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  • Posted 2021-08-29 02:49:00 UTC
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  • Possibly silly question but I am genuinely confused, is the Kiril intentionally left off the allowed mask list? 

  • Posted 2021-08-29 02:56:14 UTC
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  • 28 minutes ago, NorikSigma said:

    scotthappening.gif

    edit: wow of course my gif would be smaller than the others

    norik sigma bandwidth saver

  • Posted 2021-08-29 02:59:58 UTC
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  • 10 minutes ago, Harvali said:

    Possibly silly question but I am genuinely confused, is the Kiril intentionally left off the allowed mask list? 

    We had some problems with it in the past, of all masks, but the topic has been edited to allow it back in after GM discussion.

    -Tyler

  • Posted 2021-08-29 04:17:04 UTC
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  • Ooh, didn't notice we got a new N&D topic and everything. Looking forward to seeing what we all can do. If there are any new players joining and have questions for me, just want to say my PMs are open.

  • Posted 2021-08-29 08:31:21 UTC
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  • Here comes the dead man's light
    Shining pale on a silent night.
    The ashen man is here to say:
    The bones have come to take you away.

    Most inhabitants of Zakaz know the tales of the Dead-King Ahk'Rei:Nii, General of Bones, Puppet-dancer, who centuries ago led an army of the dead at the head of the Nakihl, and of how he was defeated by four great warlords, his zealots slain to the last, and the Dead-King's bones ground to dust and burnt to ash. Legends of he and his cult have propogated in Skakdi culture, since then, and many believe he is but a boogeyman now, scary stories to make the warm nights chilly, and a warning against the dangers of Lesterin leaders.

    A few, however, swear that the corpse-dancers remain, their voices floating on the winds of the north. Whispers of necromancers in the forbidding northern Crown have filtered southward, which many have chalked up to wannabe warlords dabbling in magicks with the assistance of unscrupulous Nakihl or the nonsense of swindling Lesteri:Nii aiming to sell trinkets to bullheaded Skakdi. The inhabitants of the north, however, know better. There is something in the fog that rolls down from the mountains, something that takes the lost and the cursed, something that ends the careers of warlords driven north by incompetence and wanton cruelty; and it shines with an unholy purple light...

    The Blessed Order of the Acolytes of Ahk'Rei-Ahan

    Spoiler

    Overview
    The Acolytes of Ahk'Rei-Ahan are a secretive religious organisation, occupying the Varros-Ek-Akros, simply known as the Barrowfort, nestled in the heart of the northern Crown mountains. It is dedicated to the worship of "the Archon", named and titled Ahk'Rei-Ahan, who they claim is a divine being from beyond the mortal world aiming to rid the world of death and suffering. Opposing him are the "Slave-Spawn" that are the Ancestors and the "Tongue-Forked Liars" of the Lesterin pantheon. Key to their worship are the Books of Salvation, a collection of divine revelations offered to the earliest Masters of the old Order. Among their objects of veneration, Purple Lightstones, a rare form of lightstone, are central to their worship, as the Acolytes believe that these Lightstones contain the essence and power of the Lord of Many Voices. Throughout the centuries, and the word of the Book of Salvation, the Acolytes have found it useful to spread rumours of their existence, as well as their self-declared war against the Skakdi warlords of Zakaz. As a result, there is almost always a trickle of willing recruits from Lesterin villages in the north who wander into the mountains, seeking to learn at the feet of the ghosts that the Skathi fear so much. Skakdi rejected by their society have also found it easy to pack up and disappear into the north. And if these numbers are insufficient, the Acolytes have become masters at torture and persuasion, a process called "Revelation", which as yet has proven to be almost completely perfect at turning prisoners to loyal Acolytes.

    This was told to me, "The world is blinded to truths, and its people hear what they wish to hear. To save them, shadow will be our armour, rumours our blade." - Librem Exhortica 2:2, Line 7

    The Undead
    The Acolytes have learnt, from knowledge passed down from the Dread War (as they call the conflict between The Guide of the Fallen and the warlords led by Garokk), the ability to bind an undead zombie to their will in full through the sacrifice of some innate power. These zombies are tough, with little sense of pain, and obey their masters without question, even retaining some of their intelligence before their death. However, due to their depleted state, they have much weaker control over the innate powers they had in life. It is also rumoured that the old disciples of the Face-Snaked Lord could control legions of the dead, raise monsters of bone and bark, and move to Kino-Ur (called Kainu by the Acolytes) and back at will.

    Shining with blood, The Archon called to the believers, sword-eye seeing all inside our hearts. He said: "With wisdom, your eyes are unclouded. With my arts you will be untouchable. With my knowledge, the walls of Kainu-or will no longer be a prison.

    Hear my call." - Book of Salvation, Book 2, Chapter 8, Lines 44-5 

    Organisation
    Officially, Ahk'Rei-Ahan himself leads the organisation. Due to his incapacitated state, the organisation is led by the First Speaker, de facto leader of the Acolytes, and assisted by a small staff called the Chorus. Apart from setting direction for the Loremaster and the Polemarch, the Speaker's Chorus manages the administration and upkeep of the Barrowfort. Working in concert with the Speaker are the Loremaster, who is not only the premier advisor on spiritual matters, but also in charge of researching a completely lost art only called "Lore" in the Book of Salvation. Little progress has been made in this department, so the Loremaster also assists the Speaker in record-keeping matters, morale and the propogation of rumours to the outside world. The Master is assisted by a staff called the Lorekeepers. Finally, there is the Polemarch, who is in charge of the military training of all Acolytes and security of the Barrowfort. The Polemarch works in close concert with the Speaker in ensuring that internally, no Acolyte harbours thoughts of treason due to ambition (as opposed to the Loremaster's concerns for theological deviance); externally, that threats to the Order are dealt with before they become worse. The Companions are the elite guard that assist the Polemarch in such matters, though they report to the Speaker.

    "Brothers we are, we will and brothers we must be. Strength from below restraint from above praise be. See us and hear us hear us hear us [incomplete fragment]" - Collected Writings of Zoath-Zoda, Paragraph 38

     

     

    TL;DR

    WANTED:
    At least 2 PCs from 2 different players for a cult-faction-fort. More would be great! You can call dibs on Loremaster and Polemarch role if you want. If you can think of some other cool ideas or positions go for it! PM me on bzp or Discord if you wish to join (you can't miss me there i'm the one being jailed for posting crimes)

  • Edited on 2021-08-29 16:10:18 by NorikSigma
  • Posted 2021-08-29 22:08:25 UTC
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  • Hey I wanted to check something if that’s okay, regarding the Vortixx. I know a Vortixx PC cannot start off with a mask, but are they still able to use the powers of masks? From what BS01 says they can, but I was not sure if Vortixx are the same in the bzprpg, especially since I do not believe it’s known where they come from in the game’s canon.

  • Posted 2021-08-29 23:07:30 UTC
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  • 58 minutes ago, Harvali said:

    Hey I wanted to check something if that’s okay, regarding the Vortixx. I know a Vortixx PC cannot start off with a mask, but are they still able to use the powers of masks? From what BS01 says they can, but I was not sure if Vortixx are the same in the bzprpg, especially since I do not believe it’s known where they come from in the game’s canon.

    There has been the precedent for a Vortixx to use a mask, but it has only happened once as a quest reward. So it's not impossible but it is subject to staff approval and exceptional circumstances.

  • Posted 2021-08-29 23:15:59 UTC
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  • Wow!! So excited to be back for Arc 3 -- looking forward to RPing with all again!

    I just wanted to check (and forgive me if this has already been asked and answered), but for people porting characters over from Arc 2, do we need to get any foreign tech and/or loot items re-approved?

    Thanks for all your hard work, GMs!

    -Void

  • Posted 2021-08-29 23:17:00 UTC
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  • Just now, Void Emissary said:

    Wow!! So excited to be back for Arc 3 -- looking forward to RPing with all again!

    I just wanted to check (and forgive me if this has already been asked and answered), but for people porting characters over from Arc 2, do we need to get any foreign tech and/or loot items re-approved?

    Thanks for all your hard work, GMs!

    -Void

    Yeah, just to be safe. We haven't unapproved anything so far but it's nice to have it on the record again.

    hi void missed you gib daijuno

    -Tyler

  • Posted 2021-08-29 23:17:44 UTC
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  • 1 minute ago, Void Emissary said:

    Wow!! So excited to be back for Arc 3 -- looking forward to RPing with all again!

    I just wanted to check (and forgive me if this has already been asked and answered), but for people porting characters over from Arc 2, do we need to get any foreign tech and/or loot items re-approved?

    Thanks for all your hard work, GMs!

    -Void

    VOOOOOOOOOOOID

  • Posted 2021-08-29 23:51:32 UTC
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  • 34 minutes ago, Void Emissary said:

    Wow!! So excited to be back for Arc 3 -- looking forward to RPing with all again!


    Thanks for all your hard work, GMs!

    -Void

    VOOOOOOOOIIIID

    So glad to see you at last! 

  • Posted 2021-08-30 00:00:58 UTC
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  • 42 minutes ago, Krayzikk said:

    VOOOOOOOOOOOID

    Sir please stop screaming into the Void

  • Posted 2021-08-30 00:23:10 UTC
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  • 21 minutes ago, EmperorWhenua said:

    Sir please stop screaming into the Void

    I will not that's the guy we need our snarky moneygrubber Saihoko back

  • Posted 2021-08-30 02:16:36 UTC
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  • Ihu-Koro has been reapproved and as at the top of my profile post! I'll be adding it to the wiki later.

    Or here.

  • Posted 2021-08-30 10:07:26 UTC
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  • 10 hours ago, Void Emissary said:

    Wow!! So excited to be back for Arc 3 -- looking forward to RPing with all again!

    I just wanted to check (and forgive me if this has already been asked and answered), but for people porting characters over from Arc 2, do we need to get any foreign tech and/or loot items re-approved?

    Thanks for all your hard work, GMs!

    -Void

    Void, me ol' mucker! You'd better be bringing Gunner back. The 'Vika needs someone to manage all the thankless stuff while Lohkar takes the credit for our GLORIOUS VOYAGE TO ZAKAZ

  • Posted 2021-08-30 12:49:20 UTC
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  • so if anyone wants to interact with an over-confident, show-off toa, there is one kicking the ##### out of some trees in Le  

  • Posted 2021-08-30 13:58:39 UTC
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  • if y'all want guns or just wanna idk sightsee

    Fort Name

    Khy;Barr

    Controlling Character

    Arms

    Location

    Eastern Spur

    Description

    While not the largest, nor the most heavily defended fortress on the island, Khy;Barr is nonetheless a valuable location for the island at large. It sits up in the Eastern mountains, accessible by treacherous passes and steep footpaths. The land around is rocky, steep, and devoid of the few bits of flora that cling to existence on the jigsaw island. It is defensible, but the local is lacking in any apparent natural resources worth fighting over.
     
    The fortress itself is built into the side of a cliff face, buildings seemingly jutting out from the sheer rock face at random, haphazardly suspended over the gorge below. A combination of blackwood, metal reinforcements and cabling, and stone hewn out of the cliff face itself. Rope bridges and ladders connect the buildings, though some are kept in better condition than others, more than one unfortunate soul having met their end by not watching their step. The largest of these structures spans the gap between both sides of the gorge, with even smaller huts and stations built atop of it as if it were solid ground.
     
    While the majority of the fortress is visible, the whole reason for its existence within the otherwise inhospitable mountain peaks is buried within the mountain itself. Both sides of the gorge are riddled with mines, the tectonic forces which forced them up into the sky bringing with them some of the purest deposits of ore from deep beneath the ground. While raw materials such as these aren’t particularly coveted by the majority of warlords at large on the island, a lump of metal no matter how pure being no more useful to them than just any other rock, they present ample opportunity to those gifted with a scrap of ingenuity.
     
    This nearly limitless supply of material gives the smiths that primarily occupy the mountain fortress carte blanche when it comes to creating any and every manner of devices and objects, though they are rarely if ever constructive creations in of themselves.
     
    Far from it, the Fortress of Khy;Barr is most known across the island as the source of the most common Najin firearms used by or used on nearly every individual across the Skakdi’s lands. As diverse as they are numerous, and more than a few of questionable functionality, they nonetheless give the fortress a nearly permanent foothold among the chaotic and ever changing physical and political landscape of Zakaz. The sheer availability of the weaponry across the island helps dissuade those who would attempt to conquer the area, though the main deterrent comes from the lockstep operation with which the fortress works with the Broker to the south.

    Forces

    While ostensibly a fortress, those who call the mountain fort home are a larger percentage craftsmen and laborers than average. While skakdi make up the majority of the population, there is a large population of non-skakdi species. Free lesterin and kaiakan are common among the cliffside walls, though it is difficult to say whether or not Arms despises the practice or just has no concept of slavery.
    Verakastian (Perp)
    Vana (Krayzikk)

    Loot

    TBD

  • Posted 2021-08-30 14:53:32 UTC
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  • you're only allowed in if your character's name starts with V and/or you have some sort of arm-related ability or quirk

  • Posted 2021-08-30 15:21:07 UTC
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  • Join fort if you want to get stepped on. 

    Fort Name: Razorfish;Vaa

    Controlling Character: Zanakra

    Location: The fort is located in the delta of Spineless Bay. 

    Description: A fort made of mainly stone with steel spikes decorating the outer walls. It is compact and square in shape, designed to be durable and functional rather than pretty. It is roughly four stories tall. The mess hall has a razorfish mounted on the wall, and the bones of razor whales decorate both the interior and exterior of the structure.

    Forces: T’harrak (Whisper), (Sparticus147)

    Loot: ???

     

  • Posted 2021-08-30 15:32:24 UTC
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  • Oh boy, another Girlboss? We're filling up real fast

  • Posted 2021-08-30 21:00:28 UTC
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  • oh, this is back?  time to hop in and actually contribute something meaningful this time around lol

  • Posted 2021-08-30 21:19:15 UTC
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  • Question, I was looking up an old labeled map of Mata-Nui, and I think the Fau Swamp might be in the wrong place. The Le-Wahi topic describes the swamp as being on the East Coast, but from what I can see the labeled map put it on the west. Is the island layout different on BZPRPG Mata-Nui?

  • Posted 2021-08-30 22:10:53 UTC
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  • 51 minutes ago, Harvali said:

    Question, I was looking up an old labeled map of Mata-Nui, and I think the Fau Swamp might be in the wrong place. The Le-Wahi topic describes the swamp as being on the East Coast, but from what I can see the labeled map put it on the west. Is the island layout different on BZPRPG Mata-Nui?

    Good catch, thanks. That one's my bad; I rewrote the description for this arc, and wrote "eastern" instead of "western". It is indeed in the west of Le-Wahi, as the map shows.

    According to BS01 (and the old versions of the location topics) the swamp extends through most of the Le-Wahi jungle floor, but it's usually shown on maps as being mainly localised in the west, and I think we've tended to play it as though much of the jungle floor is solid ground.

  • Edited on 2021-08-30 22:14:48 by Ghosthands
  • Posted 2021-08-31 02:43:19 UTC
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  • Fort name: De-Najin

    Warlord: Najinir

    Location: Just north of where the Criebe: Luur River meets the Kvere;Ivi lake

    Description: De-Najin is nestled in an underground cavern by Kvere;Ivi, the largest in a wide system of other caverns and tunnels.The fort relies on two aspects for defense: secrecy and Najin power. Many of the surrounding tunnels are flooded and so at present there are only three known entrances into the fort. One is hidden in a large copse of trees, another from a crack in the earth surrounded by jagged rocks, and the third only by diving and using an air bladder from the lake Kvere; Ivi itself.

    For those invaders that do manage to find an entrance and navigate the subterranean maze, they also have to evade a series of booby traps and mines, which almost all exclusively use Najin in some form of another.

    Finally, would be looters (or what's left of them) must face the forces of De-Najin itself.

    History: De-Najin is part mercenary-group, part personality cult, part martial order, all  centered around Najinir himself.

    They practice meditation to remain calm, often never raising their voices above a whisper. They try to avoid all anger, readying themselves to be the perfect vessels for battle-rage. 

    The fort breeds Spine Slugs in the underground caverns to create the most aggression-inducing creatures as possible. De-Najin warriors keep their Spine slugs close by, so that when battle approaches they can use them use to accept their holy battle rage and enter a berserk state.

    Forces: Any and all are welcome to join! Will be developing De-Najin and Najinir over the coming weeks, would be happy for some co-creators!

    Loot: TBD

     

     

  • Posted 2021-08-31 03:32:32 UTC
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  • 48 minutes ago, Toa Fanixe said:

    Fort name: De-Najin

    Warlord: Najinir

    Location: Just north of where the Criebe: Luur River meets the Kvere;Ivi lake

    Description: De-Najin is nestled in an underground cavern by Kvere;Ivi, the largest in a wide system of other caverns and tunnels.The fort relies on two aspects for defense: secrecy and Najin power. Many of the surrounding tunnels are flooded and so at present there are only three known entrances into the fort. One is hidden in a large copse of trees, another from a crack in the earth surrounded by jagged rocks, and the third only by diving and using an air bladder from the lake Kvere; Ivi itself.

    For those invaders that do manage to find an entrance and navigate the subterranean maze, they also have to evade a series of booby traps and mines, which almost all exclusively use Najin in some form of another.

    Finally, would be looters (or what's left of them) must face the forces of De-Najin itself.

    History: De-Najin is part mercenary-group, part personality cult, part martial order, all  centered around Najinir himself.

    They practice meditation to remain calm, often never raising their voices above a whisper. They try to avoid all anger, readying themselves to be the perfect vessels for battle-rage. 

    The fort breeds Spine Slugs in the underground caverns to create the most aggression-inducing creatures as possible. De-Najin warriors keep their Spine slugs close by, so that when battle approaches they can use them use to accept their holy battle rage and enter a berserk state.

    Forces: Any and all are welcome to join! Will be developing De-Najin and Najinir over the coming weeks, would be happy for some co-creators!

    Loot: TBD

     

     

    This looks good to me. Great to have you back, Fanixe.

    -Tyler

  • Posted 2021-08-31 04:07:11 UTC
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  • soulfire and my skakdi profiles coming out when mahoyo gets fully translated see you all in arcueid 4

  • Posted 2021-08-31 04:27:58 UTC
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  • first post up.  if y'all are stuck in the charred forest your local ronin toa of air (kinda) knows how to get back to civilization

  • Posted 2021-08-31 06:08:59 UTC
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  • Cold lies the mountains, glimmering red
    Asleep till the Spawn are slain and the Tyrant is dead.

    Standing vigil, never to part
    Laying silent in the mountain's heart.
    And our Lord returns from the sand.

    Fort has been approved! For anyone who wants to take a look:

    Fort name: Varros-Ek-Akros, the Barrowfort

    Controlling character: The First Speaker

    Location (approved forts will be marked on the official Zakaz map): Close to the dead centre of the northern Lesterii;Dak, inside an unnamed peak fringing a tepid body of water sometimes called Lake Learvar. A bit away from the eastern Lesterin settlements as well as the river leading to Kvere;Ivi but still in the middle of the Crown.

    Description or image:

    The Barrowfort is built into one of the mountains of the Crown, as a series of connected chambers. Two main entrances are hidden from view.

    Entrances

    Spoiler

     

    -Nestled among the treacherous foot paths that wind across the upper reaches of the Crowns are a series of brackish basins of water, barely qualifying as lakes. Many of these lakes are crowned by open deposits of lightstones, including rare coloured ones. Some of them are marked by purple lightstones, insignificant to the untrained viewer, but one of them, Lake Learvar, is distinctly marked in the eyes of an Acolyte as the 'main' entrance to the Barrowfort. Falling off the footpath into the lake, cloudy with dust and too deep to be traversed on a breath hold, an entrance is dug into the basin wall several metres down, seemingly no different from other tunnels and runaways in the side of the battered basin. This water-filled tunnel is itself monitored by guards in air pockets along the ceiling, ready to shoot intruders or release boulders on the far side of the tunnel to seal off the tunnel in the case of invasion. The tunnel leads up and out to the Round Hall, a large, largely barren cavern mainly used to house even more guards. At the end of this cavern is a gigantic door carved out of the far wall, made of a gigantic mesh of slagged bone, marking the boundary to the fort proper

    -In the case of sending or receiving large groups, the Order makes use of another exit, this one exiting higher up than the water entrance. Along the winding paths of the mountains, there are a few relatively large flats. One of these is strewn with the corpses and remains of animals and lost travellers, with strange totems and trinkets along the vertical surfaces that flank one side of the flat. At odd hours of the day, smog drifts across this flat, and the totems rattle with unearthly howls an whispers. Most travellers choose not to make use of this flat when setting camp for the night as a result of these occurences. For those foolish enough to stay, they can experience the stories of the 'dead light' firsthand, as the Order uses this flat as the access point to their upper exit. Behind the false rockface lies a series of winding tunnels guarded by zombies, usually those too damaged to be of strenuous use, that stay in the shadows, motionless, waiting for intruders. This path leads to another bone door, heavily guarded, leading into the Broken Hall, similar to the Round except the stone walls appear to be made out of a million ill-fitting black stones.

    -Miscellaneous smaller tunnels branch out from the lower levels. Most of these have been collapsed, but some of these are still open and guarded by the Order. In lieu of installting defences down these rarely trod tunnels, the Order has seen fit to also dump worn out zombies, usually those without living masters, who may turn 'feral'. The Acolytes also enjoy releasing the few Rahi ferocious enough to survive on Zakaz down these tunnels. These tunnels are sometimes used the Acolytes to send singular agents out into the world; most importantly, to the Nakihl fortress, where, despite the standing order to kill any Ahk'Rei:Nii worshipers on sight, several ambitious and (slightly more than usual) unscrupulous Nakihl maintain secretive contacts with the Acolytes. Both groups benefit from each others' expertise, though of course each group aims to profit more than, and will never truly trust, the other.

     

    Main Complex:

    Spoiler

    Along the main "floor" lie many branching caverns, mostly related to the 'practical' functions of the cult. These caverns include the barracks, a training yard, an armoury & armourer, classrooms for the study of the Canon, and the Red Hall: the planning room and inner sanctum reserved for the commanders of the Order, sealed by magical keys. This is also where the quarters of the First Speaker are located. The main floor also contains the quarters of the Companions and the Chorus.
    Near the barracks is the Polemarch's office, which resembles quarters less and closer to another training yard. This is also where copies of martial texts from the Canon are kept.
    A small 'pen' is reserved for the rearing of Arachnoleis, a type of Skakdi-sized amphibian spider-like creature native to the subterranean passages of Zakaz with wide-surfaced legs that enable them to traverse short distances in water. Their poison is rarely fatal on its own, though is sufficient to cause much pain in Skakdi and Lesterin as well as muscle spasms and occasionally localised paralysis. Apart from harvesting eggs for food, some of these spiders are tamed for use by the Acolytes as steeds during their raids.


    Support Chambers:

    Spoiler

    Two sets of "support" chambers, one set slightly elevated from the main floor and one set slightly lower, house miscellaneous storage chambers. These contain scattered armouries, trinkets and trophies, and most importantly, large reserves of purple lightstones.
    Farms: Several mushroom, fish and algae farms are located in the lower support chambers as well, the latter two sets fed by the water of the Lake, providing stable and varied sources of nurishment.
    Dungeon: There is a 'lower' floor that contains rooms that require to be deeper than the water level outside. This is the dungeon, where potential unwilling converts are stored. While there has been practically no failure recorded in the "Revelation" process for initiates, the Acolytes nonetheless prefer that prisoners ask to be considered for recruitment over the forced brainwashing of every prisoner. For one, 'too many worms starve the soil', and for another, the morality of providing Revelation to one who does not even wish to see it is highly controversial. Thus, the Acolytes are more than willing to cut rations to nothing and, if that is insufficient, to drop recalcirants prisoners into the water below the cells to drown, their corpses reused as zombies or to feed the mushrooms and fish. The quarters of slaves undeserving of Revelation are placed far away from the dungeon though in the same altitude, and likewise are a single lever pull away from an unwanted swim.
    Mine: The location of Varros-Ek-Akros was chosen not merely due to its isolation and lack of access. In the dark years after the Archon's defeat, one of the wandering groups of his disciples came across the largest recorded vein of Purple Lightstones, deep under the mountains of the north after a long divination ritual. It was this that led to the construction of the Barrowfort over it, to ensure that disciples of the Archon would continue to gain access to their mystical crystals. There are also smaller veins in secondary tunnels that the Order mines for a small supply of iron.
    The Archives: The Loremaster's quarters and texts are located here, close to The Mine, where its deposits are said to grant the Loremaster better Vision in understanding the revelations of the Archon. Stored here are tablets that contain the entire corpus of the Canon, with copies of subsets of the Canon stashed in dead drops around the fortress and even far outside. Parchments are stored higher up in the fortress away from the water. Carved along the walls are some of the more important texts, so that if the fortress were to be stormed, these lower caverns could be flooded and buried, outside the knowledge and reach of the attackers.
    The Black Chambers: These are rooms where Revelation takes place. There are several, though no member but the Triads and their closest assistants know where they all are. The process of Revelation must be attuned to each prospective Acolyte, and so there are some near the water chambers, others that have openings high up in the complex, potruding into the sky outside, and others that are practically blocked-up exit tunnels. The Revelation is an extremely delicate process, and each of these Chambers contain special tools, copies of the Canon (especially the Book of Salvation) and collections of extreme-high grade Purple Lightstones.


    Shrines:

    Spoiler

     

    Sprinkled throughout the complex overall are over two dozen shrines of varying size, from a tiny alcove near the observation posts that carry a single candle and a purple lightstone, to a Skakdi-sized idol near the training cave, to the large sanctuary in the heart of the fort, replete with artifact weapons, copies of the Book etched into the harvested skin of a dozen demons and a several bio-wide stained crystal dome covering the top of the sanctuary, framing a vail of dust said to be some of the ashes of the Archon. It is at this altar that the most important rituals and ceremonies are held, especially those that call for a 'direct' communication with the Archon, who the Acolytes believe is suspended in a state of partial death, but it still able to faintly interact with the mortal world. In general, however, rarely do the Acolytes congregate for worship as a singular group.

    One of these shrines is located adjacent to the Red Hall, and is secured by a separate set of locks and charms. Known only to the First Speaker, Loremaster and Polemarch, interred inside this shrine is a physical remnant of Ahk'Rei-Ahan Himself, surrounded by a complex network of Purple Lightstones and fresh organic material topped up by the Loremaster that quickly falls to dust after months. This remnant is not a mere pinch of dust interred in the main Sanctuary, but a singular, finger-wide fragment of metallic bone, glowing softly with a not-quite-purple hue and radiating power still. It is the singular most precious artifact of the Cult, as it might be the key to His return.

     

    Forces: The entirety of the remaining Blessed Order of the Acolytes of Ahk’Rei-Ahan

    Loot (this will be assigned by the staff upon approval)

    If anyone would like to join up, let me know!

  • Edited on 2021-08-31 06:09:47 by NorikSigma
  • Posted 2021-08-31 16:10:56 UTC
    Go to this post on BZPower
  • Wow I picked a good time to make my quad-annual BZPRPG visit, holy Slappa-Nui

     

    So I'm not saying I'm back, but I seem to remember giving my characters away to a bunch of people. Anyone know if that's a real memory, and if so who has them, and do they still play this game?

     

    Anyway you guys are the greatest and I love that this is happening right now <3

  • Posted 2021-08-31 16:15:00 UTC
    Go to this post on BZPower
  • 2 minutes ago, Wotz said:

    Wow I picked a good time to make my quad-annual BZPRPG visit, holy Slappa-Nui

     

    So I'm not saying I'm back, but I seem to remember giving my characters away to a bunch of people. Anyone know if that's a real memory, and if so who has them, and do they still play this game?

     

    Anyway you guys are the greatest and I love that this is happening right now <3

    i will reel you back in whether you like it or not

  • Posted 2021-08-31 16:19:27 UTC
    Go to this post on BZPower
  • 8 minutes ago, Wotz said:

    Wow I picked a good time to make my quad-annual BZPRPG visit, holy Slappa-Nui

     

    So I'm not saying I'm back, but I seem to remember giving my characters away to a bunch of people. Anyone know if that's a real memory, and if so who has them, and do they still play this game?

     

    Anyway you guys are the greatest and I love that this is happening right now <3

    Too late. You showed up. Your only chance was to stay away, and now...

    You're here forever