Okay, so I tried improving Decisive Warfare, and I couldn't keep the right feel without making it too video-gamey.
So I decided to come up with a title and build off of it. I brainstormed for a long time, and then I came up with this...
The Dead World
By Massimo A. Pisano A.K.A. Toa of Awesome
SETTING AND STORY
Hundreds of years ago, a large spaceship crashed on one of six moons orbiting a distant planet. Its survivors, who were in stasis during the crash, were stripped of their memory and forced to carve a life out of the harsh world they were marooned upon. Digging into the files of their ship’s database, they found legends of brave heroes and ruthless villains, and named their cosmic neighbors after characters favored by the appointed leaders.
The moon they crashed upon was named Nokama Magna, because it was covered in deep blue bodies of water that bore an immense population of sea creatures.
Their neighboring moon was named Tahu Magna, as it was alive with volcanic activity, and glowed red in the night sky.
The third moon was named Matoro Magna, because its icy shell reflected the sunlight, and it glowed much like Tahu Magna.
The next was called Iruini Magna, because its orbit was opposite to Nokama Magna’s, and it was slightly faster, so one night it may be on one part of the sky, the next time it might be on another, and then it might be gone, as though it was teleporting amongst the stars.
The fifth was called Tuma Magna, because it was the closest to Nokama Magna, so it looked almost as big as the sun, making it seem to dominate the sky.
The last moon was called Kini-Magna, because it was the brightest and had a gold halo, so the survivors revered it as sacred.
The sun was named Mata Nui, as it provided the survivors with the warmth that Solis Magna had once given them in their previous lives, even if they didn’t remember Solis Magna.
Last of all was the planet they orbited. Its atmosphere had a chemical in it that made its atmosphere translucent, allowing everybody who looked to see the barren remains of what had perhaps once been a beautiful world. Therefore, this was not named after a hero or a villain; instead it was named… The Dead World.
A new generation sprang from the survivors, and many others came next. Crosses between different species started to emerge alongside the purebred species and soon gained titles like Vortixx-Toa or Skakdi-Glatorian, which then became more official names like Votax or Skaritor. Eventually these beings started using information from the ship’s computer to make houses, spacecraft, mines, transport chutes, and then, one fateful day… weapons.
War soon broke out, and the beautiful peace was shattered, torn, and disfigured into factions, constantly warring over whatever they could think of. The battle spread to the other cosmic bodies, and soon into space. When the bloodshed needed more room still, a grim event took place. The war spread to The Dead World, the symbol of death itself.
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Species
-Votax (Vortixx-Toa)
Votax are like Toa, except taller and slimmer than a purebred. Some have “hair” like Vortixx, however this is only prominent in females. Votax are very strategic and agile. However, their elements are slightly weaker than a purebred Toa. They can become Turaga, and start out as children, but cannot be spawned from a Matoran or Turaga and a Vortixx, because Matoran, Agori, and Turaga DNA is incompatible with any foreign species with the exception that Matoran and Agori DNA are compatible with eachother. Votax can use normal Kanohi, Vortixx Kanohi, or Votax Kanohi, however Votax Kanohi preform best on them.
-Vakrix (Vortixx-Skakdi)
Vakrix are giant towers strength, with the muscles of their Skakdi relatives and the stature of their Vortixx relatives. They do not have spine slugs, as they are foreign species, but, like with Votax, sometimes have “hair,” however this is not as rare, and is not exclusive to females. They are only half as warlike as Skakdi, and only half as strategic as Vortixx. Female Vakrix specialize in strategy, and male Vakrix specialize in strength. Their elemental powers can be activated when in combination with anybody with elemental powers. Along with that, Vakrix have the ability to shoot Skakdi eyebeams. They also have the ability to shoot eyebeams. Vakrix can use Kanohi built especially for Vortixx, Skakdi, or Vakrix, however Vakrix Kanohi preform best on them.
-Skadoa (Skakdi-Toa)
Skadoa are like very muscular Toa. They do not have spine slugs, because they are separate creatures. However, Skadoa have been known to sometimes attach long artificial spines on their armor to represent spine slugs. They can become Turaga, and start out as children, but cannot be spawned from a Matoran, Agori, or Turaga and a Skakdi, because Matoran and Turaga DNA is incompatible with any foreign species with the exception that Matoran and Agori DNA are compatible with each other. Skadoa have the ability to shoot eyebeams like their Skakdi relatives. Their elemental power is slightly stronger than others (except for purebred Toa), and when used with another person with elemental powers it is twice as strong. Skadoa can wear Skakdi, Toa, or Skadoa Kanohi, but Skadoa Kanohi preform best on them.
-Skrak (Skakdi-Skrall)
Skrak are destroying machines. The Skrall and the Skakdi are two out of a small group of the most vicious species that survived the crash. On average, they are roughly one-and-a-half times the size and muscle mass of a Skakdi. They are generally very warlike and crafty. Their faces resemble Skakdi more than Skrall, as the Skakdi “smile” is a dominant gene, and, like other Skakdi hybrids, have no spine slugs, but may use artificial spines for decoration. Skrak possess the ability to use eyebeams, like most other Skakdi hybrids. Even if the Skrall in their DNA came from their father, they still possess mild psionic abilities like the Sisters of the Skrall do, due to generations before crossbreeding. These psionic abilities are the same power the Mask of Psychommetry has (although the story only goes back as far as a week, but when used with a Mask of Psychommetry it can go back to before the material the object is made of became that object, and can be used on living things), being able to sense if somebody is under stress of some sort (fear, loss, anxiety, etc.), and being able to project and read other’s thoughts if the other person allows it (when used with a Mask of Telepathy it can break mental barriers weaker than a Toa of Psionics’). Their elemental powers can be activated when used with another being with elemental powers. Skrak can use Skakdi, Skrall, or Skrak Kanohi, however Skrak Kanohi preform best on them.
-Tralok (Skrall-Toa)
Tralok are strong, agile, fast, and clever. On average, they are a little more inclined to be “the bad guy” in a conflict than a purebred Matoran, Toa, or Turaga. They generally enjoy dark humor, and some have been known to at times do pranks, however this is more prominent in children and Le-Tralok. Although valiant loyal like a Toa, they can at times be a little antagonizing or impatient, especially during arguments, and are very clever and intelligent. Tralok have elemental powers like Toa, and can use Skrall, Toa, or Tralok Kanohi, but Tralok Kanohi preform best on them. They can become Turaga, and start out as children, but cannot be spawned from a Matoran, Agori, or Turaga and a Skrall, because Matoran and Turaga DNA is incompatible with any foreign species with the exception that Matoran and Agori DNA are compatible with each other. Even if the Skrall in their DNA came from their father, they still possess mild psionic abilities like the Sisters of the Skrall do, due to generations before crossbreeding. These psionic abilities are the same power the Mask of Psychommetry has (although the story only goes back as far as a week, but when used with a Mask of Psychommetry it can go back to before the material the object is made of became that object, and can be used on living things), being able to sense if somebody is under stress of some sort (fear, loss, anxiety, etc.), and being able to project and read other’s thoughts if the other person allows it (when used with a Mask of Telepathy it can break mental barriers weaker than a Toa of Psionics’).
-Skalor (Skrall-Glatorian)
Skalor are basically just Glatorian, but, like all others with Skrall DNA, have Psionic abilities from their ancestors. These psionic abilities are the same power the Mask of Psychommetry has (although the story only goes back as far as a week, but when used with a Mask of Psychommetry it can go back to before the material the object is made of became that object, and can be used on living things), being able to sense if somebody is under stress of some sort (fear, loss, anxiety, etc.), and being able to project and read other’s thoughts if the other person allows it (when used with a Mask of Telepathy it can break mental barriers weaker than a Toa of Psionics’). Skalor have slight elemental powers, which manifest themselves the same way they do with Matoran, except twice as effectively. Skalor exhibit the same traits as an average Glatorian, along with being muscular, agile, fast, and smart like the Skrall. They can wear Skrall, Glatorian, or Skalor Kanohi, but Skalor Kanohi preform best on them.
-Torianen (Glatorian-Toa)
Torianen resemble Toa, but also show many of the decorative traits that Glatorian armor has. They can become Turaga, and start out as children, but cannot be spawned from a Matoran, Agori, or Turaga and a Glatorian, because Matoran and Turaga DNA is incompatible with any foreign species with the exception that Matoran and Agori DNA are compatible with each other. Torianen can use Toa, Glatorian, or Torianen Kanohi, but Torianen Kanohi preform best. Torianen possess elemental powers like Toa, but they are slightly less powerful than a purebred Toa’s. They are naturally skilled at one on one combat, like a Glatorian would be in an arena. They are also a little more capable of surviving in harsh conditions, courtesy of their Bara Magna ancestors’ evolution. Most Torianen have the general personality of a Toa, being steadfast to their cause and trying to do what they think is right, but also have a bit of the lust for action cooked up by their Glatorian ancestors’ fighting in the arena.
-Glatoriax (Glatorian-Vortixx)
Glatoriax are like Glatorian, but they are much taller and smarter. They have limited elemental power, and some exhibit “hair” like Vortixx, however this isn’t always the case, and mostly occurs in females. They have personalities resembling that of a Vortixx, but are also very competitive, something usually attributed to Glatorian. They can wear Glatorian, Vortixx, or Glatoriax Kanohi, but Glatoriax Kanohi work best.
-Skakkan (Skakdi-Glatorian)
Skakkan are very energetic and a bit competitive (but not warlike, just easy to give an adrenaline high), with elemental powers about as potent as a purebred Toa’s, and magnified to almost five times as such when combined with another being with elemental powers. They are usually very strategic and powerful. Although they do not usually have the typical Skakdi “grin”, their masks have wider, more upwards pointing mouthpieces, which can be interpreted as a Skakdi grin. They are naturally tall and muscular, however they are not short or squat like most Skakdi. This makes for a slender body form with great muscle tone, allowing them to accomplish great acrobatic feats. They are capable of using eyebeams as well. Skakkan can use Skakdi, Glatorian, or Skakkan Kanohi, but Skakkan Kanohi work best.
-Matori (Matoran-Agori)
Matori do not look particularly like a Matoran or Agori, because the two already look a bit alike, so they just look like they can be either. They are hard workers like the Matoran, and good at adapting to harsh climates like Agori. Their elements manifest themselves the way a Matoran’s does, like resilience to fire. They can wear Matoran, Agori, or Matori Kanohi, but none of them work, anyway.
-Purebred Agori
It’s an Agori.
-Purebred Matoran
It’s a Matoran.
-Purebred Glatorian
It’s a Glatorian.
-Purebred Toa
It’s a Toa.
-Purebred Turaga
It’s a Turaga.
-Purebred Skrall
Purebred Skrall are just Skrall, but they have limited psionic powers because the only way they could be born is because of a female and male Skrall, and female Skrall were given psionic powers by Anona.
-Purebred Vortixx
It’s a Vortixx.
-Purebred Skakdi
It’s a Skakdi except with amazing new… well no, never mind, it’s just a Skakdi.
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Factions
Mangai
The Mangai Faction is completely dedicated to protecting their people and the innocent and trying to make peace, thus gaining their name. It is ruled by a council of six that used to be a Toa team that fought for the Mangai Faction, and then succeeded the previous Toa-team-council. There are two consuls in this council, and the rest are tribunes. They share many of the same beliefs as the Aki and Rua Factions, so those are their allies.
LEADER BIOS
Consul Pammerok: Consul Pammerok is a male Torianen of Ice. He is not as much of a loner as most beings of ice. He is very calm, and that can sometimes be intimidating if he wants it to. Pammerok mostly specializes in military command, but he has some skill in diplomatic relations.
Consul Terrona: Consul Terrona is a female purebred Toa of Water. She, too is quite calm, but also has the natural traits of a Toa of water. She specializes in diplomatic relations, but has some skill in military command.
Aki
The Aki Faction is valiant and moral. They share many of the same beliefs as the Mangai and Rua Factions, and so the two are always allies. The Aki Faction also has a council with two consuls and four tribunes, but they were not originally a Toa team.
LEADER BIOS
Consul Thurok: Consul Thurok is a purebred Toa of fire who is a retired veteran soldier. He is still very skilled in combat, but after he was involved in the Avsa incident-possibly the most horrific and unnatural battle ever fought in this star system-he decided to retire and do something completely different. He now specializes in diplomatic relations.
Consul Timasii: Consul Timasii is a slightly young female Votax of iron who has a fiery attitude. She specializes in military command. She is a bit impatient with Consul Pammerok, especially since they have different approaches on warfare, but where they don’t butt heads they are great friends.
Jutlin
The Jutlin Faction is ruthless and powerful. It is mainly devoted to military and warfare. They currently have no moons under their control, but are warring over Tahu Magna with the Cordak Faction. They are ruled by a single leader. This leader is mainly a war leader, but he has some diplomatic skill.
LEADER BIO
Sparotrix: Sparotrix is a male purebred Skrall who spent his whole career fighting for the Jutlin Faction, then succeeded the previous leader after his death. He has the cunning, ruthless personality of a conqueror. His fiery attitude and short temper reinforce his decisions in warfare, but are not good in diplomatic relations, in which all he can use are his swiftly fading manipulative traits. Fortunately, some of the Factions such as the Mangai or Rua Factions understand this and try their best to work around it.
Cordak
The Cordak Faction is a highly destructive and warlike faction that is almost completely military-based. They are not as good in strategy as most, but the sheer quality and quantity of their troops is enough to send shivers down even the most confident general’s spine. They has the Hordika Moon under their control, which was built by them and the Hordika Faction to serve as a new home for the Cordak Faction, and are currently warring over Tahu Magna with the Jutlin Faction. They are ruled by a single figure, who is strong in the ways of military.
LEADER BIO
Gerrock: Gerrock is a male Skrak who inherited more of the dull and destructive Skakdi side than his more ambitious Skrall side. He is extremely strong in military, and has a large influence on his people, who look up to him as some sort of ultimate war champion. Even combat with Gerrock himself means business, as he is huge and strong, even for somebody with Skakdi DNA.
Hordika
It is commonly misinterpreted that the Hordika Faction named such because it seems to be very attached to nature. However, before that, the Hordika Faction used to use massive war beasts (usually Magnasaurs) that they would put giant mobile gunnery structures on the backs of, which troops would be transported in, and turrets were mounted upon. They still do that sometimes, but not as much. They are highly respected by all other factions except the Purebred Faction, which is their mortal enemy. They generally have great relations with every faction other than that one.Many scholars and historians find the history of the Hordika Faction fascinating. When the Faction Wars first started, the Purebred Faction kidnapped somewhere around four thousand crossbreeds (or “Mutts” as they called them), and forced them into slave labor on Iruini Magna. Six years later, two slaves, one a Torianen of gravity named Spurros, and the other a Votax of lightning named Remea led a rebellion against the Purebreds. Caught by surprise, the Purebred Faction’s forces desperately fought back, but were quickly overwhelmed. The leader of the Purebred Faction, who was humiliated by the defeat, expected to be executed, but was instead spared by the two beings, much to his dismay. Instead, Spurros and Remea (who the slaves had given the title of “The Liberators”) sent him and the rest of his armies away. The Purebreds, now with only Tuma Magna under their control, spontaneously assaulted Matoro Magna, which had been under Cordak Faction control at the time, and claimed it. The Purebreds then kicked out the Cordak Faction. When the Hordika Faction heard that the Purebreds had done this to the Cordak Faction (who the Purebreds were obviously desensitized to, as most of the members of that faction are either crossbreeds or Skakdi), the Hordika Faction charged to avenge the Cordak Faction and to deal an incredible lust for vengeance upon the Purebreds that they had been bottling up since their kidnapping. They quickly liberated the Cordak members who the Purebreds had made slaves, bringing every single one back safe and sound to the fleet of ships that the Cordak were now forced to take refuge in. The Hordika kept fighting, though. They trapped the Purebreds on Matoro Magna, and constantly attacked them, making sure they never wiped them out. They still do so to this day. During that time, they built an artificial moon for the Cordak tribe to live in, which was about a quarter the size of Nokama Magna, but enough for the Cordak Tribe to live in. These events gained them extreme popularity and respect from all the factions (except, of course, the Purebreds, who are now their mortal enemies, and the Avsa Faction, who had been cut off from all used communication frequencies), which gave them a good starting foundation. Spurros and Remea, who were later married, were regarded as heroes. The revolution and the avenging of the Cordak Faction became so popular in culture that the events have been portrayed everywhere. “The Liberators” are now the leaders of the Hordika Faction.
Rua
The Rua Faction is a faction of scholars, politicians, and artisans. Business and economy thrives here, and there are all kinds of amazing new tech here. It gets along very well with the Mangai and Aki Factions, and is renowned for its wisdom. It is ruled by a council of thirty-two, with two consuls and thirty tribunes.
LEADER BIOS
Consul Noriania: Consul Noriania is a wise and experienced female purebred Toa of water who is very good with diplomatic relations.
Consul Forjos: Consul Forjos is a skilled male purebred Glatorian of fire who has a strong sense of justice and is good in diplomatic relations as well.
Purebreds
The Purebred Faction is a faction that believes there never should have been any crossbreeding, and are all purebreds. They hate all crossbreeds, and anybody who supports them. Their mortal enemies are the Hordika Faction, which is completely made up of crossbreeds or “Mutts” as they call them. They own Tuma Magna and are fighting against the Hordika Faction on Matoro Magna. They have a single leader.
LEADER BIO
Fonomitus: Fonomitus is a male purebred Toa of fire. He is extremely bigoted to the “Mutts” and despises the Hordika Faction, particularly the Liberators, at a personal level because they humiliated him and gained the respect of all the other Factions. He has a short temper, but is very crafty.
Avsa
The Factions aren’t all that bad. Sure there are bigoted ones like the Purebreds, power-hungry ones like the Jutlin Faction, and even ones like the Cordak Faction that are just plain drunk with power. In truth, there is no truly “bad” or “evil” Faction… except of course, for the Avsa Faction. They are universally hated, and not really included as one of the Factions. They had always been a little bad since the Factions first came to be, but it was only until about twenty years later when it happened. It is referred to only as “The Incident”, and was probably the most gruesome battle ever witnessed by the eyes of any being in the star system. It all began one day on Tuma Magna. At the time, it was being defended by the Purebreds. The attackers: the Avsa Faction. It was a terrible, bloody battle, but nevertheless a seemingly normal one. It was mostly bad for the Purebreds, as after a few months it started seem that in each battle the Avsa soldiers were even stronger than in the last. The strange thing was that all the bodies, of both armies, were gone the next day. This enraged many of the Purebred Faction members, as they wanted to give the bodies proper burials, but the Avsa Faction ignored the numerous inquiries, and went on as though nothing was happening. For a while, the Purebreds just assumed the bodies were being stolen and used as trophies. Then, one day, the Purebreds threw a surprise attack on the Avsa Faction’s invasion headquarters… but it wasn’t the Avsa Faction that was surprised. When the Purebreds got past the walls and defenses, they were horrified to see the maddeningly grisly sight of thousands upon thousands of carcasses stacked in a mountain that covered the main square of the fortress. All around it, Avsa soldiers were hungrily devouring meat. Terrible theories nested in the attackers’ thoughts, and when they realized none of the bodies still had organic parts, the entire force turned around and ran out the fortress screaming. There was a huge tramp, and when they got back to the city wall, the guards stationed on the wall were terrified to hear the surviving troops gibbering about, among other insane things, cannibals and mountains of bodies. The Purebreds immediately broadcast the whole story on all frequencies, even ones only for immense emergencies. The distress signal was on every channel of every device of every place in the entire star system. A huge reaction arose. This reaction was… ridicule and disbelief. The other Factions chastised the Purebreds for making up such an absurd lie just to get support from the other Factions. But that was not to last. The Purebreds needed proof, but nobody wanted to go to the Avsa’s base to get it. So, they filmed numerous interviews with the soldiers, all of which ended in the camera having to be saved from the raging insanity the survivors had gained from the experience. It wouldn’t be enough, though, and the Purebreds knew that, so they got the footage by “poking the Muaka with a stick”, as it was later called. This meant taking a drone, attaching a well-protected camera to it, and launching it to the other side of the planet into the middle of the enemy’s HQ. It was calculated to be harder than trying to hit a target with a needle from two miles away, but with the help of rocket propulsion, this MacGyvered espionage cam caught the required footage. It was programmed to send out the footage on all channels, like the last one was, but this one broke every firewall, and so the entire star system saw the bodies live. An Avsa member then proceeded to drop his meat, walk over to the camera, and smiled. A single frame from that moment has been published and is now the most infamous photograph ever. It is of that single still image of the Avsa member, grinning at the camera, and knowing that everybody was watching. His mouth still had parts of the meat stuck to it, and his eyes glowed with insane evil. That very instant, the entire armies of each and every Faction were taken on spur-of-the-moment-notice from what they were doing, even if it was the middle of a battle. They were assembled and launched out without any preparation, just new weapons if they were broken, and bandages and disinfectant if they were wounded (the beings in the worst shape were left home in the hospitals). When they all got there roughly six hours later, the combined armies burst from their transports in no formation, and ran at their own speeds, weapons in hand. They ran and ran, and fortunately had been dropped off near the HQ. They stormed through the walls, trying desperately not to go mad at the sight. But the Avsa Faction no longer had anything to hide. They started to eat their attackers alive, growing tremendously in strength and power until they glowed green. They ravenously gnawed at the limbs of passing troops, then would dart away, sometimes leaving the troops still half alive. Despite the carnage, the Faction armies soon owon, but not without heavy casualties. The Avsa Faction was exiled into space, to live their lives in their spaceships. They were cut off from all frequencies, and have not been heard from since. So their they wait, living in their spaceships, feeding off of various animals. Nobody knows what made them like this, however many think that whatever it was happened sometime during the battle with the Purebreds. What matters is that they enjoy it. They are completely desensitized to living things. Their ability to eat others for superior energy is only temporary. The only problem is that once you’ve tasted the flesh… you can’t stop…
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Locations
The Dead World
Barren and lifeless, The Dead World is a terrestrial planet in composition, but is roughly seven times the size of our Earth. Because of its mass, it has a small ring system. At its center lies what’s left of its core, which was somehow extinguished many years ago, and is now a smoldering black rock that is slowly cooling. The surface is mostly made up of rocky landforms. There are no oceans on it, however there are great cliffs and depressions indicating that perhaps there were once oceans. Strange rock formations litter the surface, making it look desolate (which it is). Although there is hardly any scientific evidence, the planet looks as though a great fire swept across it and scorched the surface. On one part of the planet a large chunk seems to be gone, creating a large canyon called Valmai Nui that is visible from space. Nobody has ever explored it too far, but it has been shown that Valmai Nui leads to the planet’s core.
The Dead World is slow both on its axis and in its orbit. A day on The Dead World is about seventeen Earth days, and a year is about one and a half Earth years.
The Dead World’s atmosphere is almost completely invisible due to a mysterious chemical dubbed “Chemical X”. So far scientists have not been able to study this strange substance. However, the atmosphere is still breathable and able sustain life. When it is daytime, the sky looks like a night sky, but with a slightly green hue, which is more intense around the sun, but is not visible in front of the sun. When it is nighttime, it is completely clear, and you can see space clearly. Chemical X provides heat, making up for The Dead World’s lack of thermal energy from its core.
Locations Within The Dead World
Valmai Nui: This giant chasm stretches so deep into the planet that not even the sunlight reaches all the way down. It is the planet’s most prominent feature, and is a symbol of curses and tragedies, as it looks like part of the planet was brutally torn out. Inside it is a huge network of tunnels called The Unending Maze. Most of it has not been explored, but it is theorized that they go all the way to the planet’s slowly fading core.
Felnas Nui: So appropriately named the Matoran words for “Great Disruption,” this fifteen-mile-wide stretch of land is made up of massive cave systems, chasms, mountains, and landforms of all kinds. It is a very harsh place.
The Wastelands: The Wastelands cover most of the planet. There is nothing here but rock formations and dust. They are basically just anywhere that’s not somewhere.
Kraahkan Nui: Kraahkan Nui gained its name because it is almost completely dark there all day and all night. This is because it resides in the great shadow of a ring of mountains that has only one gap for you to enter. All the mountains point inward, so only once in a while will light touch the center of this place.
The Ring: The Dead World’s rings rotate around it in the direction that it spins on its axis, but the rings go about three-and-a-half times as fast. It isn’t easy to fly a ship through them, but then again, it’s not easy to fly a ship into them, either. They make a great hiding spot, but even though you don’t have to worry about enemies there, you then must deal with a much more ruthless foe, the crushing force of the asteroids.
Nokama Magna
Nokama Magna is about half the size of the planet Venus from our solar system (so if Earth were a basketball, Venus would be a soccer ball). It is covered in oceans bearing a variety of sea life, and is dotted with large islands harboring lush jungles. It is much like Earth or the Matoran Universe in appearance. Nokama Magna belongs to the Mangai Faction and the Aki Faction, who live together in peace.
Locations Within Nokama Magna
The Ocean: A large and deep ocean. Much like on earth, all the oceans are geologically connected. On Nokama Magna, all the oceans are considered to be one big one.
Tobduk Island: Tobduk Island is somewhere between the sizes of Metru Nui and Mata Nui. It was given its name because this is where all the survivors crashed hundreds of years ago. It is considered very important by all the factions, and therefore decided long ago that this island will never see bloodshed. Tobduk Island is under the ownership of the Mangai Faction and the Aki Faction.
LOCATIONS WITHIN TOBDUK ISLAND:
-The Spaceship: To this day, the spaceship that the survivors first crashed in lies in its place, as a reminder that there is someplace better out there. The part of its hull that said the name of the ship was scorched beyond legibility, so the survivors will never know the name of the giant metal beast that died for them. Like the island itself, the Spaceship is revered as sacred, and will never be harmed. On the anniversary of the crash, citizens from anywhere are aloud to come to it and tour the place. Its cockpit contains the main computer, which is also considered a sacred artifact, as it contains every thing they know, and the contents of which were published long before the rise of the Factions. At the foot of the colossus, the bodies of victims of the crash are buried.
-Tarrowick City: Tarrowick city is the first city ever built by the survivors. It is mostly rural, and the houses, having been built by the survivors, are made from a mixture of parts of the Spaceship, and things that Toa and Skakdi could make with their elements (crystal, iron, stone, wood, etc.) At the center is the town square, which has four paths. The first is The North Road, which leads to the Spaceship. Next is The East Road, which leads to the Capital. The West Road leads to the Amphitheater, where arts like writing, storytelling, carving, painting, and many other things were developed and enjoyed by the survivors. Last is The South Road, which leads to the other three cities.
-Fermok City: Fermok City presides near the coastline. It is the main docking port for Tobduk Island, and has many taverns, shops, and small fishing businesses.
-Skeealor City: Skeealor city is also near the coastline, but there is no docking port because it is surrounded by a small mountain range. There are many mines, workshops, and blacksmiths here, making it a good place for making tools and vehicles.
-Neleero City: Neleero city is very small, but technologically is very up to date. It is home to many hangars, transport hubs, laboratories, and the Tobduk Island University. There are many diners and restaurants here, too.
Strock Island: Strock Island is a very rocky place with gaping cliffs and towering mountains. It is the biggest island, but has less life on it as its size makes it harder to find water. However, a giant lake called The Nui Lake marks the center. Many sea animals and land animals like ganfa, burnak, and various lizards live both on the coastline and around the lake, which is hidden by a thicket of forestry surrounding it. It was the first island other than Tobduk Island ever discovered by the survivors. It is under the control of both the Aki and Mangai Factions.
LOCATIONS WITHIN STROCK ISLAND
The Nui Lake: The Nui Lake is about an eighth the size of Lake Ontario. It harbors many sea creatures and is a freshwater lake.
The Nui Islets: The Nui Islets are seven small islets inside of Nui Lake. There are miniature jungles on some, and there is even a mountain on one, too.
Kualsi Port: Kualsi Port is a port on a cape jutting out of Strock Island. It is the closest part of the island to Tobduk Island, thus earning its name. It is very much like Fermok City on Tobduk Island.
Kaukau City: Kaukau City got its name because it is completely underwater. Located in the Nui Lake, it is a complex network of tunnels, rooms, and giant atriums with nearly unbreakable glass dome ceilings that ultimately forms a city underwater. It is the only official way (aside from boat) to get to the Nui Islets
Huna City: Located in the dense forestry around The Nui Lake, Huna City got its name because it is extremely hard to see it through the vegetation unless you’re in it. It is much like Le-Koro from Mata Nui, as it is made up of tree houses of sorts and ground villages with buildings built into tree trunks. It has many houses and small vendors pestering tourists to buy their souvenirs; after all, you have to go through them to get to the rest of the cities!
Borak Island: Borak Island is a small island with heavy rainfall. It is full of canyons, caves, and plateaus. It is heavily fortified, and is used chiefly as a military base by The Mangai and Aki Factions, to which it belongs.
LOCATIONS WITHIN BORAK ISLAND
Borak Fortress: Borak Fortress is a massive fortified complex that some soldiers even live in. It is owned by the Mangai and Aki Factions, and is highly impervious to attack. It is actually one of the most fortified places in all the moons of The Dead World. It is located at the very center of Borak Island.
Kadin Fortress: Kadin Fortress is owned by the two factions in control of the moon, but is inhabited by the Mangai Faction. It got its name because it is where most of the war spaceships are held.
Pakari Fortress: Pakari Fortress is also owned by both factions, but is inhabited by the Aki Faction. It is lined with gunnery and most of the buildings within its walls are troop barracks, earning it its name.
The Terratacoy Islets: The Terratacoy Islets are hundreds of large rocks and Islands in the middle of The Ocean. The most famed ones are used sometimes as military bases by the two factions that jointly own all of the Terratacoy Islets, Aki and Mangai.
LOCATIONS WITHIN THE TERRATACOY ISLETS
Spearhead Rock: Spearhead Rock is a roughly triangular rock that is very hard to attack by sea, as it is bigger at the top than at the bottom. It has a flat top, which is convenient for launching spaceships from or stationing troops on.
Junva Mountain: Junva Mountain is a tall mountain that juts out of the water. It has a pathway that was built into it and that leads to the flat part near the tip. Junva Mountain is often used to train troops at the top of, and a small unnamed barracks and a port has been built there. The two are referred to simply as “Junva Barracks” and “Junva Port”.
Canito Rock: Canito rock is the biggest of the Terratacoy Islets, and is about a quarter the size of Honolulu. It too has an unnamed barracks and port referred to as “Canito Barracks” and “Canito Port”.
Tower Cliff: Tower Cliff is a tall pillar of rock about two-hundred-and-fifty feet tall and a-hundred-and-fifty feet wide. At the top, and observatory named “Tower Cliff Observatory” is used to observe stars and, in the case of an orbital battle, fleets.
The Arch: The Arch is an arch-shaped rock formation that is very tall and has stood for hundreds of years. It is possible to launch spaceships from the large and flat bases of its two great end points.
Tahu Magna
Tahu Magna is a fiery and volcanic moon that glows with the lava flows and fires that dwell upon its surface. Where oceans of water may be on one planet, large oceans of molten rock reside. The “islands” are composed mostly of black volcanic rock, contrasting greatly with the red glow of lava. The sky is always black with clouds ash, the only light source being the glow of the lava itself, making every day seem like dawn. Regardless of the heat, it is safe to live there as long as you stay far enough inland. The ash is kept away from the surface by machines built when the planet was first claimed by the Jutlin faction, who promptly abandoned Tahu Magna to try and win a battle to claim Nokama Magna, which they immediately lost. The moon itself is calculated to be nine tenths the size of Nokama Magna. It is currently being warred over by the Jutlin Faction and the Cordak Faction.
Locations Within Tahu Magna
The Jutlin Hemisphere: The Jutlin Hemisphere, also referred to as “The Jutlin Half” or “The Jutlin Side”, is mostly made up of an unnamed solid landmass with a volcano at the very center who’s lava flows become rivers that divide the landmass in three. It is the part of the moon that the Jutlin Faction arrived at when they first came here.
LOCATIONS WITHIN THE JUTLIN HEMISPHERE
Jutlin Fortress: Jutlin Fortress is a huge fortress, much like Borak Fortress on Nokama Magna, and is equally as strong. It is also the home of the leader of the Jutlin Faction.
Jutlin City: Jutlin City is where the citizens of the Jutlin Faction live. It is a massive city, almost three times as large as Jutlin Fortress, and is protected by a fortified wall lined with defenses. It is filled with factories (many of them weapons factories), houses, vendors, taverns, and battle training schools.
The Cordak Hemisphere: The Cordak Hemisphere, also referred to as “The Cordak Half” or “The Cordak Side”, is mostly made up of a massive swarm of islets and islands. They surround the Tahu Magna Super-Volcano, a huge sheild volcano about the size Puerto Rico.
LOCATIONS WITHIN THE CORDAK HEMISPHERE
Cordak Fortress: Cordak Fortress is a fortress equally as powerful and massive as the Jutlin Fortress. It is also the home of the leader of the Cordak Faction.
Cordak City: Cordak City is pretty much nothing like Jutlin City, as it is spread across thousands of individual “shards”. The islets that the City is made up of are linked on every side by bridges, and have buildings wherever they fit. It resembles Xia here, but it is more accustomed for living here, and the buildings, although as tall as skyscrapers, are at the very least twenty feet apart. Cordak City also is filled with industry, houses, businesses, and all the other things that they have in Jutlin City. The wall around it is a network of tall segments of wall that link the surrounding islets together in a ring around the city. There are dams in these walls to let out the constant lava flows pouring from the top of the Tahu Magna Super-Volcano.
Matoro Magna
Matoro Magna is an icy place about the size of Tahu Magna. In the sky, its ice reflects the sunlight, making it look like a giant star. Its atmosphere is breathable, but the cold is so bad that only beings impervious to cold can be there without some sort of protection. It is below zero in the summer, and even colder in the winter. It is very bright in the daytime. It resembles our Earth’s north and south poles very much, except its days are 35 hours long. Matoro Magna is currently being fought over by the Rua Faction (the original owners) and the Hordika Faction (the attackers).
Locations Within Matoro Magna
The Tundra: Much like The Wastelands on The Dead World, The Tundra on Matoro Magna is just everywhere that isn’t somewhere. It is mostly composed of snow and mountain ranges. There is no water under the ice, just rock.
Timara Sea: The Timara Sea is a large body of freezing cold water about twice the size of Lake Superior. It is covered in giant glaciers that are a mile wide on average, so from far away the blue water is barely visible. The Timara Sea is what separates the Hordika Faction from the main cities.
Setar-Manau Chasm: The Setar-Manau Chasm is a massive crack in the moon that is surrounded by various mountain ranges. It goes far into the moon. The Setar-Manau Chasm is about 153 miles deep, 221 miles wide, and 387 miles long.
Coraliac City: Coraliac City is a very modern city owned by the Rua Faction. There are many buildings here, all close together. The city temperature is controlled a huge energy field that curves like a dome over it. It is surrounded by a massive wall with defenses and gunnery lining it to keep away the Hordika Faction.
Pamnu City: Panmu City is a city owned by the Rua Faction. It has an energy field and wall just like Coraliac city, and is the smallest city. It too is very modern, but not too high-tech.
Tharzim City: Tharzim City is the biggest city. The Rua Faction owns it. It is about as modern as Panmu City, and is also surrounded by an energy field and wall. This is also where the leader of the Rua Faction lives.
Zandigo City: Zandigo City is a currently evacuated city that is being fought over by the Rua and Hordika Factions. It is medium in size, and, like all others, has a wall and energy field.
Scanarilax City: Scanarilax City is a city owned by the Hordika Faction that was taken from the Rua Faction by surprise when the Hordika Faction first arrived. The Hordika Faction has decided not to put civilians in the cities they conquer until they have the majority, so Scanarilax City is currently being occupied by troops and being used as a barracks.
Manitarico Fortress: Manitarico Fortress is a fortress owned by the Rua Faction. It specializes in troop training and deployment. Many troops live here. It is the largest of the two fortresses.
Famantipso Fortress: Famantipso Fortress is a fortress owned by the Rua Faction. It specializes in vehicle building and deployment (particularly spaceships).
Sturok Battlefield: Sturok Battlefield is one of the two battlefields being fought over. It is near the chasm and has a considerable protodermis supply. It is not claimed at the moment.
Teranalk Battlefield: Teranalk Battlefield is a massive glacier floating in the Timara Sea, possibly within the top five biggest. It is so big that it looks like you are standing on normal land. There are a couple of small mountains made completely out of ice on it, even, along with a huge and complex labyrinth of a cave system inside of the part underwater. Nobody knows where this cave system ultimately leads, if anywhere. It is not currently owned by anybody, but is in an important spot that is directly in between the two sides.
Terok Base: Terok base is a headquarters built by the Hordika Faction. It is currently their base of operations and is heavily fortified. It is also where the leader of the invasion lives currently.
Iruini Magna
Iruini magna coincidentally turned out to be a jungle moon, supporting its name even more. It is approximately one and a quarter the size of Nokama Magna. All the land on it is covered in jungle, and there is slightly more land than water. It may seem like the presence of more land than water would make most of the land desert, but fortunately for the plants, there is a huge underground network of tunnels filled with water, about a mile and a half under the ground on average (not counting mountains, whose biomes rely on rainfall). There are geysers here and there where the water erupts from the ground. The water comes from the oceans, which are small and mostly freshwater. The plants that grow around geysers that spew saltwater are evolved to live on saltwater instead of freshwater. Their unique forms warn animals not to drink the water in the geysers and lakes surrounding. However, some land animals have also evolved to drink saltwater and eat saltwater plants. This network goes through all the land, because all the land is connected and the oceans are not, making it like the reverse of Nokama Magna. The oceans on Iruini Magna are mostly depressions in the land that the tunnels lead directly to. Iruini Magna is currently claimed by the Hordika Faction. It is where the Hordika Faction keeps most of its civilian villages and is its base of operations as well. This makes the moon important to the Hordika Faction, but in no way prone. It is possibly one of the most protected cosmic bodies in the system, and yet the ways it defends itself are so sneaky that even the destruction of an invading fleet in orbit wouldn’t disturb life in the villages at all unless one was attacked, which is highly unlikely. This is the way the defenses were made to be like, so that life will go on as normal and only the fighters have to fight. It is a system many other factions have tried to master, but to no avail, in part because nobody--not even most people in the Hordika Faction military--knows how it even works!
Locations Within Iruini Magna
Carituyock Sea: The Carituyock Sea is the biggest of the seas. It is a freshwater sea, and provides most of the freshwater used by the plants. The Stithera Mountains form a part of the northern coast of it, making it easy to get water when in those particular mountains.
Therileah Sea: The Therileah Sea is the smallest of the seas. Part of it branches into the Skuraid Valley. It is about a sixth the size of the Carituyock Sea. It is a freshwater sea, and many rivers branch off from it, providing water to the Hordika Faction’s cities and villages.
Panniterri Sea: The Panniterri Sea is one of the seas on Iruini Magna. It is about a third the size of the Carituyok Sea. It is a saltwater sea, meaning it is surrounded by odd plants and animals that are evolved to live on saltwater… and each other. Because the life forms here, no cities, villages, or roads are near here.
Manerik Sea: The Manerik Sea is surrounded by cliffs, making it difficult to travel to the other side of it by sailing through. Between the water and the cliffs is a sort of indentation with entrances to dried up tunnels.
Saiyatua Sea: The Saiyatua Sea is a sea about four times the size of the Therileah Sea. It is saltwater like the Panniterri Sea, and so has no roads or cities near it for the same reason.
Thimava Jungle: The Thimava Jungle is the bigger of the two distinct jungles on Iruini Magna. Although technically Iruini Magna’s land is covered in all one jungle, various landmarks such as mountains, valleys, and bodies of water, cause them to be considered as three separate masses of vegetation nicknamed “The Great Green Masses”. It is not as dense of forestry as the other Great Green Masses, giving it many clearings. There are also barely any dangerous creatures around. Along with that, there are no known saltwater geysers. Because of these things, it is the main hotspot for villages and cities.
LOCATIONS WITHIN THE THIMAVA JUNGLE
Suapada Village: Suapada Village is a village located near the heart of Thimava Jungle. It resembles Le-Koro from Mata Nui in many ways. It has many huts on the ground, some for living, others for business. In the trees are wooden platforms built around the trunk. These platforms have defense systems, observatories, and other things that must be high up. Suapada Village is mostly rural, but has many modern communication and transport systems to keep in touch with the rest of the cities. The only other high-tech thing they have here is the defensive wall, which surrounds the village.
Manuatuva City: Manatuva City is a large and modern city built in a large clearing. It has vertical farming buildings with “garden domes” (; at the top, and run off of the freshwater in the tunnels below. There are a few businesses here, but overall this place is more made for living in than working in. This place, too, has a wall and defenses, but the defenses concealed underground.
Poriphae City: Poriphae City is also large and modern like Manatuva City. Unlike Manatuva City, however, this place specializes more in business, so there are still many houses, but there are a lot more restaurants, vendors, shops, and factories than in the other city. It is located on the outskirts of the jungle, in the place touching the Manerik Sea, its main source of water. Like in the other city, Poriphae City has concealed defenses underground, and a wall surrounding it.
Tenrehnon Fortress: Tenrehnon Fortress is a huge and modern fortress located well within the jungle, but not as far as Suapada Village. Here they have all kinds of defenses, barracks, and armories.
Shemock Jungle: The Shehmock Jungle is the smaller of the two jungles. It has many saltwater geysers, so it is generally avoided and has no villages or cities. Anybody familiar with this place would tell you stay away from it at all costs. When the Hordika Faction first took control of this place, there had been no colonies, because the explorers landed in this forest, and assumed everywhere was this bad, so they cautiously landed. Unfortunately, they landed in the Thimava Jungle, and assumed that the explorers were mistaken about the dangers, so the Hordika Faction foolishly tried to build a base here. The Hordika Faction figured out the saltwater geyser versus freshwater geyser thing way too late, and by the time they tried to warn the base, everybody was gone. Its ruins still lie here today.
Tura Rainforest: The Tura Rainforest is a huge rainforest, and is the largest of the Great Green Masses. It is all freshwater geysesrs, so weird animals are not something you have to worry about. It is also a highly unconventional place to build villages and cities, as there are no clearings, so there are none of those here. However, the main capital of the Hordika Faction lies deep in the forest where it is incredibly hard to attack it. This capital is called Thurkonda Castle.
LOCATIONS WITHIN THE TURA RAINFOREST
Thurkonda Castle: Thurkonda Castle is the main capital of the Hordika Faction. It is unarguably up there with the most fortified and protected places in the star system. It is also the largest city-village-fortress-etcetera-thing on this moon. It is very high tech, and really doesn’t look like a castle. There are hundreds of launch pads, hangars, barracks, and armories here, along with a huge concealed array of ion cannons that can scope and disintegrate any unwanted visitors from orbit. These cannons have a Kanoka forged out of the Kanoka used to make Kanohi Elda attatched to their cameras, allowing them to spot people using a Kanohi Iden, Huna, etc. This is also the place where the leaders of the Hordika Faction live.
Stithera Mountains: The Stithera Mountains are a massive mountain range that ultimately wraps around the entire moon. It branches off in many places, and carves the borders of many landmarks such as seas, sections of forestry, etc.
Muavataii Nui: Muavataii Nui is a shield volcano, meaning it is wider than it is tall, because eruptions have dried upon its slopes, making it bigger and bigger until it looks like a squashed dome. Its crater holds a vast biome, kept moist by rain and water tunnels, as they all seem to end here. Strangely, it is not only dormant, but also unable to erupt. It has no magma anywhere in it, which is good because an eruption from it is calculated to flood the entire moon with lava. It is theorized that the network of water tunnels used to be filled with lava, and that Iruini Magna used to be a very uninhabitable place, but that sometime billions of years ago, a massive asteroid with frozen water smashed into it and formed the Manerik sea, cooling and drying the lava, filling the empty tunnels with water (which filled the other seas up), changing the atmosphere composition, giving it an ozone layer, and ultimately enabling life to form. Muavataii could be described, therefore as a “water volcano” (but that doesn’t mean it can erupt in water, it can’t).
Skuraid Valley: Skuraid Valley is a valley within the Stithera Mountains. It is not actually very big, but it has many freshwater geysers and a big freshwater lake, giving it a large and stable biome. Many consider this place peaceful and sacred for its tranquility.
Stirra Plateaus: The Stirra Plateaus are massive plateaus with biomes on top of them. The Hordika Faction has hid defenses in many of them, but some are completely unexplored. There are no cities or villages because they would be too hard to evacuate from the plateaus in an emergency. It is suspected that a few may have saltwater geysers.
Tuma Magna
Tuma Magna is not only the closest moon to Nokama Magna but it is also the biggest. Its atmosphere glows reddish on the outside, and underneath it is a rocky place. There are no oceans, the rain is the only thing that keeps the place moist, and even that dries up quickly. It is not hot here, nor is it cold. There is no life here, just rocks. It is a boring place, made of the same blackish rock everywhere you look, and with a light mist. The skies are always grey and overcast, and it is never dark at night. There are no seasons; the temperature is just normal and unnoticed. People with the element of sonics complemented on the absolute silence when they first arrived, but nevertheless enjoyed the place as little as everybody else. A crewmember the first explorer ship to come here described it as “nowhere everywhere forever”. The Purebreds Faction owns Tuma Magna, because nobody else wanted the place, so they took it by simply landing there, putting a flag into the ground (that was figurative because they tried to do that, but there was no soil, so they just got out a stand and stood the flag on the ground), and say “we own this moon”. The Purebred Faction has never taken advantage of their proximity to Nokama Magna, because the factions have each sworn never to harm the planet or fight on its soil. To prove that they would respect this, the Purebred Faction built their colony on the side of Tuma Magna that faces away from Nokama Magna.
Locations Within Tuma Magna
Purebred Colony: Purebred Colony is a massive all-in-one country that covers an area about the size of Texas. At the center is the capital, where the leaders of the faction live, and all around it is a huge unorganized mess of houses, shops, factories, barracks, labs, defenses, launch pads, transport hubs, and all kinds of other things a country might have. A huge wall that is lined with defenses surrounds it.
Kini-Magna
Kini-Magna is just as beautiful inside as it is outside. It has many lush forests and tranquil seas and oceans. The islands harbor sparkling rivers and golden rock faces that create beautiful snowcapped mountains. There are chirping birds in the sky and grazing animals on the ground. In the seas are schools of silvery fish, and in the trees are colorful and flavorful fruits. The day brings blue skies with puffy white clouds and a bright sun. The night brings quiet skies with bright stars shining. For obvious reasons, Kini-Magna is regarded as a paradise. Nobody owns Kini-Magna, and nobody ever will. It is not allowed to be visited unless granted permission from a leader, and nobody can live there. The only times it is ever visited are for retreats when a leader is stressed enough that he or she is unable to do his or her job, or during diplomatic meetings of great importance. These meetings can only be held in the presence of all of every faction’s leaders. However, the Avsa Faction has become an exception, and is never notified of these meetings. If they ever came, some say they may personally leave the place immediately. No faction can visit this place by themselves.
Space
Everybody knows what space is. The only people who actually live here are the Avsa Faction, which was exiled and forced to live here in their many ships. That of, course is not a problem for them, all they care about is whether or not they get to kill anybody, and everybody else knows it. So they roam around randomly, waiting for somebody to make the biggest and last mistake of their lives… cross the Avsa Faction’s path.
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Character Creation
Use this template to create your character:
NAME: It must be appropriate, Bionicle-like, and not already taken.
SPECIES: (It can be any species, even crossbreeds-only the listed ones of course-, but no crossbreeds of crossbreeds, it’ll get too confusing. You can have one or both of the parents be a crossbreed, but you can only use one side of the DNA from them. For example, a Votax, and a Skakken make a Vortixx-Skakdi.)
FACTION: (Choose now! You cannot try to join the Avsa Faction, or they will eat your face off. If you are in the Avsa Faction, you are not able to leave (you don’t want to, the thing making you eat people is like a drug, except not only are you unable to stop, you’re unable to want to stop!) and you are a hungry evil vampire thing, and no, not the kind that sparkles. Also, do not join the Purebreds if you are or are related to a crossbreed, they would not let you in!)
AGE: (OPTIONAL, must be reasonable)
ELEMENT: (can be, fire, ice, water, stone, air, plantlife, earth, sonics, magnetism, iron, gravity, plasma, crystal, lightning, psionics, or sand)
WEAPON(S): (must be reasonable, and you can only have up to three. This does not include shields, equipment, etc.)
KANOHI: (must be one of the ones listed in the BZPRPG character creator)
DESCRIPTION: (must be vivid, use a picture or both if needed)
VISION POWER: (for Skakdi or crossbreeds with Skakdi DNA only)
PERSONALITY:
BIOGRAPHY: (must make sense, and must correspond with faction, for example, only former “Mutt” slaves can be in the Hordika Faction)
HOMEWORLD: (must be corresponding with biography and faction)
Any other information deemed relevant.
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Rules
1. Follow the BZPRPG rules and BZP rules (but if one of the BZPRPG rules conflicts with the following, follow the following)
2. You can use a “Taxi” spaceship, or get on a spaceship for war or some other purposes. You may also buy one, or obtain one in various other ways.
3. YOU CANNOT SURVIVE IN SPACE! Since it is a common misconception that it is possible to survive there without a space suit for a split second, here is a description of what would really happen (by various agreeing sources like NASA.gov and that aren’t Wikipedia):
First, the vacuum would cause nitrogen bubbles in your blood, which would be EXTREMELY painful. Next, the liquid parts of your tongue and eyeballs, your blood, and all the other liquids in your body, would turn to gas. Because of this, there would be no blood coming to your brain, it would shut down, and with the help of the elements (or lack of some of them), you would be<