Here are two games I've created, one old and one new. The first one isn't very polished yet - I only got the idea for it a week ago, and rushed to put it together.
I'll definitely be entering one of them in the contest. Which would you like to play more?
Secrets and Shadows
This RPG is set 78,100 years before the Great Cataclysm, a time early on in the Matoran Universe’s history. It was a very different place to the universe we knew at the time of the Toa Nuva, or even the Toa Metru. Many towns and cities had not yet been founded, while species rare in the present time lived openly in cities which are now only ruins, barely remembered.
It was a time of uncertainty, but also of new beginnings, when the universe was recovering from the conquest and subsequent fall of the Barraki, yet still suffering from the resulting unrest.
In this time, in Metru Nui, one of the most advanced cities known to Matoran-kind, a dispute began between the Matoran over trade boundaries, and eventually escalated into a civil war that lasted for 400 years. The effects of the war would be felt across the universe.
As the War continued on, growing larger all the while, the Great Spirit Mata Nui grew ill, as his subjects ceased their labours and turned to violence. It was a time later known as the Great Disruption. Bioquakes struck across the universe, shaking not only the ground but the skies as well, it seemed. These were particularly severe around the Southern Continent, the largest landmass in the Matoran Universe.
While Voya Nui was not torn free as it would be later in the time of the Great Cataclysm, the ceiling of its dome cracked, and water began to pour through those cracks from the oceans of the planet that the Great Spirit was resting on, mixed with pit mutagen. Also a product of the fractured sky, the suns have dimmed, covering the land in a perpetual darkness. At noon, the suns’ dim light is only what it would have been at twilight. Many stars have also faded or disappeared completely, but there are exceptions. A group of spirit stars burn bright above the continent, even during the dusky days. They are a sign of hope to those who see them – a team of toa is coming.
When the toa do arrive, however, they will find that the Southern Continent is a difficult and dangerous place, and that not all of its inhabitants will welcome them. Soon after the suns dimmed, stories began to spread among the people of a being calling himself Rukahu, or The Dark One. It was claimed that he had fought a battle with the Great Spirit himself and emerged victorious, and had now claimed the continent for his own. They said that he was the one who cast shadows over the suns and extinguished the stars. Very few beings have actually seen the mysterious figure, but he has gathered a large following nonetheless. Few of these are Matoran, as they continue to keep faith in Mata Nui, but large proportions of other species have joined The Dark One’s cause, either out of fear or for personal gain. There have been some clashes between them and the followers of Mata Nui as tensions rise between them. Every day, Rukahu expands his power on the land, but the spirit stars grow brighter in the sky above. When the toa finally do arrive, the whole continent might be ready to snap.
People
Species
The Southern Continent is populated by many diverse species. Most species live in villages of their own kin, but mixed villages are not uncommon. The population breakdown goes something like this:
Matoran (40%) The smallest of the races, but the most numerous, Matoran live mostly in small villages with others of their elemental affiliation. Most of these villages are governed by one or more Turaga, but a good number are governed by the Matoran themselves. A destined Matoran can become a toa and later a turaga, but there are currently no toa on the southern continent (or else why would a team have to come from outside to get the ignika?). On the whole, the Matoran have shunned Rukahu, preferring to hope in Mata Nui’s return, and the success of his heroes, the toa. The few that have turned to Rukahu have been shunned by their villages.
Kodura (15%) This is the species to which Trinuma belongs. They stand about nine feet tall and have horns on their heads. Members of this race will often carry special kinetic tools unique to their race. The making of these is a closely-guarded secret, but when used, they can emit and manipulate kinetic energy. This can be used to allow the users to fly, fire bursts of force or manipulate objects to some degree. They are able to use great kanohi. Most of the Kodura oppose Rukahu, though not as unanimously as the Matoran.
Atanako (20%) This is the species to which Shadow Stealer belongs. They are shorter than toa, standing about 5 ½ feet tall. They have strong, prehensile tails. They have the ability to absorb shadows to become physically stronger and to use shadows as doors to teleport through. They cannot use kanohi. Since the dome grew dark, this normally secretive and secluded group has risen to prominence, based partly on their shadow-based abilities but mostly because almost all of them have joined with Rukahu. They form the bulk of his followers, and the most important among them are from this race.
Tarore (15%) This is the species to which Hydraxon belongs. They are the tallest of the common species, standing nine feet or taller. They are also the strongest by quite some margin, with muscular physiques being the norm. They are renowned as skilled fighters and masters of weapons, though they do not have the same strength of power that some other species enjoy. They cannot use kanohi. The power of the Tarore lies in enchanting their weapons. Each member of this species can (in a lengthy, complicated process I will not describe here) forge a connection between a weapon and their own body to allow them to exchange attributes between them. This can only be done with one weapon at a time. Because each weapon is attuned to its owner, it cannot be used by anyone else.
Once the connection has been forged, the Tarore can enhance certain qualities of the weapon by lessening that quality in their own body. For example, they might cause the weapon to become more durable for a period of time, while they themselves would become correspondingly more fragile. This process could also work in reverse, allowing the user to become tougher while the weapon becomes more flimsy for as long as the user desires. The same can work for speed (of a projectile weapon), but for the same length of time as the projectile’s speed is enhanced, the user’s own body will lose the same amount of speed as they put into the projectile.
Other attributes transferred can also include strength, weight, density, wellbeing/damage, heat/cold and others too. In all cases, the amount of the attribute gained by the weapon is equal to the amount lost by the user’s body and vice versa.
The Tarore have not overwhelmingly sided with either Mata Nui or Rukahu, being split more or less down the middle.
Koni (5%) This is the species to which Lariska belongs. They are of similar size to a toa, standing about 7 feet tall. They are lithe and agile, filled with energy and able to perform amazing physical feats. They cannot use kanohi, though they have the powers of the calix and mask of sensory aptitude innate in them. The Koni have are mostly opposed to Rukahu, though about 25% of the population have joined his ranks.
Prime Species (8%) These are the species to which the Barraki belonged. There are six types. Each is able to use kanohi, as well as an ability unique to their type. They are around the same size as toa. There is no dominant trend among them as to whether they support or oppose Rukahu.
Takadox’s species – can hypnotise other beings.
Carapar’s species – are physically stronger than other prime species.
Kalmah’s species – can communicate with and have very limited control over rahi.
Mantax’s species – have increased physical resistance to damage.
Pridak’s species – can regenerate their energy so as never to become tired.
Ehlek’s species are not present on the Southern Continent. They live in the oceans of the Matoran Universe, mostly around Zakaz.
Factions
Since the dome cracked, two factions have risen to power, divided by who they believe should control the continent: the dark, mysterious and powerful Rukahu or the ailing Great Spirit, Mata Nui.
Rukahu’s Followers
Rukahu’s followers have sprung up quickly in the short time since the dome cracked, but for the short time they have been around, they have gained a large amount of power. While by no means in control yet, their influence is growing as they win over more and more people. If this keeps up, they might soon have enough members and power to take the continent for their own and squash out any dissenters.
Ever since Rukahu first appeared on the Southern Continent, he has been relentlessly recruiting. Some of his followers are drawn to his power, desiring it for themselves, others are scared and wish to appease him, some are looking for a place they can belong while others still are just in it for the chance to throw their weight around.
Rukahu’s followers are aggressive towards those who oppose them or their master, and aren’t above using violence or intimidation to achieve their ends. They haven’t yet stretched to gratuitous thuggery, though. They’re ruthlessly practical and goal-oriented, not brainless bullies.
A few of those who are too vocal about Mata Nui and toa tend to disappear, though village leaders appear to be safe for now. Mata Nui’s followers are still strong, and Rukahu isn’t confident to begin an all-out conquest just yet.
Species
The most numerous species with this faction, and the highest ranking, are the Atanako, with large numbers of Tarore also present and smaller groups of Koni and Primes. There are only a few Matoran who have joined, and no Av-matoran or Ce-matoran.
Base
The Atanako’s city of Tomo has become the functional base for Rukahu’s Followers, with many of their number moving there from other parts of the Continent. Any former residents who did not join were kicked out.
They control a large area around Tomo, and the Aorangi Mountains, stretching across a large area of the Southern Territory and North into Voya Nui, where they hold sway of the lands to the south and east of Mount Valmai. Tikohi and Pakanga are still considered neutral cities, though Rukahu’s followers have a strong presence in both. Pakanga in particular is leaning towards their control.
Leaders
Rukahu himself directs this faction, though he has little to do with its running. He will periodically issue commands to his followers, but mostly stays secluded in his fortress, doing only the Great Beings know what.
Rukahu’s second in command has a much greater role in directing and growing Rukahu’s Followers. He is Taniwha, formerly the leader of the Atanako, now much more, thanks to Rukahu. In addition to command of his followers, Rukahu also bestowed power upon Taniwha, giving him full control over the element of shadow. Compelling, powerful and ruthlessly determined in advancing himself and his action, Taniwha gives orders regarding all of the faction’s activities and has command of the city of Tomo. He and his team of administrators then see that they are carried out as they should be.
Goals
- Gain more followers
- Spread Rukahu’s influence throughout the Southern Continent (and after that, even further).
- Suppress talk of toa and Mata Nui’s sovereignty.
- Do whatever Rukahu may command in the future (this will likely be something big, though nobody is yet aware of the details).
Mata Nui’s Followers
This covers almost everyone else, as far as Rukahu’s followers are concerned. They are all the beings who either don’t believe half the wild stories circulating about Rukahu’s power and don’t like what he’s been doing, or live by the principal that an enemy of the Great Spirit is an enemy of theirs.
They generally wish for a return to the way things were before the dome cracked – living in their small but peaceful villages. Their lives were simple, but their hard work was fulfilling.
All are opposed to Rukahu and his followers, and wish to see their power broken and their members brought to justice. There is disagreement, however, about how this is to be accomplished. There are some (Kodura, mostly) who wish to fight directly against them with strength of arms, storming Tomo and sending the Dark One’s fortress crashing to the groud. Others are more cautious, wishing to wait until Mata Nui’s heroes arrive and then back them up in their quest, whatever that may be. They trust that the Great Spirit will provide a solution to their problems and so they must trust in him.
Species
The core of this faction is made up of Matoran and Kodura, though there are many of other species involved as well.
Base
Mata Nui’s followers are strongest in the northern cities of Katoa, Hoake and Tapu. These centres of loyalty strongly resist any influence by Rukahu, and most eagerly await the coming of the toa. Many other Matoran villages also take this stance though their small sizes mean that any coordinated action by the Great Spirit’s disciples will likely come from the north.
Leaders
Mata Nui’s followers have no centralised leadership, since they are spread over such a wide area. There are, however, a few prominent figures.
First is the Council of Turaga, where the elders of many of the continent’s villages come together to pool their wisdom and do the best they can for their people. The Council meets in Katoa, so rather than travel themselves, many of the Turaga who live far away send Matoran representatives from their villages in their places. The current leader of the council is Turaga Mana, who was the leader of Po-koro before he moved to Katoa to take up the role.
The leaders of Hoake and Tapu are Taua and Ngoi, both lords among the Kodura. Both strongly resent Rukahu’s claims of dominion over the Southern Continent and advocate strong resistance over passively waiting for the Great Spirit’s solutions, though Taua is more disposed to declare war than the more moderate Ngoi.
Finally, there is Kumu, one of the leaders of the Karore in Ture. He is distressed that many of his people have joined with the Dark One, and so has travelled west to where he believes he can find aid from others who oppose Rukahu in order to stop the division among his people which is causing people who have been friends for millennia to turn on each other in hostility and enmity, all over Rukahu’s claims of dominion.
Goals:
- Await the coming of the toa, and whatever message they may bring from the Great Spirit.
- Oppose Rukahu and his followers.
- Learn more about Rukahu’s nature and powers, as well as the disaster that caused the dome to crack and the suns to grow dim. If possible, reverse it.
Locations
The Southern Continent is approximately 2,000km (1500 kio) long and 2,200km (1600 kio) wide. For reference, that’s about half the size of the USA.
It is roughly divided up into five territories by important landmarks. Click the map for a larger version.

The Western Territory lies between the Utoka Mountains and the West Tren Krom River.
The Southern Territory covers all of the land south of the Aorangi Mountains and the Tren Krom Rivers.
The Eastern Territory spans the area between Mount Mamaoa in the north, the East Tren Krom River in the south, and the great cliff of Landsdrop in the west.
The Northern Territory is bordered by the two arms of the Raki River, which run north-west and northeast from Vican’s Lake.
Voya Nui is the central region of the continent, being enclosed by The Utoka and Aorangi Mountains, the Raki Rivers and Landsdrop.
Aorangi Mountains
This range forms the southern border of Voya Nui. It is characterised by its high peaks, steep slopes and narrow valleys. Most of the higher mountains have snow on the year-round. The Tren Krom Rivers both flow out of this range, with one going west and the other east. They are known as the West Tren Krom River and the East Tren Krom River. Near the southwestern end, there is a village inhabited primarily by Ko-matoran.
Utoka Mountains
While the Aorangi Mountains are higher and steeper than their western cousins, the Utoka Mountains cover a greater area. They form the border between the Western Territory and Voya Nui. While barren on the surface, the range is rich in minerals, attracting Onu-matoran and Fe-matoran to the area to mine the wealth. The Onu-Matoran constructed their village underground and are happy there, but the Fe-Matoran desired to spend at least some time above ground, so they built their village there, in a cleft between two mountains. Some miners of other species also live in these villages.
West Tren Krom River
This branch of the river flows out of the Aorangi Mountains and along the borders of Voya Nui, the Western Territory and the Southern Territory. It runs deep and cool through fertile terrain, and can provide an easy route of transport between the three.
East Tren Krom River
The East Tren Krom River is slow and meandering as it bends north around the eastern end of the Aorangi Mountains. When it reaches the Eastern Territory, it gets even slower and wider as the land flattens out. It eventually runs into the Paihana Swamp, a wide area of stagnant pools and half-rotten reeds.
Landsdrop
The cliff of Landsdrop is where the land falls about 40 bio from Voya Nui to the Eastern Territory. It was created in an earthquake many millennia ago, when the Voya Nui rose up and the Eastern Territory sank. Today, the cliff varies in height, but anywhere along its length, it is still an impressive sight. It runs all the way from Mount Mamaoa in the north to the Aorangi Mountains in the south.
Raki Rivers
Both branches of the Raki River are quite similar. Both have carved themselves deep gorges in the northern plain, and now run swift and white over their rocky, boulder-strewn beds.
Western Territory
Most of the land in the Western Territory is covered by a large forest, known as the Rata Jungle. It is a colourful place, teeming with all kinds of life.
The northernmost village in the region is Tere, where most of the population are Koni. While the village itself is quite compact, it is not uncommon for Koni to spend weeks or even months at a time roaming all over the jungle before returning to the village. They will only all gather in the village to hold council on important matters facing the village.
Further to the south is Bo-koro, a treetop village composed mostly of Bo-matoran.
Fe-koro, Onu-koro and the adjoining tunnels are also counted as parts of this region.
Southern Territory
Most of the Southern Territory is covered by a vast savannahs and grasslands, stretching as far as the eye can see. It is home to large numbers of rahi. The terrain here is normally quite gentle.
Taru valley or “The Silent Valley” is a seemingly peaceful valley, but on closer inspection, travellers will note that no rahi live here. The grasses that grow here will entangle anything that moves, strangle it, and pull it underground. Most beings avoid this place.
Ba-koro is situated about halfway between Taru and the Aorangi Mountains. Its residents are mostly Ba-matoran.
Towards the western end of the plains are the villages of Ce-koro and Kohu. Ce-koro’s inhabitants are mostly Ce-matoran, while Kohu is a village of Tarore. Kohu is the largest settlement of the southern plains.
At the southernmost tip of the continent is Vo/Su-koro, a village co-habited by Vo-matoran and Su-matoran. Both are fewer in number than other types of Matoran on the Southern Continent, so chose to build a village together. Thunderstorms are common along that section of the coast.
Where the plains meet the foothills of the Aorangi range is the main entrance to the underground homeland of the Av-matoran. Their tunnels and caves extend well north of the mountains and under Voya Nui, where their main settlement is. Their realm does not, however, intersect with tunnels mined by the Onu-matoran.
Eastern Territory
The Eastern Territory is defined by its dampness. In the south is the Paihana swamp, fed by the East Tren Krom River and wide marshlands north of that. In the north, steam from Mount Mamaoa is carried back south by the prevailing winds to water the land.
De-koro is a village of De-matoran on a large peninsula pointing east into the Silver Sea. The Matoran of sonics live in seclusion from the other peoples of the Southern Continent on account of their love of silence and their distaste for other, noisier beings.
Fa-koro is located on the margins of the Paihana swamp, a village populated mostly by Fa-Matoran. While others fear the boggy labyrinth, the Fa-matoran’s infallible internal compass allows them to successfully navigate safe, dry paths through the mire and draw a living from the wetlands.
Northern Territory
The Northern Territory is a dry, windy, inhospitable place, littered with large, sun-baked rock formations. To the south, the land is greener, watered by streams flowing down from Voya Nui. Before the can reach the parched lands beyond, however, they drop down into the deep gorges carved out by the Raki Rivers. These canyons are lined with waterfalls, but serve to collect the water and channel it around the desert, rather than to distribute it across the land. The canyons themselves are covered with mosses and lichens that seem to grow on every available rock face. They flourish on the spray kicked up by the waterfalls and the fast-flowing rivers below.
The source of these rivers lies at the springs under Vican’s Lake, named for an important Matoran who lives in the area. The lake lies between two ranges of hills, which funnel the region’s fierce northerly winds inwards towards the lake, making it one of the windiest places on the Southern Continent. The waters are always choppy, whipped up by the winds. A small island in the lake is home to a village compose mostly of Le-Matoran. A village of Ga-Matoran lies on the eastern shore.
At the northeastern point of the Northern Territory is Mount Mamaoa, an active volcano. The East Raki River ends here, flowing underground into the roots of the mountain. It reappears as steam, which is almost constantly venting from the volcano’s summit. Some of it will fall back to the earth as rain, making the area around the volcano much wetter and more fertile than the rest of the Territory. Near the border of this area and the true desert is a village populated primarily by Po-matoran.
Ta-koro lies on the western slopes of the volcano, a village populated mostly by Ta-matoran.
The village of Hoia lies far away from the others, towards the west of the wastes. It relies on a hidden oasis that provides the inhabitants with water. Those who live here are mostly of the six Prime species.
Voya Nui
The central region of the Southern Continent is a rugged place, unlike the lands that surround it. It is as if, when the continent was sculpted by the Great Beings, they carefully chiselled out the contours of the southern plains, the western forest and the flat eastern marshes with great care, but only roughly hacked out the shape of Voya Nui, as if they intended to come back to it later and finish it off. It is a hard place full of steep, rocky terrain. It is not an easy place to live in, on the whole, but through effort and perseverance, the denizens of the Southern Continent continue to do so.
Many of the Matoran who live in this place were sent here from Karzhani after being the subjects of botched repair jobs by the tyrant who rules that realm.
Mount Valmai is the active volcano in the centre of Voya Nui. Its name comes from an ancient Matoran dialect, and roughly translates to “cursed place”. Cursed how exactly and by whom remains unclear. True, it is a very dangerous place to venture, but ash and soot from its eruptions sustain the forests and fertilise crops for many kio around, enabling Matoran and others to eek a living out of the blasted land.
Mount Valmai is surrounded by a large area of forest, known as the Kauamo Forest. The foliage here is not as bountiful as in the Rata Jungle, nor are the trees as large. Much of the rest of Voya Nui is covered by low scrubland.
On the edges of the forest are the villages of Tikohi (in the southwest) and Pakanga (in the northeast). These are the two largest mixed-race villages on the Southern Continent, where all sorts of different beings mingle together.
Further north, on the eastern arm of Voya Nui, near to the East Raki River is the village of Tapu, which is primarily populated by Kodura. At about the same latitude on the Western arm is another village of Kodura, named Hoake.
North of Hoake is Katoa, a much larger village of Matoran. Katoa is not associated with any element, so it is home to Matoran of almost every elemental affiliation.
The easternmost village in the Voya Nui region is Ture, which sits about halfway between the Aorangi Mountains and Mount Mamaoa, right on the edge of Landsdrop. It occupants are mostly Tarore.
The last significant location in Voya Nui is the Atanako city of Tomo. It is hidden towards the eastern end of the Aorangi range, filling the end of a hidden, steep-sided valley in the mountains. It extends back into a system of caves with the bedrock of the mountains. Almost all of the Atanako live here, along with some members of other species, though most of them have arrived since it became the hub of Rukahu’s faction.
Rukahu himself does not live within the city. High up on the southern slopes of the valley is a towering spire of black rock that looms over the carved city. While it had been left alone by almost everyone up until Rukahu’s appearance, The Dark One took an immediate liking to the place, and, in a display of power, remoulded the peak into his fortress by merely commanding it to be. He has taken the place for his own and few are now allowed to approach it.
Most of the Matoran villages shown on the map have populations in the order of a few hundred. Villages with larger dots are larger (who would have guessed?) with the mixed-race villages being the largest. Smaller villages also exist, dotted around the continent, but they are not large or important enough to be put on the map.
Domefalls
Domefalls occur where the ceiling of the Southern Continent’s dome is cracked and water flows in from the oceans outside Mata Nui’s body. This water is strongly mutagenic after contact with the robot’s systems. Where it falls to the ground, large, foul-smelling bogs are created, populated by rahi which have been tainted by the water. Sometimes sapient beings are also affected by the waters.
Your Involvement
You can play as the inhabitants of the Southern Continent and have a hand in shaping its destiny. You can help either faction to gain control of the land and its people or discover the mysteries it holds.
A few players will also get the chance to play as one of the toa on Jovan’s team. Anyone who wants to do this can create a profile and submit it. The ones I like best will become the Toa Whakaora. The winners will be announced about a week into the game, and then they can begin their journey into the Southern Continent in search of the Kanohi Ignika. At least one of these toa will wear a kanohi elda, while another will wear a kanohi olmak. Jovan will be controlled by me.
To begin playing, fill out this profile sheet for approval.
Name: Make it sound BIONICLE-ish
Species: Something from the MU, but not Makuta.
Gender: Male, Female, unknown, neither, somewhere inbetween…
Faction: Mata Nui’s Followers or Rukahu’s Followers
Powers: Something that fits with the species.
Kanohi: If applicable to the chosen species.
Appearance: What do they look like? A MoC, drawing or description will do.
Equipment: What do they have with them?
Home Village: Fa-koro, Bo-koro, Katoa, Tomo, none, etc
Biography: About their life.
Personality: What are they like? How do they act?
Skills/Strengths: What are they good at?
Weaknesses: What are they bad at? What hurts them?
As with any RPG, there are some canon powers that cannot be used. These include:
- The legendary masks, for obvious reasons.
- The olmak, avohkii, krahkan and mask of elemental energy, all of which are unique. There are none of these masks in existence other than the ones shown in the canon story.
- The mohtrek, because insta-armies are annoying.
- The mask of undeath, because unkillable zombies are no fun.
- The komau (great mask of bunnying), the sanok (great mask of auto-hitting) and the Mask of Clairvoyance (great mask of meta-gaming). While it is possible to use these responsibly in an RPG, I’d rather save everyone the trouble of sorting out how they should and shouldn’t be used within good RPing etiquette.
- The mask of conjuring, because it is rediculously overpowered.
You cannot play as a canon character. Make your own.
Each player can control up to five characters at one time.
RULES
All BZP rules apply, obviously.
In general, don’t do anything that detracts from other peoples’ enjoyment of the game. All the usual RPG fallacies fall under this, such as god-modding, meta-gaming, bunnying, auto-hitting and the like. For more on these, see the BZPRPG, where you will find some great descriptions and more details on the subtleties of these.
Use IC and OOC to separate what your character(s) do from you talking to other players. IF all you have to say is OOC, use the discussion topic.
No nova blasts or other apocalyptic, continent destroying attacks. I want to have a world to keep this game going in.
Do not kill or injure somebody else’s character without permission. The same goes for (character) life changing events.
GMs have the right to do anything they see fit in the IC world. This includes punishments for rule-breaking and rewards for making positive contributions to the RPG.
GLOSSARY
This is a list of all the terms I invented for this game. Most were made up on the spot, so this is to help myself and others keep track of them.
Aorangi – a mountain range to the south of Voya Nui.
Atanako – Shadow Stealer’s species.
Domefall – a place where water falls through cracks in the Southern Continent’s dome.
Hoake – a village in Voya Nui, populated by Kodura.
Hoia – a village in the Northern Territory, populated by Prime species.
Katoa – a village in Voya Nui, populated by Matoran.
Kodura – Trinuma’s species.
Kohu – a village in the Southern Territory, populated by Tarore.
Koni – Lariska’s species.
Kumu – a Tarore leader.
Mamaoa – a volcano is the Northern Territory.
Mana – leader of the Council of Turaga.
Ngoi – a Tarore lord.
Landsdrop – a cliff in the Eastern Territory.
Paihana – a swamp in the Eastern Territory.
Pakanga - a village in Voya Nui, populated by beings of many species.
Raki – a pair of rivers in the Northern Territory.
Rata – a jungle in the Western Territory.
Rukahu – a mysterious, dark being who has claimed power in the Southern Continent, as well as responsibility for the effects of the Great Disruption.
Taniwha – an Atanako, second in command of Rukahu’s followers.
Tapu - a village in Voya Nui, populated by Kodura.
Tarore – Hydraxon’s species.
Taua – a Kodura lord.
Tere – a village in the Western Territory, populated by Koni.
Tikohi – a village in Voya Nui, populated by beings of many species.
Tomo – a village in the Aorangi Mountains, home of the Atanako and base of Rukahu’s followers.
Ture – a village in Voya Nui, populated by Tarore.
Utoka – a mountain range in the west of Voya Nui.

Across the island, all was peaceful. Light was just beginning to creep into the dome. Birds called to each other, announcing the arrival of a new day. Insects hummed between flowers, enjoying the balmy late spring weather. It could not last, however. The idyllic scene was about to be broken by a terrible scream.
It was a scream of horror, revulsion and fear, all rolled into one blood-curdling yell. Soon, it was joined by another, and another. All across this island paradise, hundreds upon hundreds of throats let out similar cries as they woke to find gruesome, twisted monsters in their villages, their homes, and even their mirrors.
The Transformation had begun.
SUMMARY
This RPG is set 72,000 years before the Great Cataclysm, on the Island of Zakaz.
Maukta Spiriah has infected the entire island with a series of viruses that turned the native Skakdi from a peaceful, prosperous race into grotesque, vicious warriors. Chaos has erupted as the Skakdi awoke to find themselves in varying stages of transition, and only intensified in the next three days as the changes were completed. The government is trying to keep a lid on things, but are failing miserably, as officials are dealing with similar transformations to everyone else.
In the tumult of the change, some have embraced their new nature and powers in an attempt to seize power. Chief among these is the former head of law enforcement, a Skakdi named Nektann. He has gathered a group of criminals, rogues and power-mongers to take control of the island for his own ends. He has some competition, but as of now, his army is the largest rebel group.
The Makuta himself is nowhere to be found, and many believe him to have left the island. The only sign is a squadron of Visorak he left to guard his fortress and prevent anyone from coming or going to and from the island.
One thing is clear, however. Zakaz is now a very different place, and will be transformed even more in the coming weeks, months and years.
How it is transformed is up to you to decide. Will you join the rebels, using you newfound powers to gain wealth and influence? Will you attempt to put down the rebellions and restore peace to Zakaz? Are you going to throw you lot in with the Makuta, and submit to whatever plans he has for the island?
Whichever you choose, you will alter the fate of your homeland.
THE STORY SO FAR:
Day 0:
Makuta Spiriah sends out his viruses to mutate the Skakdi race. They do not take effect immediately.
Day 1:
This marks the beginning of the Transformation. Overnight, the viruses have begun to take effect and the Skakdi’s bodies have started to change. After the initial attack of island-wide panic, they gather together in each village as well as the capital to seek answers. It is revealed that the Makuta caused the virus, but for what purpose is unknown. Not much more progress is made in any of the meetings. They soon break up out of fear, anger, and uncontrollable flashes of power.
Day 2:
By this stage, the Skakdi are looking mostly like their mutated forms. Everyone is in panic mode as more and more changes occur. There is looting and violence in the streets as everyone tries to hoard supplies or find a cure. Civilisation grinds to a screaming halt. Many buildings are damaged. There is little coordinated response from the Zakaz government because they are just as confused by the changes as everybody else.
Anyone who tries to leave or enter Zakaz encounters Visorak. The island is cut off from the rest of the Matoran Universe.
Day 3:
The mutations are now complete. Nektann sees the way things are going and defects from the Avan to form his own faction. He releases several notorious criminals on his way out, and begins recruiting scoundrels to join him in seizing power.
Still reeling from the loss of one of their top men, the government begins to put together a response. Malok declares martial law, but the Avan prove too few to be truly effective against such widespread disaster. Some quiet is achieved in the streets, but crime is still rampant, as every Skakdi fights for themselves or their small group. Most are beginning to gain some control over their powers by now.
There is still no sign of the Makuta, but those loyal to him are a force to be reckoned with, as they defend his tower from all assailants and clamp down on any malicious or destructive activities in the surrounding area. They appear to be plotting something, but as yet, nobody knows what.
Rumours are flying that a Skakdi of Quo-nari named Makan has (or has almost) isolated a cure for the Skakdi’s mutation. The respected, if slightly eccentric doctor was unfortunately killed in a riot in Quo-kuna, but his work still exists… somewhere. If it can be found, completed and used, there may yet be hope for Zakaz.
All of the islands major factions are showing an interest in this. The Zakaz Government wants it perfected and used widely, Makuta’s Devotees want it destroyed so that the mutation is permanent, while various rebel groups want to obtain it because of the power it represents and to gain more influence on the island. It could be a powerful bargaining chip, and the warlords know it.
Day 4: Beginning of the RPG. From here, events are (mostly) under the players’ control.
FACTIONS
All across the island, beings are banding together for protection or in pursuit of their goals. The four most important ones are listed below.
Zakaz Government
The government of Zakaz exists to keep the peace and to make sure that day to day activities across the island run smoothly. Malok, the king, has supreme power, but most often has not used it. He finds that most conflicts can be resolved without resorting to that, and prefers to work with his subjects to find solutions. Under Malok, there are several ministers/advisers who oversee various areas of the administration, such as trade, law enforcement, mining, agriculture and dealings with other islands.
Goals:
- Keep order on Zakaz.
- Find a way to cope with the Transformation or reverse it.
- Investigate all possible cures for the mutation. If any turn out to be useful, use it on as many Skakdi as possible.
Nektann’s Rebels
This group, led by the former head of the Avan (law enforcement organisation), is composed of individuals who have given in to their darker sides and are using their newfound powers to wreak havoc in the city of Atia. As yet, their influence is weak outside the city’s walls, but what began as a group of criminals hungry for power is quickly solidifying into an army.
Goals:
- Subvert whatever the government is doing.
- Gain more recruits.
- Launch an attack on Atia and attempt to seize power.
Makuta’s Devotees
Right now, most of Zakaz hates Spiriah for transforming them as he did. It is well known that the Makuta was the source of the infection, but nobody knows the details of how or why he did it. This faction, however, includes many beings who are loyal to Spiriah, including his team of Toa Hagah. These beings go against strong public opinion, and believe that the Makuta of the island will provide a solution to their problems. They reason that the Makuta had a purpose in mutating the Skakdi as he did, and do not know that the experiment went horribly wrong from Spiriah’s perspective, as well as everyone else’s.
Goals:
- Stop anyone trying to undo the Makuta’s mutation.
- Await the Makuta’s return and maintain the faction until he does.
- Convince everyone else not to kill Spiriah as soon as he shows his mask.
- Defend the Makuta’s fortress.
- Exercise the Makuta’s will on Zakaz, whatever that may be.
Neutral Citizens
In the days since the Transformation began, most of the factions’ activities have taken place in the capital, Atia and the surrounding lands. In other locations around Zakaz, people are responding to the situation in their own ways, most often fighting for resources or trying to find ways to undo the effects of the virus.
Goals:
- Survive the chaos.
- Do whatever your character wants.
Player Created Factions
It is encouraged that players create their own groups. If your character thinks they could do a better job than King Malok, great! Get some followers and mount a coup. If they think they can be a better warlord than Nektann, form a group and go take him down. If they desire peace and want to help their people through this difficult time and emerge stronger out the other side, good for them. Find some help, form a group and make it happen. If they hate Spiriah and live for revenge... well good luck on that one, but you'll need an awful lot of backup to take down the Makuta. It could happen though.
If you want to form a group with a goal and a name, be my guest. The new faction will not, however, get any NPCs or vast resources. You can have a name and a goal, and even fortify one of your character's homes against attacks. Over time, these factions may grow to rival the main three if players put enough work into them.
LOCATIONS
Here are two maps of Zakaz. The first shows the island and the nari borders, the other only shows landmarks. Some important locations are described below, in the state they were before Spiriah released his viruses.


All of the locations below are named in the language of the Skakdi, rather than Matoran. Note that the words used here are a little different, as the characters are all speaking a different tongue.
Te-nari
The southern region of Zakaz is dominated by Mount Krahn. The volcano feeds numerous lava streams. It erupts so frequently that the sides of the mountain are completely bare of any life, as if even nature has given up trying to colonise the place. Further afield from the summit, however, volcanic ash provides excellent fertiliser to sustain forests and fields alike. The Skakdi of the region grow much of the island’s food. The forests are easily navigable for travellers, because occasional forest fires keep the foliage from growing too dense.
Situated between two lava streams is Te-kuna, the village of fire. The buildings here are constructed from blocks of black volcanic stone.
Ana-nari
This region of Zakaz is only inhabited underground, where a network of tunnels and caves are home to many Skakdi. Most of the tunnels are concentrated just north of Te-nari, but there are also underground roads leading to other places of note around the island, such as the other settlements. The tunnels are lit both by torches and a series of mirrors that reflect the light from the dome into most major tunnels.
Irnakk’s Maw is a giant cave entrance that opens onto Te-nari, and where many of that region’s lava flows re-enter the earth. Many of the mirrors take daylight from this opening, and it is said that, when viewed from a distance, the glinting lenses look like flashing teeth in a gigantic, fiery mouth.
Ana-kuna is the village of earth. The village is found within a giant cavern with two rivers running through it; one of water, the other of lava. The dwellings here are carved into massive Stalagmites, many of which reach to the cavern’s ceiling, hundreds of bio above. Ana-kuna is known for its mineral wealth and the skill of its craftsmen in making all sorts of tools, weapons and armour.
Pi-nari
Zakaz’s region of stone is a vast canyonland along the south-western coast. The Kona and Malana rivers flow down from Quo-nari and Lake Turano before joining at Furl Drop, a giant, multi-level waterfall that descends more than 500 bio to the floor of Mara Canyon, the largest on the island and home to Pi-kuna. After the joining, the river is known as the Karoro.
Pi-kuna, the village of stone is recessed within the eastern wall of Mara Canyon. The vertical stone here has been worked into a huge collection of ramps, stairs and ladders that connect the many balconies of the stone village. Each balcony leads into a house or shop within the cliff face. The warm, orange-brown stone gives a cosy feel to the homes here, as well as a majestic view at sunset when the canyon is lit with bright lights and deep shadows.
The Skakdi of Pi-kuna are adventurous and famous for their skills in combat, sports and survival. The harsh, dry landscape they inhabit provides few resources and harbours many dangerous rahi. As if those weren’t enough of a challenge, bungy jumping and hang gliding are available in the canyonlands, though notoriously dangerous for any who choose to join the daredevils.
Also to be found in Pi-nari is Spiriah’s Tower. This is the Makuta’s base on Zakaz, where he works his dangerous experiments. The tower itself is built on top of a cylindrical spire of stone, so as to only be accessible by those with the power of flight or some other way to bridge the canyon. There is a bridge to the tower, but it can disappear in an instant, controlled by some mechanism with in the tower. As of the RPG's beginning, the bridge will not be there.
Quo-nari
Quo-nari is the mountainous, icy region of Zakaz’s north. High in the Pili Mountains, steep cliffs and ravines dominate the landscape. Glaciers are also a common feature in many valleys. The altitude and cold prevent many plants from growing here, but the hardy shrubs and grasses that grow here often have medicinal properties. Also rumoured to exist here is the jugo tree of legend, which is said to undo any wound or mutation. It is thought that Makan's elixir was derived from this plant.
Quo-kuna, the village of ice, is the most isolated on the island. It is a quiet place, with most Skakdi preferring to stay indoors to do their business. The homes here are built from cement studded with heatstones, and packed closely together in order to give the outdoor spaces some protection from the cold and the alpine wind.
Quo-kuna is not an industrial town – there are too few resources up in these frozen lands, but instead the people here make a living from their skills. Quo-nari boasts many of the island’s best doctors and healers, trained in the use of the region’s plant life. It is also a haven for artists of all types. The peace and stunning views have inspired many great works, from music to sculptures and paintings.
Gu-nari
Gu-nari is the region of water, and reaches from the north-eastern coast to Lake Turano, and the smaller Lake Roto. The region has a damp climate, and is filled with marshes, wetlands and wide fields. It is home to many of the island’s rahi, including heards of Tahtorak.
The main feature of Gu-nari is the Awa River, which flows from Lake Turano in the centre of the island to the Silver Sea. The river runs clear and cool over the moist terrain, providing an easy way of travel for mariners, who both fish the river for its abundant food supply and ferry other Skakdi up and down the river.
Gu-kuna, the village of water is situated in an underwater cave in the Awa River. Protected from outside attacks, the town is only accessible by swimming or airtight vessels that run on tracks along the riverbed. An air pocket allows the village to stay dry, if a little humid, and is kept fresh by a large skylight that also lights the settlement. The dwellings are built around the edges of the cave on solid ground. Most are constructed from wood, which is abundant in the swamps and forests above.
Gu-kuna is the transport hub of Zakaz. The large port outside the Gu-kuna cave holds all types of boats, from large sailing ships ready to take on the silver sea or Lake Turano, to small rafts better suited to the swift-flowing canyon rivers of Pi-nari. For overland transport, Gu-kuna is the home base for domesticated Tahtorak, which are used as steeds for the Skakdi.
La-nari
This region of Zakaz is a lush rainforest, the Rata Jungle, is often covered by curtains of swirling mist. The shining droplets reduce the visibility among the dark, evergreen trees, and can give it an unearthly feel, not to mention making it easy to get lost in. Between the gargantuan trunks, there is very little undergrowth. Instead, a thick layer of moss serves as the carpet. It can conceal dead trunks and pot holes, however, so watch your step.
Some of the more remote parts of this rainforest remain unexplored. Strange tales are told of these regions and what beings might reside there. Some say ghosts, some say walking trees, while other describe beings alien to anything else in the universe.
The La-nari forest overlaps with Ana-nari, with trees on the surface and tunnels beneath. Just who owns this part of land, however, has never been a problem – neither group wants to use the other’s area.
The greatest feature of this forest is undoubtedly the forest monarch, Mahana. This giant tree reaches 50 bio above the rest of the forest, its canopy extending like a dome 100 bio across on top of the rest of the forest’s roof. More than just a big tree however, Mahana is alive and sentient. Her mind watches over the forest, wherever trees grow in La-nari. What she makes of it, however, is anyone’s guess, and communication is fraught with difficulty. Her thoughts are revealed in the swirling patterns and arcane symbols that are in constant motion across her bark. Some say that the pattern of these will predict the future, while others assert that the patterns of mist move in unison.
La-kuna, the village of La-nari is situated a good distance from Mahana, because nobody had the guts or gumption to build anything too close to the revered tree, let alone it in. Instead, the wooden houses are built on the ground. They are well camouflaged, however, and unless one knows where to look, one could easily miss it in the mist.
La-kuna Skakdi are known as builders and engineers. It is they who produce the great ships of Gu-nari and construct all kinds of buildings across the island.
Atia
Atia is the capital city of Zakaz, and is neutral territory where beings of all elements and backgrounds meet. Almost surrounded by Lake Turano and the Awa River, Atia is a much larger city than any of the kuna. A wall surrounds the city, but the gates are always open, as the fortifications have not been needed in a long time. The city is a hodge-podge of architectural styles and cultures, allowing it to feel like home to all of its diverse inhabitants as well as highlighting the peaceful co-existence of so many in one place. Important places in and around the city include:
Lake Turano, which is the largest body of water on Zakaz. The huge lake borders 6 of the 7 regions, and is a gateway for travellers, as well as providing water for much of the island.
Mana Palace, where the King of Zakaz lives, rules and deals with the people. The current holder of that title is named Malok, a Skakdi of magnetism. The palace is the city’s largest building, reaching out from a small, central tower built of a mixture of stone and wood. It lies in the middle of the city, surrounded by a park. Most of the palace is open to the public for dealings with their king and his administrators.
Avan Headquarters is situated adjacent to the main gate of Atia, and serves as the fortress that Mana is not. Built from thick stone and iron, there are only two entrances. One is the main gate, the other a secret underground passageway leading into the palace. The large building towers over the small houses and businesses in other parts of the city, with several battlements equipped with projectile weapons. Inside, the place is a warren of various chambers used by Zakaz’s law enforcement, including a small jail.
Traders’ Square. Just as the name suggests, this part of Atia is the commercial hub of both the city and Zakaz. Goods of all kinds are traded here, from food and water to medicines, tools, trinkets and weapons. The last is much less common than in other parts of the MU, because Zakaz doesn’t have much trouble aside from the occasional plague of rahi. Much of the trade that goes on here uses a barter system, but there is also a currency known as the grala – small gold spheres engraved with various symbols that signify their worth.
Nektann's hideout is the base for this warlord and his criminal gang. The base is in what used to be one of the largest shops in the city, one selling fresh produce from Te-nari. Here, the villains are well supplied, but the design of the building and many exits make security a problem.
ADDITIONAL NOTES ON ZAKAZ
Technology Level
The level of technology on Zakaz is greater than that of the Matoran on Mata Nui, but nowhere near Xia standard. The Skakdi can make some pretty cool tools and structures, but they are nowhere near modern day technology or the ‘magical’ technologies produced on Xia and Nynrah.
The currency of Zakaz is the grala. These can be used like widgets to buy things in the markets of Zakaz, but most Skakdi just use a barter system. Gralas are small gold spheres engraved with various symbols that signify their worth. These are notoriously difficult to counterfeit.
Mutated vs. Un-mutated Skakdi.
Prior to the Transformation, the Skakdi were smaller and less powerful than they are now. They were shorter than most toa and had small spines down their backs. Their faces were more normal and their jaws were much smaller than the gruesome grins we saw on the Piraka sets. They had the ability to use great kanohi, and also possessed the latent elemental traits seen in Matoran (heat resistance for Ta-matoran, lung capacity and swimming skills for Ga-matoran, etc), only stronger. If your character is not of one of the main elemental types, you can make up the trait that goes with their element (but keep it reasonable).
As a result of Spiriah’s virus, they have grown taller and stronger, their spines have enlarged and their jaws have sprouted huge teeth. They have lost the mental discipline to access the powers of kanohi, but have gained other abilities.
Chief among these new powers is the ability to use elemental powers to a toa level, but only when working together with another mutated Skakdi. Second is a vision power, such as X-ray vision or laser vision. These powers work by shooting beams from the Skakdi’s eyes, and whatever those beams hit is affected by the power. Finally, each mutated Skakdi gained a third power. These are highly variable between individuals, so be creative when coming up with your own unique powers. Be cautious in this, however, of over-powering. The pirakas’ abilities should be considered the upper limit here.
The final and perhaps most disturbing change for the Skakdi is the transformation of their minds. While pre-mutation Skakdi were mostly calm, friendly sorts, Spiriah’s virus has given them an inclination towards high tempers and violent outbursts.
This game takes place three days after the original infection, which took about that long to do its work and completely transform all the Skakdi. Most characters will still be getting used to their new powers, and will not be experts yet.
In a small break from canon, both mutated and non-mutated Skakdi will be able to form Kaita, with the proviso that the characters who create the fusion must be controlled by at least two different players. Both types of fusions (mutated and non-mutated) will gain stature and strength, as well as having access to all the powers of the individuals who created it. A Kaita formed by three non-mutated Skakdi will also affect the fused kanohi of the three, and allow its powers to be used to a higher level than they could be otherwise. For example, if one member of the Kaita wore a hau, the resulting fusion would be able to not only create force fields around themselves, but in other places as well, and then be able to manipulate those fields and move them around. If one member of the Kaita wore a huna, the resulting fusion would be able to make themselves from sight and hearing, though they would still cast a shadow, as per the normal great huna.
GAMEPLAY
In this game, you will play as one of the inhabitants of Zakaz. This can mean that your characters can be Skakdi or other MU species that happen to be on Zakaz at the time.
This is very much a sandbox RPG, so your characters’ actions will determine the course of events. Zakaz may end up much like it did in the canon universe; a war-torn desolation, or alternatively, it may turn out to be a very different place. Your actions will determine which and how. So have fun. Go visit Makan's house or take a look at his body. Pick fights over a bag of food. This world is just waiting for you to make it come to life.
With that said, a “sandbox” game does not mean that there will be no overarching, GM-run plot. There will be, but which direction it takes will be determined by what the players do in the first few weeks of gameplay. There are a few ways this game could go, but only the one that fits best with what the players are doing will be put into action.
CHARACTERS
Most characters in this game will be Skakdi. It is, after all, their island. Other MU species will be allowed, but bear in mind that they will be heavily outnumbered. If you can concoct a good reason for a non-Skakdi character to be on Zakaz, go ahead and play them. It is likely, however, that they may have been affected by the Makuta’s viruses in some way.
The same applies to un-mutated Skakdi. These are playable if you can think of an excuse for them not to have been on Zakaz at the time of the infection, and also a way to get them back past the Visorak guards.
As with any RPG, there are some canon powers that cannot be used. These include:
- The legendary masks, for obvious reasons.
- The olmak, avohkii, krahkan and mask of elemental energy, all of which are unique. There are none of these masks in existence other than the ones shown in the canon story.
- The elements of light and shadow, because there are no naturally occurring Skakdi of light or shadow, and the shadow leech hasn’t been invented yet (and won't be for thousands of years yet).
- The mohtrek, because insta-armies are annoying.
- The mask of undeath, because unkillable zombies are no fun.
- The mask of mutation, because things can't be solved that easily.
- The komau (great mask of bunnying), the sanok (great mask of auto-hitting) and the Mask of Clairvoyance (great mask of meta-gaming). While it is possible to use these responsibly in an RPG, I’d rather save everyone the trouble of sorting out how they should and shouldn’t be used within good RPing etiquette.
- The mask of conjuring, because it is rediculously overpowered.
You cannot play as a canon character. Make your own.
Each player can control up to five characters at one time, but I might be lenient here if someone has a really great idea for a sixth character that will enhance the RPG in some way.
Fill out this character profile and submit it for approval. This layout is designed for a Skakdi character, so for other species it will need a bit of altering. Feel free to change the format if you wish.
EDIT: Looks like the rest has been cut off - 2 RPGs won't fit in the same post. The tail end of Transformation can be found here. I haven't changed much in the profiles since that last contest.