BZPRPG III

From BZPower Roleplaying Wiki
Jump to: navigation, search

BZPRPG III (also known as BZPIII or simply BZPRPG) is the third and current incarnation of the BZPRPG.

Set on the lush island paradise of Mata Nui - yet a troubled paradise, for Makuta's grip on the island is strong - in a world where the Toa Mata never emerged from Mangaia, the players' characters must solve the mystery of the Toa's disappearance, and Takua's; or, indeed, try to stop this happening. The sandbox mood of the RPG also allows a third option - live your own life, regardless of the island's power struggle.

History

The game began in October 2011, after one of the longest downtimes in BZPower's history. The original BZPRPG had been rebooted in January of that year, but the "NBZP" only ran for a few months before being struck by downtime. The game staff decided that it could not be salvaged, so it was rebooted for a second time, following much the same setting but with a few tweaks (most notably the removal of Xa-Kuta magic).

The main storyline barely progressed during November 2011, due to the combined absence of Friar Tuck and Emzee, the latter of which returned at the beginning of December.

Plot

At the beginning of the year, Friar Tuck posted this introduction:

In the time before time, the Great Spirit descended from the heavens, carrying we, the ones called Matoran, to this island paradise. We were separate and without purpose, so the Great Spirit blessed us with three virtues: unity, duty, and destiny. We embraced these gifts and, in gratitude, we named our island home Mata-Nui, after the Great Spirit himself.

But our happiness was not to last. Mata-Nui's brother, Makuta, was jealous of these honors and betrayed him. Makuta cast a spell over Mata-Nui, who fell into a deep slumber. Makuta's power dominated the land, as fields withered away, sunlight grew cold, and ancient values were forgotten.

Still, all hope was not lost. Legends told of six mighty heroes, the Toa, who would arrive to save Mata-Nui. Time would reveal that these were not simply myths – for the Toa did appear on the shores of the island. They arrived with no memory, no knowledge of one another – but they pledged to defend Mata-Nui and its people against the darkness. Tahu, Toa of Fire. Onua, Toa of Earth. Gali, Toa of Water. Lewa, Toa of Air. Pohatu, Toa of Stone. And Kopaka, Toa of Ice. Great warriors with great power, drawn from the very elements themselves. Together, they were six heros with one destiny: to defeat Makuta and save Mata-Nui. These heroes were infallible.

Or so we thought.

As was their destiny, when all the masks of power were found, and their powers perfected, they descended into the Makuta's lair to confront the Master of Shadows himself, to free the Matoran of his power and awaken Mata-Nui. They disappeared into the temple of Kini-Nui… and never returned. Somehow, even the combined powers of the six Toa were not enough to defeat him. Makuta was too strong. After the Toa's disappearance, there was nothing to prevent the Master of Shadow from taking back the island; the Makuta was free to unleash his shadows once more. And unleash them…

He did.

The land and beasts were once again his. The rahi of the island, from the flying Nui-Rama to the crawling Mana were enslaved to Makuta's will by infected masks. But Makuta awakened even darker things to serve his will, as well. Terrifying and demonic creatures known as Rahkshi, spawn of the Master of Shadows himself, appeared, possessing the same qualities and powers of their creator - including his characteristic lack of mercy.

This was over a hundred years ago.

The Matoran of Mata Nui live still in fear. Many Toa have since come into being; the ailing Great Spirit has created hero after hero, but none so far have had the power or the strength of will to topple Makuta. Foreign races have washed up on the shores of the island, none able to remember from where they came. Only the fragile trust between the Koros has been enough to stave off Makuta's forces... but Unity is a virtue that is steadily losing its vitality. Duty is a dull pain that too many live under.

The virtue of Destiny, however, has not run its full course. There is a new prophesy in the stars, one that brings hope to the Matoran: the rise of a new set of heroes, ones that will defeat the mighty Makuta, and save Mata-Nui. This is difficult to believe however as the Master of Shadow's hold on the island is nearly complete, his forces growing in number and force by the day.

This is where my tale ends, ours meet, and yours starts, Adventurer. Who will you be? Are you a hero, a foretold one has come to fulfill the original six's destiny? Or are you a servant of the Makuta, working to make his hold complete?

Your actions will reveal all.