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Voltex

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  1.  

    my first (and apparently last) bzpgot. sweet

     

    Player Name: Glimmer

     

    Campaign#3 ~ A Storm of Blood

     

    Character Name: Kranan Crustallus

     

    Gender, Age, Element: Male, 18, Ice

     

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

     

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

     

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

     

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

     

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

     

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

     

     

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

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

     

     

    Character 1

     

    Player Name: Imrukii

     

    Campaign: #1 A Game of Hunters

     

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

     

    Gender, Age, Element: Male, 65, Fire

     

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

     

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

     

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

     

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

     

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

     

    Strength: 2

    Agility: 3

    Intelligence: 3

    Charisma: 2

     

     

    Character 2

     

    Player Name: Imrukii

     

    Campaign: #5 A Dance with Time

     

    Character Name: Tijekti Boscage

     

    Gender, Age, Element: Female, 28, Jungle

     

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

     

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

     

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

     

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

     

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

     

    Strength: 4

    Agility: 2

    Intelligence: 2

    Charisma: 2

     

     

    Character 3

     

    Player Name: Imrukii

     

    Campaign: #3 A Storm of Blood

     

    Character Name: Mashani Diurim

     

    Gender, Age, Element: Female, 21, Water

     

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

     

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

     

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

     

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

     

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

     

    Strength: 3

    Agility: 3

    Intelligence: 3

    Charisma: 1

     

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

     

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

     

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

     

    -

     

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

    Imrukii, your fixes are good.

     

    Taktun approved, locked for Campaign 2.

    Tijekti approved, locked for Campaign 5.

    Mashani approved, locked for Campaign 3.

  2. Lein approved, but be warned that Onaku is already 1 ahead in the que, so she's likely going to be placed in a different campaign.

     

    You can feel free to change campaign preference, but I'd warn you against placing a Jungle character in Campaign 5.

    • Upvote 1
  3. LOCATION INFO

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

     

    UN-GOVERNED LOCATIONS

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

     

    -The Ancient City (1)

    “Guard the Way”

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

     

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

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

    ----Catacombs

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

     

    -Isle of the Dead (2)

    “What is Dead May Never Die”

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

     

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

     

    -Labyrinth of Control (19)

    “All as One”

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

     

    -The Citadel (7)

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

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

     

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

     

    KAMUK

    “As Strong as Stone”

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

     

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

     

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

     

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

     

    -Capital: Daggerfall (5)

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

     

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

     

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

    -Makuta City (6)

    “Steer with Might”

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

     

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

     

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

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

     

    -Patrus Ruins (3)
    “Great Foundations”

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

     

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

     

    The city is ruled by Lady Lucia Raqmu.

     

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

                                                

    THE NORTH

    “Cold as Iron”

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

     

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

     

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

     

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

     

    -Grave’s Peak (10)

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

     

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

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

     

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

     

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

     

    The city guard is approximately 300 strong.

     

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

     

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

     

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

     

    -Capital: Rollor’s Reach (8)

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

     

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

     

    The city guard is 1000 strong.

    ----The Citadel

    (see above)

    ----The Temple of Luck

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

     

    AGUA HIELO
    “Right Conquers Might”

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

     

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

     

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

     

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

     

    -Capital: Ignika City(12)

    “Mighty as the Flood”

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

     

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

     

    The city guard is 600 strong.

    ----Tomb of Ekimu

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

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

     

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

     

    The city guard is 200 strong.

    -Riverrage (14)

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

     

    The city is ruled by Lord Kotu Corruich.

     

    The city guard numbers 800 strong.

     

    -Burned Harbor (15)

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

     

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

     

    AODHIIM

    “Fire and Blood”

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

     

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

     

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

     

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

     

    -Capital: Silodas (23)
    “Always Burning”

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

     

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

     

    Its city guard is 7000 strong.

    ----Koro Prison

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

     

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

     

    -The Western Wall

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

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

     

    The city is ruled by Commander Sarda Ash.

     

    The city guard is 2000 strong.

     

    -The Eastern Wall

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

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

     

    The city is ruled by Commander Maglya Pyre.

     

    The city guard is nearly 9000 strong.

     

    -Hinterhall (17)

    “Proud and Free”

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

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

     

    -Burning Forest (18)

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

     

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

     

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

     

    -Shipwreck Cove (21)

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

    -Briar Patch (16)

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

    • Upvote 8
  4. Legends.

     

    Stories scattered through time.

     

    Lies.

     

    History is such a vague concept, splintered and forgotten and ignored. Single moments captured upon the tip of a feather, everything else falling away. Lessons to be avoided. Events to be repeated. Cycles that begin only to end again.

     

    Welcome to Okoto.

     

    It is divided into several regions. Kamuk in the northwest; the North at its tip; Agua Hielo to the east; and the growing empire of Aodhiim in its south. At the island’s heart lies the Ancient City, abandoned. A Cornerstone of what once was, corrupted and tainted.

     

    Some would claim life on Okoto is peaceful…

     

    …more lies. Have you ever questioned the nature of your reality?

     

    Okoto remains ravaged by its histories. Kamuk’s military a splintered shell of its former self, the Knights of Ekimu turned fanatics, the people of Karamu vanished and gone, Aodhiim growing bolder in its divisive beliefs by the day. Ghosts haunting what remains of the Barren. Magic, that twisted, evil, darkest of things, spreading its wings once more, not content to be forgotten. A Cornerstone locking the island into its past, trapping it in its future.

     

    Its destiny.

     

    The dreaded.

     

    Rare is the moment that war does not rage across Okoto. Long nights and longer days; rebellions, usurpers, lands reduced to barren wastes. The conquered become the conquerors, then the conquered again. Falling up and rising down. Kings and Queens alike. War is Okoto’s history. War is Okoto’s reality. War is Okoto’s eternal dream in its eternal night. A cycle that ends only to begin again. The eternal truth of its people.

     

    You cannot run from it.

     

    The Great War.

     

    The three gods, the trinity. Ma, Ata, Rollor. Creation, Destruction, Balance. More legends. More lies. Loved and feared in equal measure.

     

    Okoto, their favored.

     

    Whispers spread now, of three legendary masks. One for each of the gods.

     

    Life, the great creation. Power, the great destruction. Time, the great balance. Beyond all comprehension. Broken and shattered, scattered. Little more than shards. Time has gone, faded away. The balance is lost; the threads of reality quake. The lie is becoming truth; the dream is becoming reality. The game has begun.

     

    The Great Game.

     

    Life and Power. Creation and Destruction.

     

    But can there be life in a dream? Can there be creation inside a nightmare?

     

    Only power remains. Pure power, split into six shards, and now guarded by those most fearsome of places. The Cornerstones. Where magic pulses and breathes and is alive. Alluring and repulsive, safe but threatening, cunning most of all. They seek reunion. They drive the game now, this game of thrones that Okoto plays.

     

    Do you hear them calling?

     

    You will.

     

    Win or lose. Win or die. You’re in the Great Game now.

     

    And this is your legend.

     

    Your story.

     

    Your lie.

     

    Your destiny.

     

    Only that…

     

    …and nothing more.

     

    Welcome to the Great Game.

     

    GB3r26U.jpg

     

    E0: The Great Game

    E1: Dreams in the Dark

    E2: The Nature of Reality

    E3: All Our Sins Remembered

    E4: From Shadows We Fall

    E5: Those Who Wander

    E6: Ashes

    E7: The Monsters that Make Us

    E8: From a Spark, an Inferno

    E9: Sentinels of Darkened Skies

    E10: No Greater Good

    E11: The Chosen Sparks

     

    HOW IT WORKS

    The game functions in rounds, known as “episodes”. Each episode will last for one week; there is no limit to the progress that can be made in any of the campaigns beyond your own abilities to move forward.

     

    Each person can play up to three characters and can therefore participate in up to three of the campaigns (though preference will always be given to those who have no characters signed up yet).

     

    PLAYER SHEET

    To play, you must fill out a character sheet (one for each character you hope to play) and post it here. I reserve the right to deny characters that don’t fit with the tone and atmosphere of the game, but I will always be open to discussion and will give my recommendations for how to make any necessary changes – so long as you are willing to meet me halfway.

     

    I will try to take campaign preferences into account when dividing characters later, but I cannot make any promises. Certain returning characters will be locked into certain campaigns, unless their players can provide me with very good arguments to place them elsewhere.

     

    Player Name: [Your Name]

    Campaign: [Which campaign you would prefer for this character]

    Character Name: [self-Explanatory; common last names for each element are listed below]

    Gender, Age, Element: [self-Explanatory]

    Personality: [What is your character like?]

    History: [What is their past?]

    Greatest Fears: [What are your character’s 3 greatest fears? What might paralyze them with terror, or send them spiralling into apathy? What will they do anything to avoid?]

    Greatest Dreams: [What are your character’s 3 greatest dreams? What do they seek, what are their hopes? What do they fight for? Why are they here?]

    Ultimate Power: [What would your character do with the Mask of Ultimate Power? How would they re-shape the world?]

     

    Strength:

    Agility:

    Intelligence:

    Charisma:

     

    Common last names for each region/element:

    Stone-Maran, Raqmu, Petros, Galum, Archean, Stalac, Umrik, Rigut, Hijr, Dagada

    Ice-Greavesey, Crustallus, Glacies, Nivis, Rime, Sivr, Nakali, Treml

    Water-Rayne, Corruich, Vatten, Tyde, Conlectus, Lurrun, Diurim, Shayl

    Jungle-Boscage, Briar, Gresh, Lasang, Saryian, Raieb, Shayd, Rani, Oak

    Fire-Aodh, Coal, Ember, Ash, Pyre, Cinder, Skorsh, Sear

     

    STATS

    You can use your stats to assist in determining your character’s strengths and weaknesses. You’ll complete the stat sheet alongside the character sheet and send them in together.

     

    Each character has a Strength, Agility, Intelligence, and Charisma stat; you’ll number each from 1 to 4, with 4 being the strongest stat. For certain actions in the game, you will be asked to roll a 6-sided die; when rolling, you will add your stat bonus to the result, increasing your chances of success.

     

    A MAP OF OKOTO:

    okotosmall.jpg

     

    Click the image above to see a map of Okoto for this game. The map includes many major locations, including the various Cornerstones that you will visit.

     

    Location info can be found in a separate post below.

     

    THE CAMPAIGNS

    Every playable character will be assigned to one of the campaigns down below. As stated above, I will strive to meet with your preferences for each character, but it will not be my highest priority. Ultimately, each PC will be distributed where I feel would suit them best.

     

    You can, of course, increase your chances of playing whichever campaign interests you most by playing as multiple characters.

     

    #1: A Game of Hunters

    Players in this quest will journey to 'Shipwreck Cove' on the southern edge of Karamu where they will meet the Dark Hunter Ancient, and to the Labyrinth of Control, where they will meet Kirbraz.

    -Reisen Tyde (Burnmad)

    -Rassilon Oak (TL)

    -Jakura Aodh (Jakura)

    -Lein (RG)

    -Juke Bawks (Zippy)

     

    #2: A Clash of Brothers

    Players in this quest will journey to Ignika City where they will meet the Mask Maker Ekimu, and to the Chasm of the Gods deep beneath Makuta City, where they will meet the Mask Maker Makuta.

    -Pulse Vatten (Trijhak)

    -Voxumo Ash (Voxumo)

    -Pythia Rayne (TL)

    -Taktun Pyre (Imrukii)

    -Onaku Greavesey (Onaku)

     

    #3: A Storm of Blood

    Players in this quest will journey to the Vakama Ruins, where they'll meet RG Coal, and to Blood Harbor, where they will meet the Dark Titan Mutran.

    -Burnmad Aodh (Burnmad)

    -Kranan Crustallus (Glimmer)

    -Mashhani Diurim (Imrukii)

    -Triki (Xccj)

    -Anahera Abissm (Zippy)

     

    #4: A Feast for Titans

    Players in this quest will journey to Patrus Ruins and meet the dying ghost of Axalara, and to the Isle of the Dead, where they will meet Kulta... among others.

    -Alix Galum (Dane)

    -Virndrung Vatten (Trijhak)

    -Toru Sevoi (Toru)

    -Ehksidian Glacies (Ehks)

    -Tabek Umrik (TBK)

     

    #5: A Dance with Time

    Players in this quest will journey to the Great Forge beneath the Ancient City and meet Trijhak the Mad, and to Hinterhall and the Temple of Time, where they will meet Umarak... alongside another threat.

    -Efandril Darkfire (Burnmad)

    -Luci Clepta (Nato)

    -Tijekti Boscage (Imrukii)

    -Lurrun (Dane)

    -Feli Sivr (Xccj)

     

    #6: The Watchers of Winter

    Players in this quest will journey to Grave's Peak where they will meet Kazi, and to the abandoned Citadel in Rollor's Reach, where they will meet the Watcher... and his Knights.

    -Nato Greavesey (Nato)

    -TL Hinterland (TL)

    -Rilgivi Nivis (Trijhak)

    -Krosht Treml (Ehks)

    -Isniel Lasang (FF)

     

    This game will be played on Discord. Click the link below to join it:

    https://discord.gg/YPE7ruu

    (L&H-S1-S2-S3)

    • Upvote 10
  5. Real life concerns come first.

    This was a fun game while it lasted.

     

    Edit:

    (By the way this is the only realm game where a TimeLord named character lives unharmed. Aka LordTime)

     

    but Rassilon survived S3

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