieved, the desecrated follower’s kraata increases in power by one stage and their Aspect also grows in power by one stage. Creating a Grand Wish Explain the following: what is the grand wish, and why does the Aspect desire it to be completed in their lifetime? Next, explain the ascension process in seven easily identifiable narrative milestones that the followers of your Aspect will need to achieve. Below is an example of a Grand Wish and the ascension steps: What: The Aspect wishes to become a god. Why: So that they may truly feeling in control of their own life and destiny How: Desecrate a follower Gain a village of worshipers who pray to the Aspect daily Consume the power of a toa kaita Desecrate a tahtorak Use the heart of the tahtorak to build a grand vessel for the Aspect to live within Consume the powers of another Aspect worthy of respect Drink of the Lake of The Sun Ascension Perks As an Aspect progresses through their narrative milestones, their power grows according to these stages: 1st Milestone Completed: Telepathic audio communication with an individual desecrated follower currently on the same plane of existence. 2nd Milestone Completed: Kraata power stage 3, see through the eyes of their desecrated on the same plane 3rd Milestone Completed: Kraata power stage 4, remotely possess their desecrated through shadow puppetry 4th Milestone Completed: Kraata power stage 5, teleport to one of their desecrated’s shadows. 5th Milestone Completed: Kraata power stage 6, teleport their desecrated to their shadow. 6th Milestone Completed: Kraata power stage 7, all previous ascension perks now work between planes 7th Milestone Completed: Grand Wish achieved, ascend to learn more Host Possession To possess a host, an Aspect must receive verbal or written consent from the host to house their gaseous essence. Once consent is given, the aspect can freely enter the body of the host in a creative manner. A possessed host can be played by both its original player and the player of the Aspect. Both players must communicate with each other about who will act at a given time. Since their respective characters share a body, players cannot double post by switching consciousnesses. Please do not violate this rule. When the Aspect is in control, the host's consciousness is dormant but aware of what the Aspect is doing. The host's consciousness cannot interact with the game world while the Aspect is in control. When the host is conscious, the Aspect is dormant and unable to interact with the world but knows what the host is doing. An Aspect may choose to leave a host they find unsuitable at any time. A single host may only be possessed by one Aspect at a time. A single Aspect may only possess a single host at a time. Custom Breeds Don’t see a character breed you want to play? You can request approval for one of your own making! Custom breeds allow for fun flexibility and creativity in bringing a unique character to the world of Six Kingdoms. Custom Breed Requests To submit a custom breed, send one Private Message to all GMs with the subject line “Custom Breed Approval Request: (your breed name here)”. Your Custom Breed Approval Request must contain the following information: Breed name Breed origin Brief description (what does the breed look like generally?) Character flaws: at least two character traits that players can reference when making a character of this breed type: One psychological issue they struggle with One physical limitation Powers: One primary element/power One secondary power (e.g. masks) One or more breed quirks A brief description (no more than a paragraph) on how this breed will encourage play among fellow players and provide something needed in SKRPGs. After submitting your request, please wait patiently. The GMs will review your request and respond as soon as possible. They may request that you revise or rework your custom breed before it can be approved. If so, all requested revisions must be made and submitted as a reply in the Private Message thread. When all GMs approve the request, the breed will be added to the character creation topic and made available for play by all. List of Custom Breeds Your Custom Breed Here. Factions This chapter introduces you to the various game factions. Factions are groups or alliances of multiple characters with common interests or goals. Factions provide a social identity for your character. All characters begin the game affiliated with at least one faction. Some factions, like the League or the Refugees, can be joined by just about anyone. Other factions are secretive, requiring in-game tests to be completed in order to join their ranks. You can create your own faction by simply forming a group of characters with other players and giving that group a name and ethos. List of Factions Aspects of Makuta Barraki (League of Six) Builders Irnakk’s Prized (also known as The Sleeping) Order of Mata Nui Refugees of Metru-Nui Untethered Zakazian Warbands Aspects of Makuta The Aspects of Makuta are powerful entities of shadow. Many secret themselves away from the rest of the world in the Kumu Islets, and slowly grow in power as they desecrate the natural population of Zakaz. Their faction goal is to raise one of their kind to the seventh stage of kraata power through repeated desecrations. Only at this final stage will an Aspect finally ascend and become whole. Playing an Aspect involves pursuing a Grand Wish, and researching and discovering new Taboo Rites to perform. The Aspect faction goal is to see at least one Aspect achieve their Grand Wish and ascend. Barraki (League of Six) This faction is what remains of the League of Six Kingdoms. After crash-landing on Zakaz, the Barraki took control of the city of Metru Nui. They live in the destroyed skull of the Great Spirit Robot, which they have turned into a stronghold, populated by the few soldiers and converted citizens who survived the crash. Pooling from their new and growing fortress is a large lake—a natural moat formed by the silver sea. Howling Untethered live in the lake and along its borders. The League is currently led by Aurax, who assassinated Pridak to accede to the throne. He maintains his rule through his personal army of vahki. The Barraki’s faction goals are to find the Mask of Creation and the fabled resting place of a time machine somewhere in the Zakazian landscape. Builders The Builders were the original inhabitants of the island of Tren-Nui, now called Zakaz. They lived in elementally divided settlements. They followed the ways of Tren Krom, living in fear of the arrival of the end. The arrival of Irnakk, the Aqua Sphere, and the Administrator was the heralding event which prompted them to begin preparing the Ark for their people at the behest of the powerful aspect Mata Nui. To combat the violent kaiju that arose from the earth, the Builders forged mechs to protect and empower their kaita to even greater heights, using Great Disks as energy cores. Builder society is divided into a strict caste system: matoran workers, toa soldiers, turaga elders, and aspect outcasts. The Aspects of Makuta lingered in the Kumu Islets, building great mausoleums and temples to their ever-growing grandeur and feeding off the social malcontent. Thousands of years ago, when the Time Between Time shuddered and the skakdi arrived en masse along with other groups, the Builders completed their Ark and escaped. Few Builders remain on Zakaz in the present, so they have no current faction goals. Order of Mata-Nui The Order of Mata-Nui is a secretive society known to very few. They work to advance the will of Mata-Nui. To join the faction, find a recruiter and roleplay the rites of passage discovered in-game. You cannot start your character in the Order of Mata-Nui unless they were recruited in a previous game. The Order’s faction goals are unknown. Metru-Nui Refugees: The remains of matoran civilization within the GSR fled after the crash, fracturing as large groups often do after an apocalypse. Small refugee camps formed across the island of Zakaz, and gradually evolved into self-sustaining villages. The main villages are Tobduk-Koro in the north, Metru-Koro in the center, and Le-Metru Nuva in the southern swamps. The Refugees are not allegiant to any specific leader. Instead, they are fiercely loyal to their respective villages, and will fight for the survival of their new homes. Their culture is similar to matoran culture in the GSR: most still follow the Three Virtues and place great value in hard work, honesty, and dutifulness. The Refugee faction goal is to survive Zakaz. Refugees want to build their villages stronger and better, and they want to explore the island to discover what secrets it may hold to help them do so. Untethered The Untethered are a horde of undead from the GSR that emerged onto Zakaz after the crash of Mata-Nui’s skull. After swimming through the silver sea, which mutated them beyond all recognition, they formed strange abyssal kaitas, and now roam the island seeking more life to assimilate. The faction goals of the Untethered are unknown. Zakazian Warbands The Zakazian Warbands are clans of roving warriors who usually live on war rigs. They protect their hidden oases, and they fight to survive and accumulate territory and power. They recently learned the Rites of The Tahtorak from an elder Aspect, and race each other to find a worthy sacrifice to be fed to the Nightmare Pools in the dark caverns of the tallest mountain: Irnakk’s Tooth. The aspect Spiriah has also revealed two more rites of the skakdi: the Rite of the Zivon, and the Rite of the Kanohi Dragon. The specific faction goals of each warband may differ, but the faction goals are generally to survive Zakaz, and to acquire power and territory through raids and battles. The following are different pre-established warbands your character can be a part of, but feel free to create your own warband with friends! Barius’s War Skaks This large warband is currently led by the skakdi-xa Barius, who defeated the previous leader, Nektann, in single combat. After his victory, he fed Nektann to the fires of Irnakk’s Tooth and created a Tahtorak who now answers to his command. This warband has a permanent stronghold deep in the desert from which they stage raids on the less fortunate. Mesi The Mesi are a race of mutated, pale, often eyeless or otherwise deformed skakdi who live underground. The Mesi once worked in refineries below ground, and, over the centuries, have grown used to living underground. Moss and fungi grow on their backs, and their senses of smell and hearing are impeccable. They raid the surface of Zakaz at night, giving a howling and piercing shriek when they begin. They are led by the Elder Aspect Spiriah. Riggers The riggers are a warband that lived near the coastline in a semi-aquatic fortress. However, their fortress was destroyed by the Tahtorak Nektann, and they are now semi-nomadic. These pirates value the smokes from the mainland as a form of currency, and drive aquatic vehicles made from the scrap provided by the crashed GSR skull as well as other coastal wrecks. Expansion #1: ACRs and Vehicles This expansion to the base rules of play introduces Advanced Combat Rig, or ACRs, along with other vehicles (air, land, and sea). ACRs ACRs are personal mechs which come in all sorts of shapes, colors, and designs. They are unaffected by elemental attacks, as they have onboard elemental nullification technology. A character may own one ACR. A faction can own several ACRs, but each is limited to a single pilot. How ACRs Work All ACRs require a heartlight to function. Without a heartlight, an ACR is just an empty mechanical body without a consciousness/soul. Most heartlights are kept in cylindrical canisters and carried like keys by the ACR’s pilot. The exceptions to this rule are ACRs piloted by the salvaged neuro-core of a vahki. The vahki “brain” acts as an onboard AI and can operate independently of the owner. Only the Barraki faction has access to sentient ACRs at the beginning of the game. All other factions must find a vahki neuro-core. These are a limited resource. Piloting is done via thought. Pilots sync their mind to the ACR via neural plugs implanted into their own bodies. This effectively makes the ACR an extension of their own body: their brain impulses are what make the ACR move. Due to the nature of the interface with the ACR, pilots do not have access to elemental abilities while plugged in. ACRs are unaffected by elemental attacks, as they have onboard elemental nullification technology. However, they still take the physical damage of an elemental attack. Design An ACR’s size is limited roughly to between a canon Bionicle Boxor and an Exo-Toa. ACR shapes are as diverse as the pilots at the controls: bipedal, quadrupedal, tracked, hovering, and whatever else the pilot can imagine. You may display any patterns, heraldry, and weapons systems (see profile) that make sense for a desolate wasteland. Weapons It's tempting to strap a lot of dakka to your mech, but remember: this is a wasteland. Where did you get that many blasters, reasonably? Also remember: The more blinged-out your mech is, the more interested other wasteland dwellers will be in taking it from you. If you strap 10 Midak blasters to your mech, you can be sure a bunch of Skakdi will drop by during construction and ask you to share your toys—and they don't ask nicely. A good rule of thumb is to make your ACR roughly equivalent to a canon Exo Toa: high degree of protection, with one projectile launcher and one melee weapon. ACR Profile Template Name of ACR: what do people call it? ACR’s Faction/Homebase:what faction does it belong to? Pilot of ACR: who is the pilot? Type of heartlight: what type of heartlight powers it? Physical Description: what does it look like? Onboard Weapons Systems Options (pick two): 1x Primary (+weakness) 1x Secondary (+weakness) 1x Melee (+weakness) 1x Shoulder mounted (+weakness) Vehicles Vehicles come in all shapes and sizes, and travel by air, land, or sea (and sometimes a combination). To gain ownership of a vehicle, please submit a Vehicle Profile for approval in the same way you would a character in the Character Profiles topic. Once approved by a GM, your vehicle is ready to be a part of your in-game story. You may have up to a crew of five MCs per each PC aboard the airship, vehicle, or watercraft. The MCs follow their role and must be approved through the usual method. Currently, airships are smaller than the cargo airships of Metru-Nui and cannot go above the cloud line. Watercraft are not well built enough for extended deep sea voyages. Feel free to make it a personal quest to improve your ship through gameplay to break through these limitations. Vehicle Profile Template Name of Vehicle: what do people call it? Vehicle’s Faction/Homebase: what faction does it belong to? Owner of Vehicle: who is the owner? Physical Description: what does it look like? Onboard Weapons/Defenses: For each weapons system or defensive system you must provide a physical weakness for that system. Each onboard system requires a minimum of one crew to operate. Expansion 2: Settlements This expansion explains how to make your own settlements. Settlements can be useful places for resting after a fight, engaging in social roleplay, and having some peaceful moments in a world at war. Creating Settlements Settlement Challenges Creating Settlements Settlements are safe zones, free from the fear of natural disaster and the terrors of Zakaz. If you want to create a settlement where you can interact with others, it’s as simple as writing it. The best settlements involve multiple players, and act as safe zones for you and others to have social interaction without the fear of the world crashing down. You may not, however, write a settlement into existence as a Deus Ex Machina. The leadership, cultures, and aligned faction of your settlement are yours to decide through gameplay in the IC topic. A settlement that gets big enough and popular enough among other players may even be added to the map/game description. To advance your settlement in key areas, you’ll have to open up the door to a little danger and adventure. Settlement Challenges If you want to significantly upgrade your settlement -- perhaps a college, a new suva, a teleporter, or even the ability to forge Great Disks -- request a settlement challenge by tagging GMs, notifying them of what new technology you want to gain, and then GMs will begin the challenge. Some challenges will involve GMs providing a quest prompt in the OOC discussion topic. You and others write an adventure in the IC topic based on this prompt. When you complete the adventure, GMs will determine if it has been completed fairly. If yes, the technology is approved. If no, the GMs will provide additional information in the OOC discussion topic on how to continue. If the requested technology is deemed significant enough, the GMs will run a full encounter for your settlement to overcome. An example of a GM run settlement challenge is the fight for Le-Metru Nuva with the Untethered in Six Kingdoms: Rebirth. During any settlement challenge, your settlement is no longer considered a safe zone and GMs may lay waste to your settlement with wild abandon should they deem it appropriate. GMs may also play as NPCs and MCs that live in the settlement during a settlement challenge. Once a settlement challenge has concluded your settlement is considered a safe zone again and GMs will no longer play MCs that live in the settlement. Expansion 3: Taboos This expansion to the base rules of play introduces the dark powers of the Aspects: Taboos. Taboos are like spells, and can be recorded, learned, and shared among those able to wield them. Only Aspects, being antiderms, start the game able to learn Taboos. Protoderm breeds must be touched by the Void in order to use them—but this may come with deadly side effects. Void Sickness Void Sickness is a physical flaw that may occur when protoderm breeds are physically exposed to Far Shore denizens and taboo rituals. Common ways Void Sickness may occur include using your own heartlight in a Desecration Rite, touching the defiled waters surrounding the head of the Great Spirit Robot, or going into the Far Shore itself. There are other, rarer and as of yet undiscovered, ways Void Sickness may occur. Void Sickness slowly corrupts and eats away at you, changing your concepts of morality, breaking your spirit, and eventually sucking you into the Far Shore. Characters who become afflicted with Void Sickness must have the following added to their profile: Void Sickness (Physical Flaw): You may use, discover, and research taboo rites. Your sense of morality begins to shift. Choose and add one new Psychological Flaw to your profile that goes against your current sense of morality. For example, if you “believe everyone has good in them,” your new Psychological Flaw might be “I am distrustful of everyone’s intentions until proven wrong.” Each time you enter the Far Shore, notify the GMs by tagging them in your post. GMs will roll a percentage die. On a result of 10 or lower, you are trapped in the Far Shore. If rescued, you return from the Far Shore as an Aspect of Makuta beginning your Grand Wish. The Mangaia Found underneath the temple of Kini-Nuva, the Mangaia—the word means “protector” in Maori—is an open doorway that drains beings of their life and power. The Mangaia is a deadly, spiraling pathway through death. Failing to complete the Mangaia’s path traps your soul forever where you stopped. Successful completion of the Mangaia’s path creates a prophecy, using the stanzas from each taboo in the order they were recited. Acquiring Taboos Some rites and rituals of the Aspects of Makuta are lost to the ruins of the world. Exploring temple ruins and researching goals through trial and error may unlock new perks and abilities for Aspects who have the knowledge. Discovery Finding taboos through discovery is the simplest way to gain taboo rites. Symbols for Taboo Rites can be found in many locations. The most common place to find a symbol for a taboo rite is in elemental Temple Ruins and regional Suvas. Almost all puzzles presented by GMs have an alternative solution which reveals a symbol for a taboo rite. Solving a taboo puzzle unlocks the knowledge of the ritual for your character if they are capable of understanding and using taboos. If your character is unable to use taboos, they still learn the symbol of the taboo and can teach the symbol to others. In this way characters without the ability to use taboos can still acquire the knowledge and pass the knowledge on to those who can use taboos. Research If you want to create your own taboo, or if you want your character to discover taboos without solving puzzles, send a PM to all GMs with the Subject “Taboo Research Request for (your character’s name here)” and explain which taboo you want to research. GMs will review your request and work to provide a series of narrative milestones for you to accomplish in order to gain the taboo. If the taboo you are wanting is custom, GMs will also review and determine whether or not the custom taboo is approved for play. Submitting a request to research a taboo is not a guarantee GMs will approve a request. You must have express written approval from a GM as well as an approved set of narrative milestones to accomplish. You must accomplish all assigned narrative milestones with your character before gaining the taboo. List of Taboo Rites *updated taboo list as of 1/25/2021* All currently known Taboos are listed below. Note that just because a Taboo is listed here does not mean it is common knowledge. Unless specified otherwise, only those beings who discover each Taboo are aware of its existence. When reading these descriptions, please note that “you” and “Aspect” are used interchangeably to refer to the caster or wielder of the Taboo. “Target” or “creature” refers to the recipient of the Taboo’s effects. Rites of Desecration Rites of Elemental Alteration Rites of Flaw Consumption Rites of Gluttonous Desecration Rites of Heartlight Forging Rites of Infectious Kraata Rites of Infectious Kraata Extraction Kraata Sense Rites of Rahkshi Taboo of Infected Mask Attunement Rites of Star Swallowing Rites of Tethered Bonds Rites of Repose Expansion #4: NUVA Hidden in the six Elemental Temple Ruins is the opportunity to power-up your character into what is called a NUVA and a NUVA Proxima. Your character can receive the NUVA power-up by completing the final task in an Elemental Temple Ruin: activating the kanoka disk device by inserting the correct Great Kanoka Disk. This power-up is available for one character per Elemental Temple Ruin. You cannot start as a NUVA character in Six Kingdoms, and you must complete the required prerequisite in order to earn the NUVA power-up. Please note, if your character gains either NUVA or NUVA Proxima they cannot gain further NUVA or NUVA Proxima powers -- this is a one time power-up per character. NUVA Power-Up: Your PC can receive the NUVA power-up by completing the final task in an Elemental Temple Ruin: activating the kanoka disk device by inserting the correct Great Kanoka Disk. This power-up is available for one character per Elemental Temple Ruin. You cannot start as a NUVA character in Six Kingdoms, and you must complete the required prerequisite in order to earn the NUVA power-up. Please note, if your character gains either NUVA or NUVA Proxima they cannot gain further NUVA or NUVA Proxima powers -- this is a one time power-up per character. NUVA Power-up Character Profile: Name: (Your name) NUVA Breed: (Your breed) NUVA Faction: Aspects, Barraki, Refugees, Zakazian, etc. Brief Description: what’s your everyday or current appearance Your eye color is now gold. You are physically stronger and slightly taller after the NUVA power-up. As a one time occurrence as part of the NUVA power-up process, all prior physical injuries, diseases, and psychological effects (i.e. hypnosis) are cured/removed. All new injuries, diseases, and psychological effects after the NUVA power-up are treated as normal. Background/Occupation: what do you do, where did you come from Your background/occupation as usual here. Flaws: traits that hold you back, or where you break Your current Physical and Psychological Flaws. Additional NUVA Psychological Flaws: Flawed Conscience: you pick two additional psychological flaws. Powers/Equipment: stick to canon to start for what your breed can and cannot do Breed Quirks: Your current Breed Quirks Additional NUVA Breed Quirks You may wear kanohi masks and use their powers. You may use your base element with similar power and control as a toa. Pick one element to be your base element if you did not have a base element before the NUVA power-up. You may concentrate and fire a beam of energy with the same power type and strength as the Great Kanoka Disk used in your Nuva power-up at a target within your sight. If you wore a mask at the time of your NUVA power-up it melted and fused to your face. You may still use its abilities as a breed quirk. If it was an infected mask it is no longer infected. You may share your breed quirks with up to two other willing creatures within your line of sight and elemental range. You may be the target of your own breed quirks. Powers: Your current powers Additional NUVA powers: You may share your element with up to two other willing creatures within your line of sight and elemental range. Your elemental mastery is stronger than before, roughly halfway between an individual toa and an individual toa kaita (a toa kaita having the combined power of three toa). You may place a portion of your elemental power into a pre-specified elemental effect that can be delayed to a time of your choosing. Until your pre-specified effect occurs, you can share your Elemental Power, Breed Quirks, and NUVA Kanohi with one less willing creature per elemental effect for a maximum of two delayed elemental effects. You are a living key for a Kaita ACR and are its primary pilot. Your assigned Kaita ACR is the same element as the ruin where your Nuva transformation occurred. See your Kaita ACR’s profile for additional information. Equipment: Pick a new Great Kanohi to wear as part of the NUVA power-up. The mask you pick cannot be Banned, Gold, Restricted, or Silver. You gain this Great Kanohi as part of the NUVA power-up and it is considered a NUVA Kanohi. NUVA Kanohi: a NUVA Kanohi works like a normal Great Kanohi with the following differences: it’s made of a more organic material, and you may share its power with up to two other willing creatures within your line of sight and elemental range. NUVA PROXIMA: Nuva Proxima occurs as a side effect of the NUVA power-up in each Elemental Temple Ruin. The closest character to whoever receives the NUVA power-up receives the NUVA Proxima power-up. The Nuva Proxima power-up is available for one character per Elemental Temple Ruin. Your character cannot start as a Nuva Proxima. Nuva Proxima is only available as an in-game reward for completing the required prerequisites. Please note, if your character gains either NUVA or NUVA Proxima they cannot gain further NUVA or NUVA Proxima powers -- this is a one time power-up per character. NUVA Proxima power-up Character Profile: Name: (Your name) NUVA Proxima Breed: (Your breed) Faction: Aspects, Barraki, Refugees, Zakazian, etc. Brief Description: what’s your everyday or current appearance You are physically stronger and slightly taller after the NUVA Proxima power-up. As a one time occurrence as part of the NUVA Proxima power-up process, all active psychological effects (i.e. hypnosis) are cured/removed. All new psychological effects after the NUVA Proxima power-up are treated as normal. Background/Occupation: what do you do, where did you come from Your background/occupation as usual here. Flaws: your traits that hold you back, or where you break Your current Physical and Psychological Flaws. Powers/Equipment: stick to canon to start for what your breed can and cannot do Breed Quirks: Your current Breed Quirks Additional NUVA Proxima Breed Quirks You may wear kanohi masks and use their powers. You may use your base element with similar power and control as a toa. Pick one element to be your base element if you did not have a base element before the NUVA power-up. If you wore a mask at the time of your NUVA Proxima power-up it melted and fused to your face. You may still use its abilities as a breed quirk. If it was an infected mask it is no longer infected. You may share your breed quirks with up to two other willing creatures within your line of sight and elemental range. You may be the target of your own breed quirks. Powers: Your current powers Additional NUVA Proxima powers: Your elemental mastery is stronger than before, roughly halfway between an individual toa and an individual toa kaita (a toa kaita having the combined power of three toa). You may share your element with up to two other willing creatures within your line of sight and elemental range. Expansion #5: Suva System Scattered around the island of Zakaz are puzzle shrines known as suvas. These sacred spaces were once places of prayer and reflection. They were also a place where mighty warriors stored their weapons and equipment. Suvas allow for telepathically switching the gear carried on one's person without having to physically collect it. Completing suva puzzles may very well be worth your while! Suva Storage A registered user of a suva may withdraw an item from a suva using their mind by depositing an equivalent item (mask for mask, etc.) from their person in a suva while within a suva’s regional range of 3 hexes on the world map. A registered user of a suva may add an item to a suva without having to withdraw something of equal type. A registered user is aware of the contents within the suva at all times while within range. More than one user may be registered with a suva. A user may be registered with only a single suva, and it should be noted on their character profile. Registering with a different suva temple ends any ongoing suva registrations elsewhere. Suva Forging Once enough kanohi have been stored inside a suva, a new purpose of suvas becomes revealed: fusing masks into silver and gold variations. Silver Kanohi: fuse three differently powered great masks together into one mask. Only one power can be used at a time. Gold Kanohi: fuse six differently powered great masks together into one mask. Only one power can be used at a time. In order to access the ability to create silver and gold masks, visit the Administrator in the Elemental Temple Ruins. The Administrator will provide a quest which will unlock the ability to forge fused masks at one suva of your choice once completed. Expansion #6: Irnakk’s Rites of the Kanohi Dragon, Tahtorak, and Zivon *This section has been updated with changes provided through Expansion #8. Please see Expansion #8 for the rest of the expanion upon its release.* The Great Spirit of Nightmares in Irnakk’s Tooth is able to create horrible monsters from the deceased cast into the volcano’s fires. These monsters are known as the Riteborn, and depending on the manner of death a kanohi dragon, tahtorak, or zivon will crawl from the volcano and into the Time Between Time. Your character begins again as a riteborn monster with only the abilities listed in the appropriate section for the monster and the following universal riteborn breed quirks: All Riteborn cause a special effect in the hex they occupy on the game map. If one of your characters is sacrificed to become a riteborn you must submit a new PC profile using the appropriate information below. You cannot make an MC profile for a riteborn, so if you have 5 PCs already you must demote one to an MC to have an open slot. All riteborn monsters require GM approval before being played. All riteborn are considered to be of a greater power level than a toa kaita. All riteborn must listen to and obey commands from their creator player. They cannot knowingly cause harm to their creator. A creator must be a PC or NPC and cannot be an MC. All riteborn are immune to any effect, attack, breed quirk, ability, or power that is cast or controlled by a creature or character that is not a Kaita or stronger. Suit up or start your mighty morphin’ party. All riteborn retain all psychological flaws they had in life. All riteborn find speaking to be incredibly difficult, usually reverting to simply roaring, screaming, or crying until they get what they want instead. Please remember that this is a collaboratively written, story driven game, and that all players should be having fun when playing with each other. If you are having a dispute, please contact a GM for facilitation or resolution as per our rules on Conduct. Rite of the Kanohi Dragon Rite of the Tahtorak Rite of the Zivon Expansion #7: The Far Shore This expansion to the base rules of play introduces an enigmatic new location: the Far Shore. The Far Shore is a location beyond the reality of the multiverse. It’s a realm where the universe verifies the resolution of all possible realities. Buildings fade in and out of focus and time, simultaneously decaying and being built. Stars and constellations swirl within everything. Colors of objects and locations blend and change, never quite settling on a permanent appearance. What matters most in this realm is your will. Rather than physics, the strength of one’s will can overcome all possibilities. The Far Shore is inherently dangerous and unpredictable, especially for protoderm breeds. Exposure to the Far Shore or its denizens may result in Void Sickness, or other, worse fates. However, great powers and rare treasures await those brave and strong enough to weather the risks. How to Use This Expansion There are two solidified timelines within the Far Shore accessible via the portal in Kini-Nui. Your character must speak with Nuju near the portal for more information about his hunt for the Makoki Stones. Once your character has spoken to Nuju, they may enter the Far Shore. Entering the Far Shore changes its reality, so each adventure in the Far Shore is completely different. Your adventure will be determined by a series of prompts. These prompts, randomly selected by Game Masters, will dictate the timeline, location, central conflict, and twist of your adventure. Players who have returned from an adventure in the opposite timeline may provide three optional prompts as well. You, and everyone else who entered the Far Shore with you, will use the combined prompts to construct a short adventure. As long as the core conflict is resolved, there is no minimum adventure length. GMs will determine if the story is fairly concluded in cases of obvious system abuse. Tag a GM in the post where you enter the portal to the Far Shore. There are four parts of each adventure in the Far Shore determined by GM using random tables: The Timeline: determines A or B The Element: determines the primary element of the region. The Conflict: determines what must be overcome The Twist: determines what complicates the resolution These prompts are explained in further detail below. Once you have been assigned your prompts, it’s up to you and your friends to create the short adventure in the Far Shore! Need a suggestion on combining prompts? Feel free to contact a GM in the OOC topic if you need assistance. Prompts These prompts, randomly selected by GMs, will dictate the timeline, location, central conflict, and twist of your adventure. The Timeline This fifty-fifty chance places you randomly in timeline A or timeline B. The same timeline can only be run twice in a row before the opposite timeline is automatically chosen. You are only able to interact with other PCs that entered at the same time as you and in the same timeline. The Element This table determines the primary elemental alignment of the region. You determine how this affects the region of the adventure. You and your fellow players decide the details of your adventure’s setting. Characters with the same element as the one rolled for the adventure gain a temporary boost to their elemental-based abilities during the adventure. The Conflict This table determines what must be overcome. There are a few core conflicts, which can be interpreted as you wish during your adventure, but they must be resolved to conclude your adventure. These conflicts are the six forms of conflict in Western literary fiction: Character vs Self Character vs Character Character vs Nature Character vs Supernatural Character vs Technology Character vs Society The antagonizing force, or the villain, of your adventure in the Far Shore is based on this central conflict. You may choose how these conflicts are approached, explored, and resolved while keeping the final prompt in mind. The Twist This table determines what complicates the central conflict of your adventure in the Far Shore. This complication changes how you view the conflict, as well as perhaps how to resolve it. Work the twist into how you resolve the central conflict of your adventure. The twist will be chosen randomly from this list: Be careful what you wish for The cake is a lie Genuine Imposter The story that never was Yank the dog’s chain Random twist from TV Tropes Optional Matoran Principles You may pick up to three of the optional prompts associated with Matoran Principles from the respective timeline (A or B) below for your Far Shore Adventure. You gain one additional piece of random loot from the Far Shore Loot Table for each successfully incorporated optional prompt. Once one of the prompts for a timeline has been used, it will be crossed off the list and is no longer available. Once all of the principles are used in a given timeline, the next adventure will be run by a GM and will guarantee the Far Shore Makoki Stone as a reward. Timeline A Timeline B Ending Your Adventure: Once the conflict is resolved, your adventure in the Far Shore comes to an end. Your characters travel through a portal back into the Time Between Time at the end of your adventure. They cannot bring anything from the Far Shore back to the Time Between Time except the loot they are awarded after the adventure. Tag a GM in your final post for the adventure. The GM will read the adventure to make sure all the required prompts were used. If everything is concluded properly, a Game Master will post in the OOC topic regarding your rewards. You will receive awesome loot equal to the number of PCs that participated plus the number of optional player prompts used. Expansion #8: "A Hole Lotta Rules" *This expansion will arrive soon! Some parts of this expansion are clarifications, alterations, or additions to older expansions and will be reflected in those sections.* The Power Scale of Six Kingdoms We’ve talked about the scale of power in Six Kingdoms for a while, but we’ve never had some sort of measurement. Behold, the Six Kingdoms power ranking scale: Matoran/prey rahi → Most Breeds/predatory rahi → NUVA Proxima → NUVA → Kaita → Riteborn → Great Spirit → ? Anything above a Kaita on the power scale is immune to effects from a source lower on the power scale. The gods do not fear the fists of mortals. Please note this scale is for general reference and is not an unbreakable rule. Consider it a guideline to help in understanding the relative power of your characters and those they interact with during a given scene. For example, a Riteborn is so powerful the entire hex it occupies on the game map experiences an effect. You are probably used to playing characters in text-based RPGs that consider the second step of this power-scale ladder to be the maximum power limit. However, with Apocalypse being a game of collaborative story writing where we encourage you to rig fights for the drama of the story (or otherwise work together to have fun), the power ceiling has been pushed considerably higher. Aspects are capable of becoming a Great Spirit, depending on their Grand Wish, and any character can easily become a Riteborn. You might find eventually some of your characters require challenges beyond those of simple physical combats or feats of strength, and we encourage you to explore alternative forms of conflict to create enticing story beats for everyone to read! Amaja Circles Description A new room is now available within each elemental temple ruin. These rooms automatically unlock as the Administrator discovers them in the wake up being fully online throughout all the elemental temple ruins.This room allows for characters to tactically assist the pilots of Kaita ACRs by applying certain effects to Rite-Born Kaiju within the elemental temple ruin’s range by placing one of the carved gemstones in the amaja circle with the igneous rock. The amaja circle in the Kini-Nui temple operates the same as the amaja circles in the elemental temple ruins. For all intents and purposes it is identical to the new amaja circles. Using Amaja Circles Whenever a riteborn monster -- such as a kanohi dragon, tahtorak, or zivon -- enters the range of the elemental temple ruin the igneous rock in the center of the amaja circle will begin to glow with a red-hot flame. If a riteborn is vanquished while in the range of the elemental temple the igneous rock will crack and crumble into sand. It will reform into a new igneous rock if another riteborn enters the temple’s range. Each amaja circle may have one effect active from the five carved gemstones stored next to it. Placing a gemstone in the amaja circle makes its corresponding effect occur in the immediate hex the temple is located within and all the immediately adjacent hexes as well (range not counting the start hex = 1 hex). The carved gemstones and their effects are: Muaka’s Eye: Stop riteborn from leaving their current hex Opal: Eliminate all riteborn environmental effects Emerald: Slow the movement of riteborn Amethyst: Weaken all riteborn Diamond: Force all riteborn to flee These effects can be applied one at a time, and may be changed once per post by removing the active gemstone and placing a new gemstone in the amaja circle. Only the most recently placed gemstone’s effect is active. Placing multiple gemstones at once will result in no effects being active. Kaita ACRs Locked away for centuries in tombs throughout the Hidden Valley of Kini-Nui, six mighty kaita spirits manifest in the forms of towering machines. Kaita ACRs are both divinity and technology at once, revenant beings pledged to two tasks: Hunt and destroy all Riteborn monsters Hold back the coming of the dark Each Kaita ACR has its own name, personality, and code of honor based upon a matoran principle. The six great Kaita ACRs are: Wairuha, Wisdom ???, Valor Malkuhuraia, Courage ???, Strategy ???, Prosperity ???, Willpower WIth Kaita ACRs being living machines, they are as much NPCs as vehicles. If left alone to their own devices, a Kaita ACR may very well wander off to find a Riteborn to vanquish. A GM will notify you if this occurs, and will assume full control of your Kaita ACR as an NPC until you are able to recover it. A GM may assume direct control of your Kaita ACR as an NPC if all pilots are not unconscious or killed while piloting the Kaita ACR. Acquiring a Kaita ACR All six Kaita ACRs are sealed within six tombs located around the Hidden Valley of Kini-Nui. The first six characters to attain the NUVA power-up are additionally rewarded with the opportunity to revive a Kaita ACR by pouring their energies into unsealing one of the Kaita ACR’s tombs. Tag GMs in your post approaching a door so they can roleplay this encounter appropriately. A random Kaita ACR is assigned upon successful completing of this encounter. As Kaita ACRs allow for up to three pilots at once, this reward is designed to be shared with others. Playing a Kaita ACR When playing a character that pilots a Kaita ACR, keep in mind the Kaita ACR has its own personality, goals, and principle it wants to follow. Kaita ACRs greatly desire hunting and destroying riteborn monsters. It’s what they were made for in a very literal sense. However, Kaita ACRs are not the same as PCs or MCs, and are considered living vehicles. Since Kaita ACRs are vehicles and not characters, they do not contribute to the number of rolls for Far Shore Adventure Rewards. All Kaita ACRs seat between one and three pilots. A Kaita ACR will not start if their Primary NUVA Pilot is not onboard. All pilots in the Kaita ACR may post as the Kaita ACR. We recommend coordinating either through OOC comments or in private messages with your fellow players to come up with coordinated strategies. Kaita ACRs are alive, and are powered by the summoned lesser spirit of their namesake. The kaita is the ghost within the shell of the machine that is the Kaita ACR. Kaita ACRs do not normally speak. While Kaita ACRs are capable of speech, they refrain from doing so except in the rarest of circumstances (i.e. when their tomb is opened). The Primary pilot may speak and have the Kaita ACR repeat what they say, but this is not the same as when a kaita ACR’s spirit chooses to speak. While you may also hear with the Kaita ACR’s innate senses, Kaita ACRs do not have a radio-technology system onboard. These are ancient machines. Description of Appearances The towering Kaita ACRs are of an ancient and intricate design. Constructed of gleaming metal that does not rust or weaken over time, they are among the greatest work of an ancient race of Builders who sought to defend their home from the riteborn monsters forged by the Great Spirit of Nightmares, Irnakk, and his slumbering clan of skakdi known as Irnakk’s Prized. Each Kaita ACR stands 75 to 100 feet tall. Kaita ACRs do not wear kanohi masks, although their faces look like those of matoran or toa with the exception they have six eyes (rising up their forehead). Their base structure is a lanky bipedal skeleton with additional ceramic, glass, and protodermis plating covering essential systems. Each ACR is painted in the colors of its regional element, so the Kaita ACR of Air is painted green, the Kaita ACR of fire is painted red, etc. Unlike conventional ACRs which require a heartlight to function, these ACRs draw their energy from the Great Disks merged in their primary NUVA pilot. The cockpit of the Kaita ACR is accessed through a retractable seating hatch that is placed between the shoulder blades on the back of the ACR. The interior of the cockpit changes to suit the personality of the chosen NUVA Pilot in color, adornment, and physical controls. However, two additional seats are available for a total of three pilots. GM Note: for additional inspiration regarding the physical appearance of Kaita ACRs, we recommend exploring the history and stories surrounding the following mechs: God Warriors (Nausicaa of the Valley of the Wind), EVAs (Neon Genesis Evangelion), and Jaegers (Pacific Rim). Kaita ACR profiles Suva Kaita Location Description The Suva Kaita is a large domed suva structure made of a silvery-grey protodermis material. It is the approximate height of a toa. The Suva Kaita is located in the center of the Kini-Nui temple in the Time Between Time. The six Kaita ACRs found in their tombs throughout the Hidden Valley of Kini-Nui are attuned to the central suva within the Kini-Nui temple itself. This suva is known as the Suva Kaita, and can only be accessed by Kaita ACRs. The revenant machines store their riteborn monster slaying weapons in this ancient device. The Suva Kaita has the following exceptions to the normal rules of suvas: Increased Range: the Suva Kaita has a range of 2 hexes on the world map (not counting the hex it’s in) Only Kaita ACRs are able to access the contents of the Suva Kaita Suva Kaita Puzzle Hidden beneath the Suva Kaita is a spiraling staircase that descends far below the temple of Kini-Nui to a lightless room where the entry to the Mangaia can be found. To open this hidden passage, fill the surrounding six shrines with the six core elements (air, earth, fire, ice, stone, and water). The Suva Kaita will spiral down into the earth, and the stone stairs will slide out of their sockets in the opened hole. After a short period of time the suva kaita will spiral back up into its original position, trapping unexpecting adventurers below. This puzzle was originally solved in Rebrith by the aspect Sorilax, played by Kal the Guardian. Inventory Used exclusively to store the monster slaying weapons of undead divinities empowering hundred foot Kaita ACRs, the Suva Kaita is chock full of oversized tools designed to brutally incapacite riteborn monsters. These tools are made proportionately to the size of the Kaita ACRs that wield them, and they are capable of causing harm to riteborn monsters. The following items are initially found in the Suva Kaita, and may be used, stored, and swapped freely by all Kaita ACRs within range. Talk with your fellow players to come up with advantageous combos for maximum monster slaying potential: Two Handed Weapons The two handed weapons stored within the Suva Kaita are forged not of protodermis, but of the raw elements themselves. For example, the great claymore of Wairuha is made of ice from a glacier, and radiates with chillding cold. A Kaita ACR may only wield a single two handed weapon at a time. Bident: conjure beams of water Chakram: Ignite target on hit Claymore: freeze target on hit Battle Axe with bill hook on the back: root target on hit War Club: stun target on hit Kusarigama: bind target on hit One handed melee weapons These one handed melee weapons stored within the Suva Kaita provide buffs to the emotions or abilities of a Kaita ACR when used. They may be used in tandem with each other, on their own, or with a one handed shield. Kukri, your aggression is enhanced while using Garrote, your agility is enhance while using Flail, your endurance is enhanced while using Shields Two shields are currently available within the Suva Kaita. These shields are useful for protecting bystanders as well as yourself from the incredible power of a riteborn monster. Two handed Tower Shield (great for protecting allies) One handed round shield (for use with a one handed weapon) Some ranged weapons Not every solution can be resolved up close and personal. Sometimes you need a little extra reach. Luckily, the Builders were aware of the challenges of riteborn monsters and made several ranged weapons that are currently available within the Suva Kaita. Lance Launchers: this two handed heavy weapon conjures spiraling barbs of metal within its chamber and then hurls them towards targets. It’s main purpose is to skewer, pin, or pierce a Riteborn monster. Flame Belcher: this heavy flamethrower draws upon the elemental energy of the Kaita ACR’s pilots to conjure fireballs or create a continued steady flame. Rahi Grenade Launcher: this large weapon is designed to use rahi as ammunition for medium ranged projectile assaults. It’s design is similar to a large crossbow, with a padded bucket for a single rahi at a time of small to moderate size. Foot Trap: a wicked tool designed to ensnare and root an unsuspecting Riteborn, causing severe damage to the monster’s leg. A foot trap can be thrown as an improvised projectile, or buried beneath terrain or an illusion. Net Launcher: this large rocket launcher-like tool is used to fire thick nets at incredible distances. __________________________________________________________________________________________________________________________________________________________________________________________________ Terms Protoderm(s): the living beings that inhabit the Bionicle world. Protoderms follows the “bonkle theorem”. Bonkle Theorem: all characters in the narrative are simultaneously every version of the spectrum between completely human with magic powers and completely robotic with magic powers. This allows for player comfort in avoiding details and a unified “anatomy”. Energized Protodermis (EP): A specialized kind of mutagenic protodermis containing destiny-altering powers. Pure EP: changes, heals, improves Has non-randomized effects Please contact a GM once your character is exposed to Pure EP to collaborate on the possible changes. Defiled EP: causes horribly toxic mutations and destroys Has randomized effects (GM rolls) Please contact a GM once your character is exposed to Defiled EP and they will roll for the effects. GM NPC Profiles This section is where you can find the profiles for NPCs played by GMs. These use a similar profile format as PCs for clarity. Some information may be updated as it is revealed in-game. Administrator, AI of the Builders Axonn, guard of the Heartsflame Barraki Ehlek, United in Science Grime ??? Kas Irnakk of the Pit, God of Nightmares MI-8919-07 "Mantax", Fractured Soul Miserix, Aspect of Birth Nektann, Tahtorak of Loss Spiriah, Aspect of Faith Takadox, Paranoid Traitor Tuakana, bound to Axonn Tuyet ??? ??? Barraki Ehlek, United in Science Bellicus "Kas" Kastus "Grime" Irnakk/Karzhani, The Great Spirit of Nightmares MI-8919-07 "Mantax", Ghost in the Machine Nuju, Siren of the Far Shore Barraki Takadox Approved Player Characters This list shows most (or all) currently approved characters. GMs will work to keep this section updated monthly. EmperorWhenua: Caedast "Stannis", The Ambling Alp, Yumiwak, the Tactical Panda II, Leklo, Zai Harvali: Kanohi, Collector, Mahrika, Bode, Akva, Kardaka, the Big Bruiser, Sucordak, Tarn: Nale, Jutori, Korio Karashi, Triage, Rose Nato the Traveler: Marrow, the Reprisal, Opal, Hakkzan, Weaver, Xaril, Whisper, the Crimson Galleon, 3x Keerahk, Sidra NUVA, Wairuha Toru Nui: Tekmo, Waveahk, Ostrox, Ulkarr, NU-8020S, Achro, Navu, Enra, Gnabol, Klawne, Reckless, Lawfull, Obedient, Impressionable, Wayward BuLik: Knichou, Berys, Arnex, the Taku, Exuze Kal the Guardian: Sorilax, Viltia, Cravious, Debt Collector, Cube, Clash, Sagacious, Asperity, Voracious, Preceptor, Torch, Wing, Spark, Beruv, Circuit, Le-Metru Nuva, Krrench, Crushing Foot, Crimson Jester: Korruhn The UltimoScorp: Katrin of the Flame (original), Drokk, Katrin of the Flame NUVA Proxima ~Xemnas~: Aurax, the Marauder, Saybo, Whira, Kohara, Atamai NUVA, Malhukuraia Burnmad: Barius, Providence, Morangad, Ollem, Chimera Onaku: Okuo, Iradra, Arkius NUVA Proxima (original), Ardoku (original), Zadred, Ardoku, Arkius, Arkius NUVA Proxima (current) TL01 NUVA: Keitara Pokemonlover360: Kilo-M9 (original), Ysocla, Justice, Kilo-M9 NUVA Conway: Irna, Parnassus, the Horizon's Call, Detsu, Sparticus147: Commander Vulimai, Sergeant Bronk, Twesh, Kini-Koro, Ko-Pou, Zak-Yak, Sala, Apex, Drukarus, Avagah, Kuini-Rama, Gore Fury, the Gadunka Keeper of Kraata: Skorm, Muaka V-5, IV Eyru (now a GM): Oreius, the Lapyx, Taja, Tuakana, Dar Poroka, Daniel the Finlander: Niidak Snelly: Skyra Daring, Vashni, Varian Norik Sigma: Zekev
  4. Happy April! This is where you can post out of character about the Six Kingdoms: Rebirth (SKR) game until the end of August, 2020. Please see the general rules, common sense guide, and BZPRPG rules of play for how to behave in this and all SKR topics. Lastly, remember, your characters are part of a collectively told narrative and no one has plot armor. There are no "plot post." Please make sure to chat with friends about what stories you want to form together, be they faction quests or personal journeys. Your GMs are Unreliable Narrator and Vezok's Friend I look forward to playing with you all! Conduct: Conduct is defined as anything requiring GM intervention for resolution. This can be facilitating the resolution of a scene or handling reports of rule-breaking. Please note, we only handle conduct for BZPower specific issues. We do not handle conduct related to 3rd party sites like Discord or Google docs unless the conduct directly involves the GMs (i.e. harassment in private message threads). If you have an issue with a player on those platforms please contact the appropriate support team. While we hope players can be kind and collaborative, we understand sometimes not engaging is the best solution. Reporting Conduct: To report Conduct issues, please submit a single PM on BZPower to the GMs. In the subject line please include “SK CONDUCT” along with the type of isse (dispute, rules violation, etc.). We will read and reply to these PMs on a weekly basis. Thank you for your patience in advance. Gameplay and Lore Questions: Please post all questions regarding gameplay, planning, and lore in the OOC Topic for the game. For visibility, tag both GMs in your post. We’ll answer these questions as they come up, or during the weekly news roundup on Mondays. P.S.: I couldn't NOT have a character demographics spreadsheet...
  5. Synopsis: One week has passed since the events of Six Kingdoms: Escapement. Past, present, and future collide in the Time Between Time on an island called Zakaz. Broken worlds drift closer as paradoxical alternative timelines collapse, and island denizens live short and violent lives seeking out a meager existence. Thousands of years ago the skakdi migrated to a new island after utterly destroying their homeland. They drove the local populations of matoran and toa nearly extinct and named their new island Zakaz as homage to their original home. Now, the desecrated wasteland tribes of the Skakdi-Xa ride their scrap-built vehicles and Advanced Combat Rigs through the dunes in search of Energy Sources to keep powering their machines. Miserix, an elder Aspect, guides the wastelands from his containment sphere prison. The Barraki Pridak and Ehlek seek to rebuild their once great empire. The refugees who fled the apocalyptic crash of Mata-Nui’s skull into Zakaz seek a new life and the answers hidden within ancient temples scattered across the island that show predictions of their arrival. The Aspects of Makuta scheme and plot from their cursed homes in the Kumu Islets... How To Play: Like many "Play By Post" RPG games on BZPower, we use a system of Out Of Character (OOC) and In Character (IC) for notifying readers when our writing is as ourselves or from our characters' perspectives. Please be patient between posts, allowing everyone else involved in the scene a chance to reply before continuing. The main focus of this game is a compelling narrative written together. This places more power in the hands of the players: you may describe the environments as you see fit, as long as pre-established in-game descriptions by other players, the GM, or Bionicle canon is not broken. By contributing our individual ideas we create a beautiful living world together. If you have an idea for a plot, write it because I believe in you. If you get greedy I'll step in and bring things back into perspective. The Reliable Narrator: When interacting with the world of Six Kingdoms: Rebirth (SKR), you may find your character is responded to by the Reliable Narrator. This is a game master describing the actions of your character and the responses to them by the rest of the world. Examples of the Reliable Narrator include descriptions of new locations your characters enter, rising tension, or sudden commentaries on events to shed new light on the story. The Reliable Narrator is similar to a Game Master (GM) in more standard table-top roleplaying games (i.e. Dungeons & Dragons, Pathfinder, Fate Core). All Playable Locations Are In This Single IC Topic: Art by Rube (@art_rube) GSR Head/Metru Nui Ruins: Split off from its body by asteroid impacts and the wear and tear of millenia adrift in space, the head of Mata-Nui plunged into a rapidly decaying orbit, eventually entering the atmosphere and impacting on the Western half of the island of Zakaz. Metru-Nui, contained in the cranium, already ravaged by the Barraki’s invasion, was devastated by the impact. As the head fell, the entire island was flung forward and the combined force of the outer and inner impact cracked open the skull of the GSR, causing the silver sea to leak out and parts of the island to jut out of the opening. Ta-Metru, already damaged by a terrorist attack and deliberately sabotaged to halt the league’s advance into the city of legends, has been reduced to slag after the impact. The great forges and refineries exploded or ruptured, spilling molten steel like lava, destroying what was left of the once-great Metru. Whatever wasn’t utterly destroyed has been salvaged or scavenged by the survivors. Consider this Metru dead. Onu-Metru and its great archives had already been a dangerous place that was impossible to monitor properly. After the league invasion and subsequent massacre, this was even more true. Now, after the impact, the area has become an underground maze of collapsed tunnels, rifts, and all manner of Rahi freed from their stasis tubes by the loss of power. Only the brave or foolish venture here to salvage what little is left. Nobody lives here. Po-Metru was devastated alongside Onu-Metru when the massive underground archives collapsed for the most part. Broken statues reflecting broken dreams litter its ruins. Consider this area dead. Ga-Metru was left mostly intact during the invasion, thanks to the non-violent manner of Takadox’ takeover. Most of the damage here occurred during the sudden draining of the silver sea after the impact, causing many structures to collapse, though a number of the scholarly buildings remain. The great temple somehow managed to survive as well, serving as a refuge for a great number of survivors. However, it is now sitting on dry land, at a slant on the massive pillars that held it aloft in the sea. This is where most of the Barraki’s forces have made their new home. Le-Metru and Ko-Metru took the brunt of the impact and are now a massive tilted maze of fallen skyscrapers and broken chutes, jutting out of the ‘wound’ in the GSR skull. Effectively forming the entrance to the remains of the city, the league’s forces have begun fortifying the region and are slowly trying to salvage and rebuild these Metru to be habitable once again. They have managed to activate one chute, connecting the still functional Metru and Coliseum. Coliseum: What used to be the center of Matoran civilization is now largely defunct, but remains one of the only parts of the city that settled level after the impact. In addition, the Barraki managed to reactivate one of the Vahki hives contained within and several of the major functional rooms, including the Cortex are intact. This is where Pridak has set up his throne and is planning his next moves. Pridak's throne room is specifically in Dume's old office on the Private Floor 50 (of the 100 floors above ground). The broken glass floor to ceiling windows have been replaced in the past week, but construction continues on a section of the roof that caved in. Pridak moved the piloting chair from the Cortex into this space, and uses it as his new throne. The throne room sits level with where the pupil would be in the empty eye socket of the GSR skull, allowing Pridak a view of the world beyond. Zakaz Zakaz once represented a beautiful tropical island, but thousands of years of conquest, disregard for the environment, and the crash of the GSR's skull changed things. The Northern half is a desolate wasteland of dunes and rocky plateaus. The deserts of the North are easy to get lost in, and the skakdi who live there in warbands live in fear of giant, burrowing sand worms and other monstrous rahi. The Southern half of the island is scraggly plains, toxic bogs, and putrid marshland. Banyan trees and other plants grow in a massive forest over the marshes. The center of the island is home to an active volcano whose magma runs to the East. A forest of charred trees remains in the cooled magma. The entire Western side of the island's mountain ranges were flattened by the crash of the GSR from space, and now a great moat of toxic liquid from the Silver Sea surrounds the impact zone. Underneath the island are warrens and caverns of rahi and Masi. Each region, of which there were once six, has two temples. These are built in the matoran style the Refugees remember from their lives in the GSR. Find and explore them for more details to be posted below. A shortlist of locations on Zakaz are listed here. See below the short list for an expanded description of each region. Refugee Camps: small camps have popped up across Zakaz housing refugees from Metru-Nui. These are places to regroup, survive, and find a new place to call home. Metru Koro: one of the refugee camps, led by Turaga Sans. Ruins of Ice (511): this ziggurat is on the western side of Zakaz. Irnakk’s tooth: Named after the nightmare creature, the tallest mountain towers over the center of the island. Being volcanic in origin, it is honeycombed by cave systems containing all sorts of mysteries. The Nightmare Pits are located within this cave system. (See Ash Barrens) The Rig: Located just off of the eastern coast, accessible by a ramshackle bridge, this assembly of scrap metal is home to one of the major Skakdi factions. Half anchored to the sea floor by foundational pillars and chains and half floating on massive pontoons, the Skakdi use jury rigged wave energy generators, underwater turbines and other scrapper tech to power their habitat. As a recent addition, salvaged forge tech from Ta-Metru now dumps slag and waste into the coastal waters. Beings unfortunate enough to wind up on the Riggers bad side hang from chains or spend the end of their days in cages suspended from outriggers, until they expire. Their remnants are left as warnings. Fort Nektann: The Warskaks desert stronghold in the far North. Built into the natural terrain surrounding the oasis supplying the warband with water, this Skakdi village could be called almost quaint, if it weren’t for the spiked metal walls surrounding it and the fleet of wasteland raiding vehicles they operate. The Under Hive: deep below the surface of Zakaz are the Mesi’s fungal caverns and villages. These tunnels extend the length of Zakaz, and surface dwellers can be seen caving in entrances regularly to try and shun the Mesi away. Mesi also pose a problem to the Barraki as they can access the underside of the broken GSR’s skull. The Fau Swamps: the Southern half of the island is covered in a toxic bog. Ancient temples and ruined towers extend above the canopies of massive banyan groves. The Kumu Islets: these islands are the home of the Aspects of Makuta. Ruined temples dot the landscape, with labyrinths below. The skakdi dare not venture to these islands, instead performing the rites of desecration when Aspects visit the mainland. Natural hot springs of liquid antidermis exist in the islets. Aqua Sphere: a strange floating glass sphere hangs above the island of Zakaz, high above the cloud line. It can be seen glinting far away on sunny dies. It travels in a mysterious pattern that defines normal weather and provides rain to the island below. The rain, however, makes anything living younger. A trail of sapling plants and baby rahi is often left behind the rain's path from the Aqua Sphere. Treasures undoubtedly exist in this broken floating sphere for those brave enough to venture into the sky. Kini Nui: the central temple of the Builders, and a site of great history and power. You can access the Far Shore expansion from here. The Ash Barrens: The desolate region to the East of the Zakaz’s active volcano, nothing grows in this hospitable land. The steam of constantly cooling lava fills the air with noxious vapors, and burned and petrified forests cover the view. No skakdi lives here, not even a very stupid one. Notable locations include: Dead Forest: a once massive forest now petrified and covered in the ash of countless eruptions. The Dead Forest contains many mysteries, and even more corpses. Fire Suva Temple: located in the center of the lava rivers flowing from Irnakk’s Tooth to the eastern coastline and cooling on the seaside. Irnakk’s Tooth: named after the nightmare creature, the tallest volcano towers over the center of the island. It is honeycombed by cave systems containing all sorts of mysteries, including the infamous Nightmare Pits where skakdi perform the Rites Of The Tahtorak. Ruins of Fire: a crumbling ziggurat ruin is located deep within the Dead Forest, and is one of the many ancient structures remaining from a time before the skakdi’s arrival. Untold mysteries are hidden within. Valley of Bones: near the Southern edge of the Dead Forest lies a deep valley where the soldiers of a great conflict were buried in a mass grave. It is here Kal has made his new home and created his Blood Keep. Many hazards present themselves to travelers braving the cruel Ash Barrens. Irnakk’s Tooth is prone to frequent eruptions, leading to lava rivers flooding their banks. In the aftermath a poisonous smoke lingers for days, causing severe nausea and dizziness in acute mild exposures and anaphylactic shock and death in chronic and prolonged exposure. Beyond the terrain, mounds of Charcoal Beetles house colonies of fist-sized relatives of the hoto bug who are dangerous, deadly, and extremely territorial. Beyond the physical, the Ash Barrens are rumored to be haunted by dead forest spirits, and it is said they lead travelers to their death with sounds of chimes and childish laughter. The Fau Swamps: The Southern end of Zakaz is covered in the bogs, marshes, and toxic waterways making the Fau Swamps. The waters are murky, filthy, and full of garbage. The marshland northern border of this region quickly becomes a blossoming fungal jungle clouded in acid rains, and toxic spores fill the air. Large trees with massive sprawling roots act as the solid base for much of the ecosystem. The rahi in the Fau Swamps are dangerous, mutating with successive generations, and mostly giant insects. Locals know to make as few sounds as possible so as to avoid gathering the attention of an insect swarm. Large conical nui rama hives dotting the Fau Swamps are best avoided. Notable known locations include: Mar-Koro: the secretive village of Gaius and other indigenous matoran villagers living in hiding from the warring skakdi of the rest of Zakaz. By the owning player’s request, Mar-Koro is not a playable location at this time. Sorilax’s Village: an Aspect living in the Fau Swamps has assembled a small village of under fifty refugees from the fallen head of Mata Nui. Sorilax teaches the refugees how to survive in the Fau Swamps, but how long his project will last no one can say. Radiation Zone: after the fight with the gargantuan manas crab, Giruga, the hex (4,6) became full of toxic radiation. Simply passing through this hex will give your characters radiation poisoning. They will need to seek immediate medical attention once exiting the hex. Grand Temple Ruins: Ancient temples and ruined towers extend above the canopies of the Fau Swamps as part of a massive ancient complex of unknown purpose. No one, not even the indigenous population, can remember when these structures were built. A hive of territorial nui rama built their nest inside a portion of the ruin, posing as a threat to visitors. Toa Stannis spent a short period of time looking at the ruins on his own after the Great Impact, and what he deduced from the temple walls greatly disturbed him. Explore these ruins to learn more! Suva Temple: hidden somewhere in the Fau Swamps is the Suva Temple for the region. Explore to find it! Desecration Rock: a spit of dark granite that juts into the sea from the southernmost point of Zakaz and has a view of the Kumu Islets. The surface of the rock is covered in the carvings of Skakdi prayers and wishes, as well as various religious symbols. It is Zakazian custom for those seeking to form a pact with an Aspect to make the dangerous trek to Desecration Rock and fast there until an Aspect forms a pact with them. Some Aspects will wait until a Zakazian is delirious with thirst and hunger before approaching. Very few make a life in the Fau Swamps, and are destined to succumb to a multitude of illnesses from their toxic environment. Two of the most common are Corodi and Brachel Spurs. Corodi is caused by breathing in toxic spores and turns organic tissue to glass over a process of several years. The glass breaks and shatters inside the body, killing those suffering from the inside. Brachel Spurs are painful growths that form on the inorganic matter of a protoderm, most commonly on the soles of the feet. Some healers say the spurs are actually polyps for an infectious worm that lives in the marshy waters. The only known alleviations for Corodi are regular healing sessions using a kanohi kiril or slowing but not stopping the transformation by chewing the root of a plant found in the Fau Swamps. The only known cure for Brachel Spurs is a mask of healing and avoiding the waters of the Fau Swamps. ... And so with all the fiddly bits out of the way, let's play! Updated Zakazian Map (new coordinates) with environmental effects Legacy map (old coordinates) for reference Expansion: Unlocked November, 2020 The Far Shore: The Far Shore is a location beyond the reality of the multiverse. It’s a realm where the universe verifies the resolution of all possible realities. Buildings fade in and out of focus and time, being both decayed and built simultaneously. Stars and constellations swirl within everything. Colors of objects and locations blend and change, never quite settling on a permanent appearance. What matters most in this realm is your will. Rather than physics, the strength of one’s will can overcome all possibilities. There are two solidified timelines within the Far Shore accessible via the portal in Kini-Nui. Speak with Nuju near the portal for more information about his hunt for the Makoki Stones. List of Optional Matoran Principles Prompts: Duty Courage Strength Unity Speed Purity Faith Accuracy Strategy Creation Destiny Prosperity Stamina Peace Willpower Timeline "A" Available Option Prompts: Destiny Prosperity Strength Timeline "B" Available Option Prompts: Purity Creation Willpower Running Far Shore Adventures: Entering the Far Shore changes its reality, meaning each time you visit is different! Each short adventure in the Far Shore has a selection of randomly determined prompts. A Game Master determines the timeline, the central conflict, and the twist by using random tables. Players who’ve returned from an adventure in the opposite timeline can provide three optional prompts as well. You and everyone else who entered the Far Shore with you use the combined prompts to construct a short adventure. As long as the core conflict is resolved, there is no minimum adventure length. Game Masters will determine if the story is fairly concluded in cases of obvious system abuse. Tag a Game Master in the post where you enter the portal to the Far Shore. There are four parts of each adventure in the Far Shore determined by Game Masters using random tables: The Timeline: determines A or B The Element: determines the primary element of the region. The Conflict: determines what must be overcome The Twist: determines what complicates the resolution Once you’ve been assigned your prompts, it’s up to you and your friends to create the short adventure in the Far Shore! Need a suggestion on combining prompts? Feel free to contact a Game Master in the OOC topic if you need assistance. The Timeline: This fifty-fifty chance places you randomly in timeline A or timeline B. The same timeline can only be run twice in a row before the opposite timeline if chosen. You are only able to interact with other Player Characters that entered at the same time as you and in the same timeline. The Element: This table determines the primary elemental alignment of the region. You determine how this affects the region of the adventure. You and your fellow players decide the details of your adventure’s setting. Characters with the same element as the one rolled for the adventure gain a temporary boost to their elemental-based abilities during the adventure. The Conflict: This table determines what must be overcome. There are a few core conflicts, which can be interpreted as you wish during your adventure, but must be resolved to conclude your adventure. These conflicts are the six forms of conflict in Western literary fiction: Character vs Self Character vs Character Character vs Nature Character vs Supernatural Character vs Technology Character vs Society The antagonizing force, or the villain, of your adventure in the Far Shore is based on this central conflict. You may choose how these conflicts are approached, explored, and resolved while keeping the final prompt in mind. The Twist: This final random prompt determines what complicates the central conflict of your adventure in the Far Shore. This complication changes how you view the conflict, as well as perhaps how to resolve it. Work the twist into how you resolve the central conflict of your adventure in the Far Shore. Be careful what you wish for The cake is a lie Genuine Imposter The story that never was Yank the dog’s chain Random twist from TV Tropes Ending Your Adventure: Once the conflict is resolved, your adventure in the Far Shore comes to an end. Your characters travel through a portal back into the Time Between Time at the end of your adventure. They cannot bring anything from the Far Shore back to the Time Between Time except the loot they are rewarded after the adventure. Tag a Game Master in your final post for the adventure. A Game Master will read the adventure to make sure all the required prompts were used. If everything is concluded properly, a Game Master will post in the OOC topic regarding your rewards. You will receive awesome loot equal to the number of Player Characters that participated plus the number of optional player prompts used based on a random loot table. At the end of your adventure as a group, pick three matoran principles charms that have been unused (used is indicated by the strikethrough effect) in the opposite timeline you were assigned. Provide the list of three matoran principles to a Game Master so they can properly update the available optional prompts for the correct timeline. If the same timeline is run multiple times in a row, do not choose new charms at the end of the adventure. A certain timeline cannot be run more than twice in a row. If GMs roll the A or B timeline more than twice in a row, they will assign the other less played timeline in order to balance charms across both timelines. The next adventuring group may choose to use up to three of the currently available matoran principle charms for their respective timeline (A or B) during their next short adventure. Once all of the optional prompts are used in a given timeline, the next short adventure will be run by a Game Master and will guarantee the Far Shore Makoki Stone as a reward.
  6. Six Kingdoms: Rebirth Welcome to the second game in the Six Kingdoms Story! This is the Character Profile and Rules Topic. Please see this first post for rules amendments, and post your Player Character (PC) profiles in this topic thread. By posting you are agreeing to follow all rules and guidelines of BZPower, the BZPRPG gameplay rules, and the Six Kingdom's rules amendments. The Game Masters (GMs) for SK:R are @Unreliable Narrator , @Vezok's Friend, and @Eyru. Please reach out to either or both of us for rules, dispute resolution, or general questions. Synopsis Past, present, and future collide in the Time Between Time on an island called Zakaz. Broken worlds drift closer as paradoxical alternative timelines collapse, and island denizens live short and violent lives seeking out a meager existence. The wasteland tribes of the Skakdi-Xa ride their scrap-built vehicles and Advanced Combat Rigs through the dunes in search of Energy Sources to keep powering their machines. Miserix, an elder Aspect, guides the wastelands from his containment sphere prison... Rules Amendments: Auto-Hit Amendment: What’s an auto-hit in a Six Kingdoms RPG? An auto-hit is defined in the Six Kingdoms RPGs as: "any action that occurs to a character, character’s belongings, or characters property not owned by the writing player without the permission of the owning player and causes harm, damage, or otherwise impacts that character." “I pat them on the shoulder and say ‘nice job,’ after our characters complete making a tent,” is not an autohit. “I steal their canteen and throw it into the sea while they’re asleep,” is an autohit. If players are engaging in PVP they will assume their character is already dead for the narrative purposes of the story. They will not engage in actions they are uncomfortable placing their character in. Do not make the “biggest meanest skakdi of them all” for PVP if you refuse to let your character be hurt or die because “they’re the best.” If a GM observes this behavior they will ask you, the player, to shift gears and return to a collaborative mindset. If you do not… See the three strikes rule. A GM may auto-hit in these exclusive circumstances: facilitating in resolving a dispute between players, reminding players their characters are in a dangerous situation if players stop engaging with the world as a living and breathing system, or if an Environmental Effect or other game-changing effect takes place and affects all characters in a region. “Waffling” Amendment: Dead characters remain dead until actual in-game effort is put into raising said dead character. Do not delete your post because you killed your character and regret your actions. In short: “people die when they are killed.” Be honest with yourself before placing a PC into a situation where they may be killed: are you okay with your character dying? Death is a part of the game and should not be cheated or cheesed. "Happy Chat" Amendment: Approach other players with empathy and expect differences in opinion regarding locations, character actions, or game lore to be stemming from a miscommunication or lack of primary documents for either participant in the conversation. Do not immediately allege another player is incorrect and demand them to see your side. Instead, express a desire to work through whatever miscommunication exists. If you have a hard time understanding this concept Six Kingdoms is probably not the right game for you, and you should seek out another RPG on BZPower or another website. Three Strike Rule Amendment: GMs will reward poor player behavior with strikes. If you collect three strikes you are banned from Six Kingdoms. The rest of the Six Kingdoms RPG community has no responsibility to recognize or respond to any communication from banned players in Six Kingdoms RPG topics (OOC, Character Creation, and IC). Continued negative behavior by banned players will be passed along to BZPower staff for site moderation. Conduct: Conduct is defined as anything requiring GM intervention for resolution. This can be facilitating the resolution of a scene or handling reports of rule-breaking. Please note, we only handle conduct for BZPower specific issues. We do not handle conduct related to 3rd party sites like Discord or Google docs unless the conduct directly involves the GMs (i.e. harassment in private message threads). If you have an issue with a player on those platforms please contact the appropriate support team. While we hope players can be kind and collaborative, we understand sometimes not engaging is the best solution. Reporting Conduct: To report Conduct issues, please submit a single PM on BZPower to the GMs. In the subject line please include “SK CONDUCT” along with the type of isse (dispute, rules violation, etc.). We will read and reply to these PMs on a weekly basis. Thank you for your patience in advance. Gameplay and Lore Questions: Please post all questions regarding gameplay, planning, and lore in the OOC Topic for the game. For visibility, tag both GMs in your post. We’ll answer these questions as they come up, or during the weekly news roundup on Mondays. Character Creation Please see the general rules, common sense guide, and BZPRPG rules of play. We will abide by those along with any changes, amendments, and addendums listed above. Post your character profile in the “Character Profiles” topic for the game. Please await an approval post from the GM before joining the story. If an alteration request is made by the GM, please see to it before continuing to post with the character in question. The “No” of Character Creation: Characters must be approved by a GM in the Character Profiles topic before playing. This is to provide a fair narrative storytelling environment in a game with an elevated power ceiling. Note: If you have a character from SKE and you are porting them to SKR you do not need approval for that character even if they have custom abilities, so long as those abilities do not change. Legendary kanohi are banned unless GMs have given written approval for the use of a legendary kanohi. If other kanohi prove they are being abused in a way that destroys the overall player enjoyment they will be added here. Play nice. Mask of Creation (Currently exists, worn by Knichou, only 1 in existence) Mask of Time (Vahi) Mask of Life (Ignika) Mask of Dimension Travel (Olmak) (currently exists, only 1 in existence) Gold Masks (must be unlocked via finding the in-game method) The Order of Mata-Nui is a secretive society known to very few. To join the faction, find a recruiter and roleplay the rites of passage discovered in-game. You cannot start your character in the Order of Mata-Nui unless they were recruited in SKE. Nova blasts are banned, unless you message the GM and explain why it’s absolutely necessary for plot reasons to blow up your character and all GMs say yes in writing. DO NOT MAKE A NUVA CHARACTER. Nuva and Nuva Proxima are character expansions that are incredibly rare. You must complete the in game rituals and have written approval of at least one GM to upgrade your character to Nuva or Nuva Proxima. This is a highly regulated character expansion. Being the first to insert the correct Great Disk into a Nuva room device inside an elemental Ruin will trigger the NUVA expansion for your character. This is a growing list of protoderm breeds unavailable in Character Creation at this time: canon bionicle makuta (Aspects are this world's version), rahkshi, most rahi... Please note, as of 8/14/2020 the taboo for creating rahkshi has been found. Only characters who possess such knowledge are able to bring rahkshi into existence. The “Yes” of Character Creation: All canon bionicle protoderm breeds not mentioned above are playable. Custom breeds from the BZPRPG that were approved are also available without need for further re-approval. New custom breeds need approval of the GMs before playing. Kanohi are not moral or amoral in this alternate universe. They are tools. Some tools are more feared than others based on famous users. All elements are available for play. Think about how your character’s element would be viewed by those around them. All beings are lightly resistant to psionic powers. Attempts to use psionic powers requires player consent in the same way as landing any elemental power. Dasaka are just matoran, toa, and turaga of psionics again. If you want to keep the powers as specified in BZPRPG, you certainly may. Player characters may have a personal vehicle, and any amount of technological items that fit the character narratively. For mechs, ACRs, please see their section in Character Creation. Please make sure to address any character approval questions from the GMs within 24-48 hours. You may not continue to play with the character in question until the approval issues are resolved. If you need more time, please let the GMs know as they are happy to accommodate. Remember, your characters are part of a collectively told narrative and no one has plot armor. This is a game with altered lore from canon. Do not assume anything is the same. The canon of SKE supersedes the official Bionicle canon. Please remember this is a team game. We are all telling a story. What do you want your characters to contribute to that story? There will be an IC forum thread, an OOC discussion thread, and a character profile thread. Please post character profiles in the character profiles thread and tag me in them for a quick approval! Character Profile template: Name: if a matoran, have they passed the rite of naming day Breed: canon or approved custom breeds of protoderms Faction: Aspects, Barraki, Refugees, Zakazian, etc. Brief Description: what’s their everyday or current appearance Background/Occupation: what do they do, where did they come from Flaws: character traits that hold them back, or where they break Powers/Equipment: stick to canon for what your character’s species can and cannot do We’re going a little different this time with character creation in order to encourage role playing and collaborative storytelling. All characters have the following system of powers and limitations: 1x Primary Element/Power 1x Secondary Power (i.e. Masks) 1x Breed quirk(s) 1x Psychological issue they struggle with 1x Physical limitation For example let’s take a character from Bionicle Canon in 2001, Tahu. Tahu has control over the element of fire (primary element/power), the mask of shielding (secondary power), and heat resistance (breed quirk). Tahu also consumes nutrients in foods by absorbing them through his hands rather than eating them like a skakdi would (another breed quirk). Tahu’s psychological issue is being a rage-aholic, his community supporting and validating his bursts by telling themselves, “he burns hot like fire.” Tahu’s physical limitation is he atrophied over time in the toa canister and needs to rebuild his strength. Kanohi Masks: Characters who’s races allow for wearing and using a kanohi may have one kanohi at the start of SKE2. The masks of Six Kingdoms are not divided into moral and amoral. For example, the beings of this world understand a mask of mutation can be used for healing or for creating terrible abominations. Masks are tools, some more dangerous or deadly than others. Banned Kanohi are as follows: All legendary masks Golden/Silver masks (at this time) Kanohi Olmak, mask of dimensional travel Masks of a single element, unless otherwise approved by a GM (please list this approval in your profile) Kaita Fusion: Three willing PCs of a similar breed (three matoran, three skakdi, three toa, etc.) of differing elements may form a kaita. A kaita is a Lesser Spirit, and governs a domain of its cultural ethos. All three players may post as the kaita, but they can only post once per interaction or in combat. Do not use the advantage of multiple players to double post as a Kaita. Kaita Fusions follow all the same rules as PCs and require an approved profile. GMs are actively watching for Kaita Fusion abuse. Kanohi Crafting: See Kanoka Disk Crafting Kanoka Disk Crafting: As seen by Gaius in Mar-Koro, kanoka disk crafting requires purified protodermis ores of several types to create the base nine disk types. Creating more complicated disk types needs the forging and prayer of a master smith, as well as the correct recipe through trial and error. More to come as explored. The village of Le-Metru Koro explored these ore-based kanoka forging techniques to great success. They have been able to forge disks of incredible strength, and even one Great Disk of Freezing by using an elemental sword of ice as the base material. Airships, Vehicles and Watercraft: Please provide a name for the vessel and a general description. You may have a small NPC crew of five per each PC aboard the airship, vehicle, or watercraft. The NPCs cannot assist in combat except to keep the airship, vehicle, or watercraft moving and in operational condition. It is preferred to replace NPC crew with PC crew ASAP. Currently, airships are smaller than the cargo airships of Metru-Nui and cannot go above the cloud line. Watercraft are not well built enough for extended deep sea voyages. Feel free to make it a personal quest to improve your ship to break through these limitations. EXPANSION -- ADVANCED COMBAT RIGS (ACRs): Advanced Combat Rigs (ACRs) are personal mechs, which come in all sorts of shapes, colors, and designs. ACRs are unaffected by elemental attacks, as they have onboard elemental nullification technology. They still take the physical damage of an elemental attack. One ACR per Character: a warband or crew can own several ACRs, but each is limited to a single pilot. All ACRs require a heartlight to function, as they are akin to a body without a consciousness/soul. The exception to that are semi-sentient ACRs built with the central processor of a salvaged Vahki, which can act as an onboard AI and operate independently. Only the Barraki faction has access to Sentient ACRs at the beginning of the game. All other factions must find a vahki neuro-core. These are a limited resource. Most heartlights are kept in cylindrical canisters and carried like keys by the ACR’s pilot. Piloting is done via thought. Pilots sync their mind to the ACR via neural plugs implanted into their own bodies. This effectively makes the ACR an extension of their own body: their brain impulses is what makes it move. Due to the nature of the interface with the ACR, pilots do not have access to elemental abilities while plugged in. An ACR’s size is limited roughly to between a Canon Bionicle Boxor and an Exo-Toa. ACR shapes are as diverse as the pilots at the controls: bipedal, quadrupedal, tracked, hovering, and whatever else the pilot can imagine. You may display any patterns, heraldry, and weapons systems (see profile) that make sense for a desolate wasteland. Weapons: It's tempting to strap a lot of Dakka to your mech, but again: This is a wasteland. Where did you get that many blasters, reasonably? Also remember: The more dakka and shinier your mech, the more interested other wasteland dwellers will be in taking it from you. If you strap 10 Midak to your mech, you can be sure a bunch of Skakdi will drop by during construction and ask you to share your toys - and they don't ask nicely. Rule of thumb: Stick with the Exo Toa: High degree of protection, with one projectile launcher and one melee weapon. All ACRs require a simple profile as follows and must have GM approval before being used in-game: Name of ACR: ACR’s Faction/Homebase: Pilot of ACR: Type of heartlight: Physical Description: Onboard Weapons Systems Options (pick two): 1x Primary (+weakness) 1x Secondary (+weakness) 1x Melee (+weakness) 1x Shoulder mounted (+weakness) EXPANSION -- SUVAS AND THE SUVA SYSTEM Scattered around the island of Zakaz are puzzle shrines known as suvas. These sacred spaces were once places of prayer and reflection. They were also a place where mighty warriors stored their weapons and equipment. Suvas allow for telepathically switching the gear carried on one's person without having to physically collect it. Completing suva puzzles may very well be worth your while! A registered user of a suva may withdraw an item from a suva using their mind by depositing an equivalent item (mask for mask, etc.) from their person in a suva while within a suva’s regional range of 3 hexes on the world map. A registered user of a suva may add an item to a suva without having to withdraw something of equal type. A registered user is aware of the contents within the suva at all times while within range. More than one user may be registered with a suva. A user may be registered with only a single suva, and it should be noted on their character profile. Registering with a different suva temple ends any ongoing suva registrations elsewhere. EXPANSION -- NUVA & NUVA PROXIMA Power-ups: NUVA Power-Up: Your character can receive the NUVA power-up by completing the final task in an Elemental Temple Ruin: activating the kanoka disk device by inserting the correct Great Kanoka Disk. This power-up is available for one character per Elemental Temple Ruin. You cannot start as a NUVA character in Six Kingdoms, and you must complete the required pre-requisite in order to earn the NUVA power-up. NUVA PROXIMA: Nuva Proxima occurs as a side effect of the NUVA power-up in each Elemental Temple Ruin. The closest character to whoever receives the NUVA power-up receives the NUVA Proxima power-up. The Nuva Proxima power-up is available for one character per Elemental Temple Ruin. Your character cannot start as a Nuva Proxima. Nuva Proxima is only available as an in-game reward for completely the required prerequisites. The Aspects of Makuta, Their Rites, & Taboo: The Aspects of Makuta are a powerful breed of individualistic gaseous entities who originate from the Kumu Islets south of Zakaz. These dark beings who practice taboos of a world lost to time seek to accomplish a Grand Wish, and require desecrated followers to achieve their ends. These PC followers come from all walks of life, some of which are the sub-breed of Skakdi-Xa. Faction Breed: Aspect of Makuta Primary Element: shadow Secondary Power: pick a second stage kraata power from the kraa variation tables on BS01. This power is an innate power of your Aspect and will grow over time as your Aspect ascends through the narrative milestones of their Grand Wish (see below). Breed Specific Quirks: aspects have a Grand Wish and perform Rites of Desecration, but cannot form kaita or access kanohi powers. Psychological Issues: aspects are fiercely independent, valuing their earned consciousness after rising from the liquid pools of antidermis in the Kumu-Islets. They are manipulative, often selfish, and consider all other beings as possible vessels for them to assume solid form. All Aspects of Makuta desire a solid body as often as possible. Physical Limitation: aspects exist as a sentient green gas and require either a suit of armor or a willing host to take solid form. Aspects may start the game with one suit of armor the same height as a toa. When in a gaseous form Aspects cannot physically interact with their environment. Host Possession: To possess a host, an Aspect must receive verbal or written consent from the host to house their gaseous essence. Once consent is given, the aspect can freely enter the body of the host in a creative manner. A possessed host can be played by both its original player and the player of the Aspect. Both players must communicate with each other about who will act at a given time. Since their respective characters share a body, players cannot double post by switching consciousnesses. Please do not violate this rule. When the Aspect is in control, the host's consciousness is dormant but aware of what the Aspect is doing. The host's consciousness cannot interact with the game world while the Aspect is in control. When the host is conscious, the Aspect is dormant and unable to interact with the world but knows what the host is doing. An Aspect may choose to leave a host they find unsuitable at any time. A single host may only be possessed by one Aspect at a time. A single Aspect may only possess a single host at a time. Rites of Desecration: A being who hosts a kraata is considered desecrated. Desecrated beings cannot remove the kraata without dying and are compelled to complete the narrative milestones laid out by their Aspect to achieve the aspect's Grand Wish. A character can undergo desecration twice for a maximum of two bonded kraata. To become desecrated a willing host provides a still beating heartlight from a sapient being -- excluding Rahi -- to an Aspect and consents to complete an Aspect's wish. In return, the Aspect forms any one first stage Kraata of the 42 known kraata powers and grafts it to the host. This binds the host and Aspect, and the host is compelled to complete the wish if possible. When the Aspect completes their milestone and increases their powers, the desecrated follower's kraata grows to the next stage as well. Below is the preparatory poem for the Rite of Desecration, which may be referenced or used during the rite's performance. Taboo: Some rites and rituals of the Aspects of Makuta are lost to the ruins of the world. Exploring temple ruins and researching goals through trial and error may unlock new perks and abilities for Aspects who have the knowledge. Any discovered taboos will be listed below along with the name of the character who has knowledge of these taboos. Sorilax: Elemental Alteration Sorilax: Rahkshi Creation Goodbye Tortured is the heart that lies empty Full is the belly of the beast A shell protects the broken yolk Sleep is better than peace Hello Korruhn: Flaw Consumption Tuakana: Star Swallowing Whisper, Apex, Stannis, Korruhn, Taja, Sorilax: Infectious Kraata Creation Kraata Creation and Infected Masks Taboo: Rahkshi Creation Taboo: Elemental Alteration Taboo: Tethered Bonds: Gluttonous Desecration: Kraata Corruption: Grand Wish: All Aspects have a Grand Wish, something they wish to accomplish in the time they have before they rejoin the antidermis pools of the Kumu Islets and lose their sovereign identity. Achieving their grand wish is a massive undertaking, for all grand wishes change the fabric of reality to the Aspect’s true desire by the end. This grand wish has seven narrative milestones which must be accomplished by the Aspect’s desecrated followers. The first step for all Aspects is gaining a desecrated follower. Please submit your Aspect’s grand wish and the necessary narrative milestones to GMs for approval. The narrative milestones do not need to appear in a character profile until they are achieved, but the Grand Wish itself must appear in the character profile along with a mention of which GM(s) approved it. If denied, GMs will work with you to craft narrative milestones. The Aspect may reveal each narrative milestone of their grand wish to their desecrated followers during the initial desecration rites either step by step or all at once. Each time a sequential narrative milestone is achieved, the desecrated follower’s kraata increases in power by one stage and their Aspect also grows in power by one stage. Additional Ascension Perks for Aspects: Telepathic audio communication with an individual desecrated follower currently on the same plane of existence. Kraata power stage 3, see through the eyes of their desecrated on the same plane Kraata power stage 4, remotely possess their desecrated through shadow puppetry Kraata power stage 5, teleport to one of their desecrated follower's shadows. Kraata power stage 6, teleport their desecrated follower to their shadow. Kraata power stage 7, ascend to learn more Grand Wish achieved, ascend to learn more Creating a Grand Wish: Explain the following: what is the grand wish and why does the Aspect desire it to be completed in their lifetime. Next, explain the ascension process in seven easily identifiable narrative milestones that the followers of your Aspect will need to achieve. Below is an example of a Grand Wish and the ascension steps. Example: What: the Aspect wishes to become a god. Why: so that they may truly feeling in control of their own life and destiny How: Desecrate a follower Gain a village of worshippers who pray to the Aspect daily Consume the power of a toa kaita Desecrate a tahtorak Use the heart of the tahtorak to build a grand vessel for the Aspect to live within Consume the powers of another Aspect worthy of respect Drink of the Lake of The Su Skakdi-Xa: Like all Zakazian Skakdi, the Skakdi-Xa have frills along their spine or behind their head instead of protruding spines. The Zakazian Skakdi will often raise their frills when experiencing intense emotions. All PC Skakdi-Xa were desecrated by an Aspect before SKR began and are native to the island of Zakaz. They have a grafted first stage kraata near the frills extending from their spine. For the most fun, it's recommended you find a PC Aspect to have performed the desecration. Primary Power: one skakdi vision power. Secondary Power: one 1st stage kraata power. Reach out to players who have an approved Aspect in-game if you want to connect your character to an aspect at the start of play. Breed Quirk: latent elemental powers. Skakdi may only access their elemental powers if they work in tandem with another skakdi. Factions and Population: Population of Metru Nui: The population of Metru Nui is predominantly soldiers of the League. This is an incredibly diverse group of all breeds, including the matoran and toa who renounced their faith in the Great Spirit for the overall betterment of an inclusive society focused on the individual identities of its citizens. Dark Hunters who have given up their old mercenary work and joined the Barraki also live in Metru Nui. Recommissioned vahki serve as front line troops, and Ehlek is looking for a way to make a mobile charging hive. Population of Zakaz: The population Zakaz is predominantly skakdi of all elemental variations. Some native matoran inhabitants remain, along with their toa protectors, and some other breeds of Protoderms who sailed from islands now lost to climate change also eke out a meager existence amongst the warbands. 90% of the population prior to SKR was skakdi, with the rest a mixture of all other breeds. Among the majority of skakdi is the elite breed of desecrated Skakdi-Xa. These skakdi contract Faustian bargains by sacrificing others to Aspects of Makuta who visit the mainland. In exchange they gain a kraata that becomes grafted to their body, often near their spine. These kraata not only provide additional powers, but show their backing from and affiliation with an Aspect. Culturally, hosting a kraata is also seen as a nurturing act. Those who host more kraata than others are considered more worthy leaders because they are stronger, ready to make a sacrifice for power, and willing to nurture something besides themselves. Aspects of Makuta: These powerful entities secret themselves from the rest of the world in the Kumu Islets. They slowly grow in power as they desecrate the natural population of Zakaz. Their faction goal is to raise one of their kind to the seventh stage of kraata power through repeated desecrations. Only at this final stage will an Aspect finally become whole. Playing an Aspect involves researching and discovering ways to perform higher stage kraata desecration rites. Barraki: Pridak, Ehlek, and Takadox are the remaining leaders of the League of Six Kingdoms. Takadox left the League, and now only Pridak and Ehlek remain in the destroyed skull of the Mata Nui robot, which they have turned into a stronghold, populated by the few soldiers and converted citizens who survived the crash. Ehlek has brought several vahki hives back online, using them as soldiers in his new world order, and Pridak schemes to recollect the Mask of Creation. Those who serve the Barraki are looking for the Mask of Creation, and the fabled resting place of a time machine somewhere in the Zakazian landscape. Pooling from their new and growing fortress is a large lake - a natural moat formed by the silver sea. Howling Untethered live in the lake and along its borders. Metru-Nui Refugees: The remains of matoran civilization within the Mata Nui GSR fled the crash, fracturing as large groups often do after an apocalypse. Small refugee camps have begun forming in the past week across the Island of Zakaz. These camps contain the bare necessities at the moment for the survivors to stay alive and regroup, in order to figure out what to do next. While exploring this new land, they found six regional temples that had strange hieroglyphics carved into them, predicting the arrival of the GSR and the “Children of The Stars”. Beneath these temples are complicated mazes full of traps and puzzles. The Hieroglyphs speak of a powerful transformation at the end of each maze. Other Player Factions: Player factions also exist! Check the OOC channel for how to become involved in those. Kal’s Blood Skakdi is one of them. A growing list of player factions will be available here. Untethered: The horde of undead from the GSR pooled out from the crash of Mata-Nui’s skull and swam through the newly formed lake that leaked from the destroyed skull. They formed strange abyssal kaitas, and now roam the island seeking more life to assimilate. Zakazian Warbands: Clans of roving warriors who live on war rigs. They protect their hidden oases, and their current goals are survival and the accumulation of territory and power. They recently learned the Rite of The Tahtorak from an elder aspect, and now race each other to find a worthy sacrifice to be fed to the Nightmare Pools in the frozen caverns of the tallest mountain: Irnakk’s Tooth. The following are different pre-established warbands your character can be a part of, but feel free to create your own warband with friends! Nektann’s War Skaks: a Skakdi-Xa chief who caught an Aspect of Makuta, Miserix, in a magic containment sphere and makes him perform divinations for his warband’s travels across the desert wastelands of the North. They have a permanent stronghold deep in the deserts from which they stage raids on the less fortunate. Riggers: a warband that lives near the coastline in a semi aquatic fortress. These pirates value the smokes from the mainland as a form of currency, and drive aquatic vehicles made from the scrap provided by the crashed GSR skull as well as other coastal wrecks. Mesi: mutated, pale, often eyeless or otherwise deformed, these underground dwelling skakdi once worked in refineries below ground. Moss and fungi grow on their backs, and their senses of smell and hearing are impeccable. They raid the surface of Zakaz at night, giving a howling and piercing shriek when they begin. Approved Characters: Updated approximately every week. Please do not PM me to update this list. You can find the GM-NPC Master List HERE. Azibo: Sans, Gaius, Amaru, Lrrthxx, Kokaliga Dane: Vent, Zai, Falh, Mega Snelly: Vashni, Skyra Daring, Varian, Taliesin Harvali: Kanohi, Collector, Bode, Mahrika Biological Chronicler: Pardehi, Tugarak, Changua, Balkan, Karai, The Ripple Tarn: Nale Vella, Datrox Karvan, Rose, Jutori, Korio Karasha, Triage, Nale Vella (UPDATED) Nato The Traveler: Sidra, Zaliyah, Xane, Corrivalis and The Raptor, Whisper, Reson Ance, Marrow, The Razorfish EmperorWhenua: Yumiwak, The Tactical Panda II, Stannis, Leklo Smudge8: Mazor, Jephro, The Janitor, Informant Keeper of Kraata: Skorm and V4 Muaka Interceptor, Fyura, Kaylus Bulik: Knichou and the Taku Burnmad: Barius and his ACR, Providence, Morangad, Ollem Toru Nui: Ulkarr, Ostrox, Achro, NU-8020S, Tekmo, Waveahk, Navu, Enra, Gnabol, Klawne, The Tranquility Onaku: Okuo, Arkius, Iradra, Zadred, Atka, Varah, Rangi, Ardoku, Kal, Druu Arkkan, The Inferno Conway: Irna the Sixth Born of Perror on The Northern Continent, Parnassus and The Horizon's Call Vezok's Friend: Zataka ~Xemnas~: Atamai, Kohara, Aurax and The Takea, Whira That Matoran With A Vahi: Varxii, Rek and Backstabber Pokemonlover360: Kilo-M9, Ysocla TL01 Nuva: Keitara XCCJ: Triki Eyru: Orieus, Taja, Tuakana, Dar Poroka Toden Kakoda Gan, The Wombat ZippyWharrgarbl: Yaushe Edelgard: Mahryo Jakura Nuva: Lueji Kal The Guardian: Seybo, Sorilax and Second Skin, The Eclipse, Viltia The UltimoScorp: Katherine, Legion, Toku Sparticus147: Zak-Yak, Uraborask, Sala, Vulimai, Apex, Drukarus, Gore Fury and The Grillmeister Crimson Jester: Korruhn A-Tak-Nid: Zsann Mr. House: Mons Shajs, Vestrix Toa Fanixe: Atzemio Kalen The Captain: TBD, welcome back buddy Banned Players: Azibo
  7. I've been making some art pieces based on some events inthe Six Kingdoms: Resurgence (I mean Rebirth... heheh) RPG. So I thought I'd share some of them here so y'all can see what I've been up to, and maybe even offer some critique of my work! I'll update this as I make more. 1. The surprisingly wholesome polycule comprised of my character Keitara, @Keeper of Kraata's toa of twilight Skorm, and @Conway's bigge stronk zyglak warrior Irna. Just imagine there's a couch there... Irna and Skorm's designs were based on @Onaku's frankly superb art! 2. A very rough WIP of Kei as a matoran. She rebuilt herself, you know! I bet she'd be totally jazzed if you complemented her on it! 3. Sad daughter is sad. Kei as she currently appears in the story. I altered her colour scheme a bit to signify that she's changed quite a bit throughout the campaign.
  8. So, as many of you know, one of the first things I did since I returned to BZPower was participate in the Six Kingdoms Escapement. My character in the rpg was Kanohi, a Fe-Matoran “superhero” whose island was destroyed by the League of Six Kindoms, and who spent his days grappling around Metru-Nui trying to repair buildings and help evacuate civilians. He’s one of my favorite Bionicle OCs, just an anxiety-ridden Matoran trying to help others. He grew a lot over the first rpg, and he continues to grow in Six Kingdoms Rebirth. I have written a number of stories about a version of him that fits into the canon of Bionicle, but this story will be a bit different. You see, as SKE was wrapping up we discovered that one of the major NPCs wanted to use the Disk of Time to change history. To us players, there was some fear that our character development would be erased, all our growth and new friendships lost. So I began to plan a way to avoid resetting Kanohi to zero. Kanohi has an ability not unlike Vakama possesses in canon, he can experience visions of events yet to happen. Well he is a superhero, he needs at least one superpower. And it was based on this that I began to plot what to do if history was changed. Ultimately though history was not rewritten, but since the Disk of Time was used, and becauseI know some of us are a bit stressed by recent events in SKR, I thought it might be fun to still use my plan as the basis for a new story. So yesterday instead of sleeping I wrote this bad boi. This story takes place in a universe similar to SKE, starting with a failure of Fe-Matoran grappling through the swampland of his island home. With that said, enjoy. artwork by @Onaku The Impact of a Rebirth … The Fe-Matoran hurtled through the trees like a cannonball, tumbling and careening. As he was flung upwards, he fired from his Volo Lutu Launcher a small ball of gravity into a tree. As he fell from his arc he was yanked to the gravity ball, dragging him through the canopy. He flew past the tree, before continuing to grapple through the swampland of Bo-Wahi. A satchel dangled from his arm, stuffed full of herbs. With Turaga Bomahri‘s back acting up, some of the foragers of Bo-Wahi had searched for and harvested a few herbs to treat his pain. To get them them to the Turaga in time they needed a courier, and Dece was, well, available. Dece was an okay courier. Not a great one. He was decent enough at throwing a bamboo disk as well. Though most of Fe-Koro was his better. Still he at least was proficient at grappling through the swamp than he had been as a mask maker. Right? The traditions of the island of Okoto were simple. The Fe-Matoran lived in Fe-Koro, they made the island’s tools, masks, they mined Protodermis, and occasionally they fought Rahi if Toa Fehagah was too far away to reach them in time. On the other hand the Bo-Matoran grappled through the swamps to forage plants and other resources, and acted as medics if there was a crisis. Toa Fehagah protected them from aggressive Rahi or other disasters, while Turaga Bomahri led them with wisdom. That was how it was supposed to be. But Dece … he was a failure. He struggled to make masks, he had a few successes with easy Kanohi, but he failed on the harder masks. So much Protodermis wasted. Even Turaga Bomahri had gotten tired of his pathetic attempts at forging masks. And every time he tried to forge a mask, he could hear the Turaga’s disappointment, see the other Fe-Matoran looking in pity and-and… The Matoran spotted out of the corner of his optics that his heartlight was flashing. He swallowed and made a moan. Remember what Turaga Bomahri always says. Just … don’t focus on the big picture, break everything down to small manageable tasks. The Turaga had found a way for him to be useful as a courier, he was still helping the Matoran, still doing his Duty. Maybe he wasn’t trusted with particular sensitive cargo, but this was still going to help Okoto. It would help the Turaga even. Dece tried to force a smile he … he was helpful, he … he was. Then came a sound like a buzzsaw cleaving through a thick tree. Dece flinched at the sound and tried … tried not to look behind him. But he could see the shadow behind him, drawing ever closer. As he tumbled through the trees he used his left hand to reach into his satchel and pulled out a bamboo disk he … it wouldn’t be much help, but it might help him get away. Then with a grinding shriek the Nui-Rama was upon him, the giant bug lunging its claws at his mask. He wore a Kanohi Hau, the Great Mask of Shielding. Not that he could use its power, he was just a Matoran, and not even a very useful one at that. But as the Nui-Rama swung at him he threw the disk, striking its bulbous eye. It flinched, it’s flaw only slamming into his gut. Dece tumbled from the blow, slamming into the swamp. As he struck the murky surface, Dece felt his head shattered. Not literally, his mask was not even damaged. But as he sank into the mud the mud seemed to swirl and grab at him, dragging him deeper into the swamp. He struggled, but the world was smothered in mud, turning into a brown goop. And then … Dece’ s mind exploded. … “Turaga?” Turaga Bomahri looked up as he continued to rub his back. His hut was all but woven with iron like a quilt, with metal imitations of flowers blooming in it. In the entrance to his metal hut was a Fe-Matoran, wearing a burnt orange Hau and with a biomechanical body of the same shade or orange, mixed with black components. “Oh, Dece you … have arrived. We were worried you were lost in the swamp.you certainly look the part.” The Turaga of Jungle remarked. Dece was covered in mud, splattered all over his body. But that wasn’t what made Bomahri hesitate. There was … something in Dece’s eyes. “I have brought your herbs,” Dece said emptying his satchel on the table besides the Turaga. “Sorry, they got a bit muddy.” “Of course,” the Turaga said with a sigh. What was he going to do with Dece? Couldn’t even travel the swamp without making a fool of himself. “Turaga I … What do you think of Destiny?” “Destiny? It’s what we all seek to fulfill, to be the best version of ourselves, as the Great Spirit Mata-Nui desires. It is of the Three Virtues most honored by Bo-Matoran along with Unity. Why do you ask?” Such a basic question. “I … I saw something. Or … I was something. Or will be something. I … I don’t know if I understand.” “Don’t worry, we expect that by now,” Turaga Bomahri smiled, “thank you for the herbs, but you need to hurry along, more Matoran will need deliveries.” “Yes um, sorry Turaga. I … I’ll get back to work. Sorry, um, sorry…” Dece bowed and departed the room, but hesitated at the door. He started to look back, before clenching up and raving outside the hut. Then with a fire of his Volo Lutu Launcher he grappled away into the open air, hooking the surrounding huts to travel to the edge of the plateau. … “Matoran Dece,” Toa Fehagah knocked on the hut’s door. It was on the outskirts of the plateau, well away from the rest of the Fe-Matoran. There was a delay and then a shout of, “Um, you … you can come in.” She nodded and bent over, before fitting into the metal doorway. She was tall, her armor was blue and white, and she wore atop her face a Kanohi Kadin, the Great Mask of Flight. Dece was on the floor, welding something. “S-sorry, Toa. I know have not started my rounds today, I just … I saw something. I don’t understand it but I think it’s important. For all of us.” “Alright,” she nodded, sitting down besides him. Anything I can help with—” And then she realized he was welding something to his forearm. “Dece what are you doing?” She demanded in shock, reaching to pull his Firestaff away, only to hesitate. If … if he burnt himself because of her. “It’s okay, Toa Fehagah,” he swallowed, “I … I trust in Destiny.” “What Destiny is it to have a Volo Lutu Launcher stuck to your arm?” She all but managed to shout. He flinched and she added, “sorry but this … this isn’t like you.” “I saw something.” “What did you see?” “The future,” he whispered. The Toa stared at him, “you … saw the future?” “I don’t know how but I … I saw how I can help the village. How I can help our island. I know it sounds silly but I … Mata-Nui had to have given me this vision for a reason, right?” She stared at him, and finally said, “Dece, you had faith in my strangeness, even before I was a Toa. The least I could do is trust in yours. Scoot over, I can make this smoother.” His optics widened beneath his mask, “if … if it’s not a trouble.” “It’s not,” she smiled, “but, would you mind telling me exactly what you saw?” She pressed her finger to his welding job and metal began to secrete from her finger, sealing up the rough welding he had been doing. “Um, well um, is it okay if you do the other arm too?” “Yes,” the Toa of Iron answered, “but what exactly did you see?” “I saw you overwhelmed by strange people that were as tall as you. I … don’t think they were Toa. And I saw Fe-Koro demolished, Bo-Wahi burned to the ground. I saw me fleeing like a coward. I retreated to a great city, whose buildings towered above even the plateau. I saw … that city be destroyed too in the end, by the same army.” “…The pressure you must feel.” “But in the destruction of the city, I was doing things. Good things. Grappling around the city, rescuing Matoran from falling debris, snatching them before they could be executed, shielding them from attacks, using disks with strange powers to repair towers and bridges; I was helping. And if I can help Okoto now with what I had learned to do in the future, maybe we can survive this.” “…That is a great responsibility.” “Yes but … but I can help. A way to help that I can do, that others might not do as well. And that might take pressure off you.” The Toa of Iron was quiet for a time, her body tense. Dece looked away, his face beneath his mask growing crimson. But finally she says, “well, let’s get to work then.” … “Toa Fehagah, this is foolishness,” the Turaga nibbled alongside her, his wooden staff helping support his wright, “Dece is barely good as a courier, he can’t be a fighter.” “He won’t be. He’s going to be a vigilante protector. And he’s Kanohi now.” “He can’t just choose a new name.” “I did.” “Yes well, you underwent Naming Day.” “And maybe Kanohi will too one day,” the Toa dismissed, before using her long legs to speed past the Turaga’s pace. Soon enough she was at the edge of the plateau, where Kanohi was looking down at the swampland below. He was covered in broken masks that he had dangled from his body, like wind chimes. He had never gotten rid of those failures, clung to them. And now they hung to him as armor, the broken and failed masks repurposed to do good. “Ready, partner?” “Um I … I am just your helper.” “Well, you are doing part of my work, so you are my partner,” she smiled, and he blushed. “Now we should begin practice by…” She trailed off, catching sight of something in the swampland. “What’s wrong?” “Fire,” she pointed in the northern patch of the swamp, and he followed her gaze, “it looks like it’s in the path of some of our foragers’ routes. We will have to reschedule practice for another day.” “Okay, I-I-I’ll try to get them to safety.” She turned to object, but stopped. Finally she said, “before careful, alright? I’ll contain and smother the fire, you help them escape. Don’t try to fight it.” “Of course,” he nodded, his makeshift armor jingling at the motion. She swallowed hope … hopefully this would go well. She lifted him up and put him atop her shoulders, and he held on tight. Then with a glow of her mask she lifted into the air, and blasted off through the jungle, flying with all the speed she could manage. … Kanohi hung to his Toa as she flew through the swamp. There was only one Toa in the island of Okoto, and only one Turaga. The island was difficult to reach, the trees were packed closely and shredded boats, it was surrounded by swampland so there was nowhere to dock a ship either. The only settlement was atop a large plateau, so a traveler would need a mask of flight or a Volo Lutu Launcher to actually meet with the natives. And few actually cared to visit Okoto in the first place. The island had little to offer, just a vast swamp full of plants and large bugs, and a Protodermis mine built into the side of the plateau. It had no wealth, the technology it had was fairly basic except for the Iden Machine, but that was made by a traveler from outside the island. They had a few hovercrafts for shipping goods over the island, but the hovercrafts were small, and they were only able to maintain a few of them. Most folks who traveled just used Volo Lutu Launchers. Its people were poor, and they were not worth trading with. And yet, those warlords in his vision, they would burn it to the ground. He shuddered just, just focus on small manageable tasks. Right now there was a fire, he had to rescue Matoran, just … just tru to take it one at a time, He did not have time to dwell on those through though, as soon enough a wall of heat slammed into him. “Here, Kanohi,” Toa Fehagah shifted her shoulders and he climbed off, landing in a tree, “I’ll contain the fire, you rescue the Matoran.” He nodded in a frenzy, before pointing his right arm away. The Volo Lutu Launcher in his arm fired, and he was shot forward into the trees. Then with his left arm he hooked another tree, and began to swing across the swamp. It was … easier somehow, grappling with the weight of his masks and with two launchers. That vision had all but given him the experience of using a similar setup. The one in the vision was a bit more … hi-tech, but this new power was still useful. There, in the blaze he spotted a Bo-Matoran choking on the fumes. He swallowed this … it was real now. Mata-Nui, please let me not screw up again. Not with a life on the line. Quickly he latched a tree trunk behind the Matoran, and grappled through the fire. As he sailed past he extended his arm and hooked it around the Matoran’s gut. With a heave he dragged the Matoran from the blaze, before the two of them tumbled into the mud. As a Matoran of Iron, Kanohi had high physical endurance, so he stood up pretty quickly. He almost tackled the Matoran of Jungle, frantically over his injuries. He was still alive, but he was still unconscious. He … small tasks, just get him away from the fire, With a shove Kanohi hoisted the Bo-Matoran onto his back, before grappling away from the blaze. He swung and hooked his way across the swamp, until he tumbled before to a lone tree some distance from the rest of the woods. Slowly Kanohi lifted the Matoran, straining to carry him. He laid him against the tree, hopefully the tree was far enough away the fire wouldn’t reach it. He looked over, the Natoran was coughing now, spewing wads of black ash. He … he still needed to learn how to treat the injured. He was no Bo-Matoran. Still, he could hear the fire cracking, other Matoran would need help. Kanohi swallowed, before hook in a tree and grappling away, heading back towards the fire that chewed up the swamplands. Just focus on small manageable tasks. He hurtled and flung through the trees, swinging one arm at a time. Soon enough he spotted another Bo-Matoran, this one stuck in a tree as fire engulfed the lower tree trunk. With an outstretched arm he caught the Matoran, carrying him away from the flames. “What the heck are you doing?” The Bo-Matoran demanded as he coughed up mud, “who … who are you supposed to be?” “I-I am Kanohi,” the Fe-Matoran said, “can you climb onto my back, I can carry you away from the blaze.” “I don’t need the help of a freak—” The two of them staggered as a wall of heat slammed into them. The Matoran of Jungle winced before managing, “um, yeah, let me just get on your back.” Kanohi shook under his weight, he had enhanced endurance, not strength. Still his body at least could take the strain, and with a fire of his built-in launchers he grappled away. … Toa Fehagah waves her hands about, and iron erupted from her fingers. Her elemental power snaked and wove through the air like vines up a tree, and soon enough metal had ensnared the trees of the swamp. From tree to tree she grew a wall of iron, a barrier to halt the spread of the flames. The trees would likely die from her metal vines strangling them, but the rest of the swamp should be saved. She had been trained to use her element by Toa Bomahri, most of her lessons had been before he had become a Turaga. Back when he had the full elemental powers of a Toa of Jungle. Because of his influence, the metal she created almost grew like a plant, instead of crude geometric shapes it blossomed and crawled and strangled like any vine. She … had only met one other Toa, the traveler who she traded bodies with, but even with her lack interaction with proper Toa of Iron, she knew she was weird. For many reasons. She was quite aware that she was a freak, just like Kanohi. Kanohi’s vision was … horrifying. She wished she had a Mask of Mind Reading, so she at least could understand some of what he saw. Share his burden. But destiny chose only him to see that awful future. And all she could do was support her old friend. He had always been … anxious and a mess of issues, but Fehagah did not forget that when realized she was no man, Kanohi had accepted her instantly. And when she became a Toa he did not forget her truth. He was respectful, if terrified of messing up. And when she decided to switch bodies with that Toa of Lightning, he was nothing but supportive. Even her old mentor was a bit wary about the island’s only Toa using that strange untested machine. But Kanohi … he believed it was her Destiny from the start. What else could she do but believe in his own Destiny? As she formed her barrier there was a whoosh behind her. She turned to see Kanohi grappling past, dancing among the fire and the trees. She winced, the heat was dangerous. But he just hurled through it, looking for Bo-Matoran caught in the flames. She could not remember this energy from him, this speed and grace. Yes he still tumbled, but his swing through the trees was so precise. That vision, despite its horror, it had empowered him. Told him plainly ‘you don’t have to be a Toa to be a hero. And you Kanohi, you can be a hero.’ As terrible a burden that vision must be, the Toa still found herself thanking Mata-Nui for letting him see what he could be. … Kanohi threw his bamboo disk, striking a few branches. The branches tumbled to the swamp, even as the disk ricocheted towards him. It landed in the mud besides him with a splash. He leaned over to grab it, winching as he strained his back. Even with his enhanced physical endurance his body ached from carrying around the Matoran. Still he picked the disk up, before looking up at the tree he had severed. Without those branches the fire would not be able to spread this far. He turned to the four Bo-Matoran, three of them carrying their fourth. Swallowing he said, “o-okay, you need to wade through the swamp, I will move from above and divert the fire from you.” “Um, sure thing, Kanohi,” one of them managed. They looked at him like he had a Fikou perched on his head, but even still they began to move. He might be a mad Matoran, but he had been doing alright rescuing them from the blaze, so madness wasn’t looking so terrible. Kanohi grappled above them, encircling them to look for dangers. The Volo Lutu Launchers the Bo-Matoran had been used were broken during the blaze, but Fehagah had reinforced Kanohi’s launchers when she attached them to his forearms, they would hold. He was so lucky for the Toa of Okoto to give him a chance, As he revolved around the group he stopped periodically, dangling from one of his launchers to look back to the blaze’s growth and to look for any Rahi. The beasts would flee the fire, but they would still be dangerous. Nui-Rama, Fikou, Nui-Jaga, Nui-Kopen; all those insects stalked the jungle, and all would eat a Matoran if they had the chance. There was a boom as the fire engulfed another tree, and Kanohi grappled over, his bamboo disk at the ready. With a twirl he threw it, cleaving through branches before falling to the mud. He grappled down and hooked it in his hand as he swung over the mud, before hurling and flinging his way back to the four retreating Bo-Matoran. But as he approached he heard that buzzing sound, that terrible buzzing. The Fe-Matoran turned to see a Nui-Rama with a cracked eye flying towards him. Was … could it be the one from before? Kanohi swallowed, before grappling away from the large winged bug. It swerved after him, its claws swiping at the air behind him. He grappled left and right, hopefully throwing the bug off with his erratic movements. Still it pursued him, buzzing like a roar as it clawed at the air. And — argh, the jerking motions only made his body throb and scream. He … he couldn’t just dodge it could he? It was after him, maybe even for revenge. He … he had to make the chase more costly. With a flex of his arms he grappled to the base of a tree, just hanging there. He perched there for like a second, before launching away. The Nui-Rama all but slammed into the tree trunk to attack him, splashing into the swamp from the impact. “Um, sorry?” Kanohi called out, as the Nui-Rama dragged itself out of the swamp. With a sound like a propellor grinding against a tree trunk, it reared its arm back, before slashing its claw through the base of one of the trees. The Fe-Matoran swallowed and hooked another tree, resuming his swing through the swamp. In the meantime the Rahi shook off its wings, mud splattering wildly. The Rahi pivoted in the air, before spying Kanohi and charging towards him. As the beast charged he latched onto a tree, waiting. But as it rammed him with its jaw he grappled away, leaving the Nui-Rama to take a large chomp out of the tree. It spat out the biomechanical wood, before looking at the fleeing Fe-Matoran. It shrieked out a buzzing sound, it would get back at the four-legged Fikou another day. The Nui-Rama buzzed off, swiping a big gash in a tree as it left. Kanohi grappled away, heading back towards the Bo-Matoran. But as he approached them there was a sound he struggled to recognize. Like a cry, but the pitch was off. “Nice one, Kanohi,” he winced at what must be mockery, but then the Bo-Matoran said, “not everyone can drive off a Nui-Rama without even throwing a single disk. That was incredible.” “Oh um,” were they being genuine? “um, well, all I did was making it hurt itself until it lost interest. It wasn’t like I fought it.” “You didn’t have to, you used your head.” “No, I didn’t head-butt it,” Kanohi answered, “but oh um, thank you though.” “Everyone alright?” Kanohi turned his head around to see Toa Fehagah fly towards them. The fire was now contained, walled off from the rest of the swamp by a barrier of trees woven with iron vines. “Don’t worry, Kanohi saved us. He’s working with you?” “He is indeed, we are partners.” Kanohi’s face could have been redder, but it would have been hard. The Toa of Iron just laughed though, and said, “come on, we need to keep moving, even with the fire no longer spreading, it won’t be safe here. The Rahi will be all riled up.” “Um, right, Toa Fehagah,” Kanohi nodded, “Um, what do you need me to do?” “Just move among the trees, and get ready to help them if a Rahi attacks. I will follow from the air, but you can be closer to them.” “Um, okay,” Kanohi nodded. He … he was going to be guarding so close up. Like the first line of defense. He … his hands fluttered like a Nui-Kopen’s wings. He … he really was helping Okoto. And maybe, if he got to be a better hero, even when the league attacked, he could help evacuate Matoran and rescue them, while Toa Fehagah fought the league. And with her able to focus solely on fighting, maybe this time she could win. Mata-Nui had given him this vision of the future for a reason, he had to believe that. And whatever that wad reason, it had to be to help Okoto, to do what his future self failed to do and save his people. Not that he was better than that future self, that Kanohi had disks with strange powers that came out of a weapon, he had strange technology in his mask that let him aim his launchers better as well communicate from long distances. The Kanohi of Okoto lacked those abilities. But maybe one day? It seemed possible at least?
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