Creatures
KapiruToa Aidau
Hardened Toa of Ice and commander of the Toa Fortress.
History
Aidau started his path as a Toa the same as many do. A humble Matoran was called to greatness, and began a new life of bravery, sacrifice, triumph and pain. He was soon recruited by Toa Dume's team in response to the League of Six Kingdoms beginning their conquest of the world. After the war, the team split up and Aidau eventually became the commander of the Toa Fortress, where he went down in history as being one of its best leaders. Several years into his command, he led a mission that saved the island of Stelt from total civil war, and received world-wide recognition for this.
Personality
Aidau was initially afraid of his powers, fearing that he’d accidentally break the Toa Code. As such, he held back more than he needed to. Only through Toa Dume’s reassurance and mentorship did Aidau gain enough confidence to reach his full potential. After the two parted ways, Aidau was inspired to become a leader in the image of Dume. He easily relates to new Toa who aren't yet comfortable with their new power and responsibility, and helps them grow and learn to become not just true Toa, but true heroes.
Abilities
As a Toa of Ice, he can create, control, and even absorb ice. In addition to this, his elemental power grants him authority over coldness itself. His Kanohi Mask allows him to create objects out of solid light, their shapes being limited only to his imagination. He is armed with a formidable scythe that dubiously resembles a giant icepick.
Avak
Skakdi Dark Hunter, and rebellious engineer.
History
Avak left the ravaged and war-torn island of Zakaz to find a "better" life as a thief and murderer, taking his chances with the Dark Hunters rather than the Skakdi warlords. He delighted in the freedom the organization gave him to utilize his inventions, but recently he finds himself assigned partners he cannot stand.
Personality
Irritable and a loner, Avak prefers to keep the spoils of victory for himself rather than share them with his begrudging comrades, especially when they're the likes of Vezok and Reidak. His mind is constantly racing with ideas for inventions, and, given enough time and the right tools, he can fashion a weapon or tool from almost anything.
Abilities
If Avak knows the powers of his opponent, he can create a perfect prison for them with his mind. His telescopic X-ray vision gives him the sight of an Akaku wearer to track down his targets. He is not very adept at hand-to-hand combat, so he carries a Seismic Pickaxe, which allows him to carve through any material and weld it together. It can also fire energy blasts. Additionally, as a Skakdi of Stone, he can use his Stone abilities in tandem with another of his species.
Dark Hunters
A shadowy organization of criminal mercenaries.
History
The Dark Hunters emerged as an organization thousands of years ago, when mercenaries from around the Matoran Universe were brought together under one banner. They continue to serve whomever is willing to pay the highest price, but solidarity has since emboldened them.
Dark Hunter agents slowly work to expand their influence across the islands. Intimidating Matoran, extorting Turaga, and even killing Toa are among the crimes attributed to the organization. They’re also responsible for the theft of the Makoki Stone, and various other precious objects are rumored to have disappeared into their claws.
Agents are only known by their codenames. Sailors and merchants believe their base to be a distant island known as “Odina,” but nobody truly knows. Those who go in search of it never return, and if they do, they return as Dark Hunters.
Leadership
Their leader remains an even greater mystery. Nobody knows his codename, nor his true name. The name that is consistently whispered in ports and villages is “The Shadowed One". It’s unknown how he came to lead the Dark Hunters or if he played a role in the organization's founding. However, it is likely that “The Shadowed One” pulls the strings of the Hunters, recruiting agents and assigning them missions. Those who wish to hire the Hunters must broker deals with him, albeit indirectly.
His exploits exist only in rumors. They say that he was once the greatest mercenary in the Matoran Universe. Others say that just his gaze is enough to paralyze his foes; that he has bested Makuta in single combat; that he keeps a living Toa imprisoned in his throne room. What is certain is that “The Shadowed One” and his Dark Hunters are a growing threat to the Universe.
Known Members
Turaga Dume
Noble leader of Metru Nui.
History
Before Dume became a Toa, he was already a well-known local hero. Braver than most Ta-Matoran, he traveled around his homeland, visiting Matoran villages that lacked the protection of Toa. He helped train and organize militias, only staying in one place for a few months before seeking out the next settlement to help. Eventually, a legendary Toa heard about Dume, and met with the Matoran hero. He was surprised to hear that Dume had a slight resentment against Toa, as they had never been around to protect any of the villages Dume had been to. They talked for days, debating world views, arguing over everything, but in the end they had a lot of respect for each other, as both of them had learned a great deal. Many years later, this Toa returned, and asked Dume if he would be willing to become a Toa himself. Dume was shocked to hear this, but he accepted nonetheless. As a Toa, Dume was initially conflicted with his new life, but he soon decided to take full advantage of his power and went on to become one of the greatest Toa heroes in history.
After fighting in the war against the League of Six Kingdoms, he decided to pass on his power. He became a Turaga, creating six new Toa in the process, one of which being Lhikan. Dume sought to help his people by being a leader, and eventually became the Turaga of Metru Nui, and under his watch the city entered a new golden age.
Personality
Dume always had a strong sense of justice and righteousness. His goal in life was simple: to help as many people as he can by teaching them how to help themselves. Despite being a ferocious warrior, he believes that the best way to be a true hero is to be a good leader and a teacher. As a Turaga, Dume demanded respect from his citizens and any foreigners who wandered into Metru Nui. Dume does not negotiate with beings who have ulterior motives, and particularly despises the Dark Hunters due to the Shadowed One's interest in occupying the city. Despite his rigid behavior, he has a deep love for the Matoran of Metru Nui, and he would do anything to ensure their safety.
Abilities
After becoming a Toa of Fire, Dume gained the ability to control, create, and even absorb all forms of heat and flame. His Mask of Regeneration allowed him to quickly repair and fix non-organic objects, from everything from small tools to large buildings. He wielded an oversized warhammer, which he often covered in flame during the heat of battle. As a Turaga, he carries the Metru Nui Badge of Office, an ornate staff that had been passed down for generations.
Makuta Gorast
Makuta of Tren Krom
History
Thousands of years ago, Makuta Gorast was created by the Great Spirit Mata Nui with the substance known as Antidermis. Like the rest of her species, Gorast serves the Brotherhood of Makuta, populating the Matoran Universe with Rahi and plant life. After the Matoran Civil War, Makuta Miserix assigned Gorast to maintain order on the Tren Krom Peninsula.
Despite the area’s reputation as one of the most treacherous in the universe, Gorast quickly established her rule. She became known as “The Mistress of the Acid Falls,” both for her decisive victories over the creations of Tren Krom and for her absolute control over the peninsula’s Matoran. Gorast often employs Matoran in leadership positions to act as collaborators, who report other Matoran that seek to defy the Makuta’s rule. Dissidents and would-be runaways are punished with death.
Personality
Gorast is known for her temper and her brutality. She is quick to anger and will respond to slights with extreme force. She enjoys manipulating her Matoran, knowing they cannot refuse her propositions.
Abilities
Gorast wears a Kanohi Felnas, the Mask of Disruption. The mask allows her to disrupt any of her opponents’ powers after she touches them.
Like all Makuta, she can control the Element of Shadow and produce Kraata. Other noteworthy powers Gorast possesses are laser vision, telepathy, teleportation, and density control. In addition to her sharp claws, she wields a battle ax.
Keddik
Treacherous Bo-Matoran village leader from the Tren Krom Peninsula.
History
Keddik came into being on the Tren Krom Peninsula, as one of the Matoran technicians gathering acid from the region's famous acid falls for export across the universe. He learned the ropes of the region well, and rose to a position of leadership in the village of Ul-Koro, mediating contact with the Makuta Gorast and organizing work schedules at the falls
Personality
Keddik is used to hiding and striking from the shadows, making him skittish and shy in stressful situations, but he has a heart of gold and cares deeply for his village and his people. He is not quick to trust, and those who deal with him would do well not to trust him too quickly either, as he will cross and double-cross as needed to ensure Ul-Koro is safe.
Abilities
As a simple Matoran, Keddik must rely on his wit rather than his abilities when the need arises. His mind is sharp, but when intimidated he finds himself spinning his wheels.
Kodan
Po-Matoran and aide to Turaga Dume.
History
Kodan is a Po-Matoran of Metru-Nui. It is unclear if he came from another island, but he proudly refers to Metru-Nui as his home. During the Matoran Civil War, Kodan acted as a negotiator, where he was exposed to the nuances of the conflict. As the Great Disruption rocked the Matoran Universe in the war’s aftermath, Kodan did his part to get Metru Nui up and running again. He traveled around the island, taking jobs wherever he was needed. These experiences inspired Turaga Dume to appoint Kodan as his personal aide.
Personality
Kodan is confident and will strike up conversations with Matoran and Toa alike. He claims to have a story for everything and won’t hesitate to tell one. After his experiences in wartime and travels during the Disruption, Kodan believes that every being and every metru gives their own unique contribution to the Great Spirit. To him, no one is greater than the other and all deserve consideration. He is eager to share this perspective with Turaga Dume.
Abilities
While Kodan is very comfortable with speaking and adventuring, he is also a talented writer. His time as a carver in Po-Metru gives his handwriting a sharpness rarely seen on the island.
Toa Mangai Lhikan
Toa Mangai of Fire, and leader of the Toa Mangai team.
History
Once a simple craftsman from a small village, Lhikan's life was changed when Toa Dume rescued him from a Rahi attack. Their friendship grew, and when Dume chose to become a Turaga, he elected Lhikan as one of the recipients of his six Toa stones. Transformed into a Toa, Lhikan joined a Toa team that was stationed at the Toa fortress guarding the Makoki Stone. His team was killed by the Frostelus, and Lhikan swore never to run from any threat ever again.
Personality
Lhikan dislikes speaking of his past to anyone but his closest friends. He looks forward to seeing his old friend Dume again, but deep down he does not feel cut out to lead his fellow Toa, despite his outward confidence. He hopes to "fake it 'til you make it", but will he be able to keep up the act long enough to rise up as a hero?
Abilities
Lhikan wears the Kanohi Hau, Mask of Shielding. The mask creates an impenetrable shield that protects him from attacks that he can see coming. He carries twin fire greatswords that can combine into a hoverboard and lavaboard that allows him to fly and surf on molten magma.
Toa Mangai Nidhiki
Toa Mangai of Air, and Lhikan's headstrong closest friend.
History
Forced to live on the Tren Krom Peninsula as an acid falls technician, producing and exporting various acids throughout the universe, this Le-Matoran became a Toa under mysterious circumstances. Early on, he learned to strike from the shadows to survive the inhospitable climate and would often defend villages in exchange for shelter or food. These deals often went sour, with one such instance even bringing him face to face with the dread Makuta Gorast. When Vahki arrived on the shores of the Peninsula, Nidhiki happily took the chance to leave.
Personality
Nidhiki's hard life taught him one thing, that sometimes running away is the only option a hero has. He has alot of respect for his friend Lhikan, although they do not always see eye-to-eye. Nidhiki has a phobia of insectoid Rahi and avoids them.
Abilities
Nidhiki wears the Kanohi Volitak, the Great Mask of Stealth. The mask camouflages and deadens sound around its user, making them harder to see and hear. He also wields an Air Scythe that he can use to channel his elemental power.
Reidak
Skakdi Dark Hunter, and destructive warrior.
History
Reidak was recruited into the Dark Hunters after he leveled his island home off the coast of Zakaz. As a thief, Reidak uses his talents for devastation to act as the muscle on missions. Now, he works alongside fellow Skakdi Vezok and Avak, eager to continue smashing, stealing, and killing Toa.
Personality
Reidak’s enjoyment of destruction often puts him at odds with his other partners, especially Avak, who despises him. The feeling is mutual between the two Skakdi, as Reidak fears enclosed spaces like Avak’s prisons. Reidak hates being immobile and prefers to be on the move constantly, and he lacks patience. Reidak’s strength and destructiveness also belie his intelligence and cleverness, though more often he’d rather use that strength to defeat opponents without strategy or deception.
Abilities
When not acting as the muscle, Reidak can utilize his tracking skills to pursue foes. These skills are further enhanced by his infrared and thermal vision. Reidak can also analyze and adapt to his foes so quickly that he can never be defeated the same way twice. He wields a buzzsaw with a drill attached to it that can turn the ground into quicksand. Additionally, as a Skakdi of Earth, he can use his Earth abilities in tandem with another of his species.
Vahki
Advanced robotic enforcers of Metru Nui.
History
In the complicated network of Metru Nui, something must be done to maintain order, and keep the city running smoothly. That something is the Vahki. Created by the gifted engineer Nuparu at Turaga Dume’s request, these machines patrol the streets on the lookout for dangerous criminals. Thanks to the city’s lack of a native Toa team prior to the Mangai, they also served a secondary purpose of guarding Metru Nui from outside threats.
Personality
Being purely robotic beings, Vahki don't have much of what you'd call a 'personality'. Depending on the situation they can range wildly from comforting and protective to terrifying and ruthless. Fortunately, their orders come directly from Turaga Dume, so the Matoran of Metru Nui have nothing to fear.
Abilities
Eight different models of Vahki were created. Six of these patrol each respective Metru, while the remaining two are elite models reserved for emergencies such as crowd control and rampaging Rahi. All six standard models of Vahki are equipped with both a Kanoka Disk launcher built into their head unit, and a pair of model-specific Stun Staffs to non-lethally dispatch their targets. While they can understand Matoran orders, Vahki can only communicate amongst each other via ultrasonic signals. Due to their limited emotional capacity, Vahki cannot be bribed or deceived, and thanks to their entirely mechanical form they can pursue targets to exhaustion. They are also quite intelligent, able to coordinate traps and ambushes. However, they can also be coldly single-minded in their duty. If they have been given orders to subdue a target, they will break down every door in their way to reach that target until ordered to stop.
Vezok
Skakdi Dark Hunter, and cunning strategist.
History
Hailing from the distant island of Zakaz, Vezok left his war-torn home to become a thief. Shortly after stealing the Makoki Stone from the Toa fortress, Vezok was recruited by the Dark Hunters. Since then, his skills as a thief have served the Shadowed One, whether Vezok likes it or not.
Personality
Calm and collected, Vezok is extremely clever and an excellent tactician. He prefers to outsmart his enemies rather than overcome them with brute force, although he is not lacking in strength when needed.
Abilities
Vezok's impact vision strikes those within his sight with a powerful force. He also has the ability to absorb the powers of any creature in close proximity, store them, and then use them himself later on. In battle, he relies on a Water Harpoon with a towline on one end and a buzzsaw on the other. He can also use it to channel his elemental Water abilities without the help of another Skakdi.
Kapiru
Vicious predatory cat native to the Tren Krom Peninsula.
Behavior
There are many dangerous beasts that roam the thick forests of the Tren Krom Peninsula, but few are more feared than the Kapiru.
They prefer to hunt in packs, but as prey is scarce in the peninsula they will usually scavenge for food. When they do make a kill, however, they will ferociously defend it from rival packs and other predators. Packs of Kapiru will stake out a large territory where the food is most abundant, but if this ever changes due to overhunting or natural migration, they have been known to go to war with other packs for the sake of expansion.
But most dangerous of all is the lone Kapiru. Young males cast out by their pack are left to fend for themselves, and will resort to killing anything they come across to sate their hunger. If you are unlucky enough to encounter a lone Kapiru, your only hope is to pray that they are already fed.
History
The Kapiru species is indigenous to the Tren Krom Peninsula. Their existence has been documented by the Peninsula's sparse matoran population for many years, although what exactly they were or how they survived hasn't always been so well known. Many superstitions were formed around these creatures, and they were widely feared for their tendency to raid settlements for any food they could find. An expedition into the heart of the forest in hopes of charting the entire area also revealed more information on the Kapiru's behavior.
Abilities
Kapiru are equipped with a number of deadly natural weapons. Their bite is strong enough to crush bone, and their claws are so sharp they can slice through the toughest trees with one swipe. Their tails also have a bladed tip, which they use like a whip to incapacitate or kill their prey.
Toa Fortress
The Toa Fortress was a heavily-protected stronghold that served as a central hub of operations for the Toa for tens of thousands of years.
History
Before the Fortress fell, the Toa were a much more organized faction, reporting back to base between missions. Here they shared information, strategies, and equipment.
The inhabitants of the fortress were brutally slaughtered in an unforseen attack by the Frostelus. Only one survivor escaped, a young hero named Lhikan.
Landscape
It was situated on a remote island surrounded by icebergs, but an equal distance away from some of the most important islands and continents in the world, making it a great place to have such a Fortress. The fortress was always covered in snow, residing at a great height on the island's mountain.
Former Inhabitants
Trem Krom Peninsula
The Tren Krom Peninsula is a densely-jungled region at the southern tip of the northern continent, south of Metru Nui. The Matoran universe's supply of Acid is harvested from the region's acid falls, and exported to faraway lands.
History
Not much is known about the history of the peninsula except that beings who escape the region vow never to return. It is rumored that the ancient being Tren Krom once lived here, hence the region's name.
Landscape
The peninsula is known for its inhospitable nature. Hazardous terrain and dangerous Rahi are a common occurrence, and Matoran learn to stick together if they have any hope of surviving. The terrain itself is a dense jungle, with razor sharp crystals that jut out of mountain slopes and regular acid rain that runs down into large acid falls. There are many Matoran villages scattered throughout the region, however they are rarely able to communicate with one another. At night, Matoran keep to the safety of their villages. It is said that horrors beyond imagination roam the darkness beyond the campfire's glow, spawns of an ancient entity long since departed.
Inhabitants
Rahi:
Acid Viper
Nui-Rama
Kapiru
Matoran:
Keddik
Toa:
Nidhiki
Makuta:
Gorast