Forges burn in Ta Metru...
Weapons are sharpened in Le-Metru...
Webs wind in Ga Metru...
The city is stretched by many powers...
Amid this city of death...
Life is changed throughout the universe; the past like white and the present like black. For Metru Nui has fallen, great Metru Nui, and has become the abode of emptiness and wild beasts. The Brotherhood of Makuta has at last unveiled its true face, a face many have known for centuries. Their legions are everywhere, conquering what lands they can, and waging war against the Dark Hunters. Over the Northern and Southern Continents their battles rage, leaving everything behind them broken and desolate. Dozens of matoran villages have been pillaged and razed, and their inhabitants forced to flee from the battlegrounds. Brotherhood forces have conquered Stelt, forcing its inhabitants to flee by ships, wandering the seas in groups, and attempting to keep from driving each other to extinction in the process. Xia is recovering from a civil war, and three of its guilds have been exiled. Artakha's concealments failed him, and his island was conquered, with only a few matoran escaping. Artakha himself was never found. All over the world, refugees appeared in droves, and it seemed they had found one place in the universe unaffected.
Deserted since its fall several years ago, the city presented a tempting goal for the exiles, good and evil alike. Pursued by none, they moved faster than the swiftest routed soldier, entering through sea gate, chute, and any other crack they could find. They were presented by a novel site: Metru Nui, swarming with rahi, and covered in rubble and webbing, a far shot from the glorious city it once was. However, there was a consolation for the weary travelers: there were no Brotherhood or Dark Hunter forces, and that made the city more desirable than most other places one could think of. Three factions were formed, each where they landed: the Sons of the Spirit in Ga Metru, Stelt in Le Metru, and New Xia occupying Ta Metru. Species quickly managed to sort themselves into those three, and half of Metru Nui was settled, with the rahi slowly being pushed back. However, many settlers were neither Steltian, Vortixx, or Matoran, and were estranged from the three groups. At first, the Sons of the Spirits accepted those of other species, but pressure from the other factions halted this practice, and along with New Xia and Stelt, the Sons of the spirit forced all non affiliated refugees into the uninhabited Metrus: Po, Onu, and Ko Metru.
But their newfound peace was naught but a shell, for something happened that none of them had intended. Invasion. Led by the makuta Tridax, a brotherhood army moved towards Metru Nui, tasked to occupy it for as long as the makuta Teridax was gone, and to keep it from unwelcomed guests.
The first fight happened in Le Metru, when the scouts of Tridax were attacked by Steltian warriors, and butchered, with few escaping. With little knowledge of the forces of the Refugees, Tridax disembarked at the great Temple, butchering and routing the scholars there. He fortified it, and proceeded out with his forces. Although the Sons of the Spirit were caught half prepared, they fought back viciously, and Tridax was forced back to the temple, with what remained of his armies. From there, he was faced with the potential of a long and bloody siege. He sent a summon, and waited. Hardly a few weeks later, ships were spotted. Mercenaries, rahkshi, but even more deadly: visorak. Once scattered, but now somewhat regrouped, they formed an army of over seven hundred. In they swept, and the Sons of the Spirit were cut straight in half, as the visorak occupied of south-central Ga-Metru, and fanned out, now backed by the rest of the Brotherhood forces. Quickly a retreat became a route, and by the time regrouping was possible, the Sons of the Spirit were divided, one part in the absolute southern tip, and the other half in northern half, slowly retreating, and fighting a series of hit and run battles. The southern half were forced into northern Ta Metru, fast closing into the territory of New Xia.
In other parts of Metru Nui, war has not yet reached, leaving those factions with some time to prepare. In Stelt, armies are gathering for war, but in New Xia, conversations go on behind closed door, and the entire nation is split on whether to remain neutral, or to side with or against the Brotherhood.
Where the visorak killed not, they mutated, and many of those mutated persons now trickle into Po Metru, fighting through the now deserted barriers. Soon, even the Outcast Metrus will be faced with potential invasion.
Disorder and strife are the hallmark of this time, and death is as likely to see as your own brother.
Welcome to the City of the Dead, an RPG set in the post cataclysm world, on the island of Metru Nui. People of many species, and even more diverse background have populated it, forming their own nations. The archives have never been explored: due to the massive amounts of rahi, no one goes near there if they can help it, and none but the Outcasts really know what lurks in Ko, Onu, and Po Metru.
The Great Temple has been invaded and made into a massive fortress by Makuta Tridax, whose visorak armies have ravaged most of Ga-Metru and are preparing to spreading out to the rest of the island. Hordika roam Ga Metru and other districts, ill tempered, often insane. The coliseum is mysteriously fortified, and guarded by strange vahki: like none ever seen, their powers range from the level of a toa's, to far above it. The building is defended from the inside and outside, and repeated attempts have failed to make entrance. Several agents were dispatched, but of the few who made it in, nothing more has been heard of.
All this is a far off tale for the Outcasts. Murderers, criminals from the three factions, but majorly the refugees who didn't fit in. Those who weren't matoran, vortixx, or steltian. Their goal is to survive. Unorganized, forming into small bands and tribes, but largely alone, they fight daily for their lives against the rahi. It was a task that was fairly easy at first, but grew harder and harder as the rahi grow unexplainably more organized and deadly. Some even think the rahi have become rational.
If you’re a Son of the Spirit, your goal is to keep alive. Short on food, supplies, and weaponry, you will be hunted by Brotherhood forces that kill or mutate on sight, and even your fellow settlers cannot be all trusted: rumor has got around that Tridax has decided to use some of his captured enemies as spies. After, that is, he’s completely wiped away their ability to rebel against him. These spies are hard to spot, as vanishing is an extremely common thing, with most forms of communication cut off, and as the visorak will kill them just as easily as settlers. Unlike the Outcasts, the Sons of the Spirit are still an organized fighting force, but are outnumbered and out-powered by their attackers. Rumor also is spreading that there is a cure for the hordika venom in the shape of a mythical beast, but most discount it as just that; a rumor.
If you are a member of new Xia, welcome to intrigue. New Xia is split between the sentiments of neutrality, siding with the Sons of the Spirit, or siding with the Brotherhood. In the meantime, weapon production is increasing, although raw supplies may well wear out without the Sons of the Spirit to supply it, an argument many use in defense of giving that faction sanction, or allying with it.
If you are a member of Stelt, you're most likely a men at arms or a serf, perhaps at best a knight. All of Stelt, united for once in their lives on something they all can fight, is gearing up for war against the brotherhood armies. Obviously, there is dissent, but few dare voice their opinions openly, for few are against war, and those few know how dangerous the scorn of other warlords is.
If you are a visorak, or any other Brotherhood force, well then, your job isn’t to stay alive; there’s always more troops to get; but to destroy the settlers, and take control of the city for Tridax.
Sons of the Spirit
By far the most diverse faction. The sons of the spirit are mostly matoran and their subspecies, refugees from all across the world. There are other species within their ranks, as they are the only faction that will accept species that are not within their culture. When Metru Nui was settled they occupied all of Ga Metru, and were split into several subsectors. Such subsectors no longer exist. The faction is split in half, one part retreating northwards, the other south into Ta Metru, while a few ragged bands are forces into other sections. Every Son of the Spirit is a warrior, no matter their species or race, and no matter how unskilled they are. A war is quickly turning into a desperate fight for survival, and a pacifist is a suicide and a burden to all. they are formed into irregular infantry and shooters, usually grouped by their element. they are not extremely organized, and most battles are fought by disjointed units, giving the more organized Brotherhood forces an edge over them.
After a short civil war, three of Xia's guilds were banished. Having migrated to Metru Nui, they settled in Ta Metru. They have done extensive work on the forges, until at least some work just as good as they used to. Their occupation is that of the weaponsmakers, and they barter their finely crafted weaponry they make for raw materials and foodstuffs. Now two problems present themselves: the migration of the Sons of the Spirit into their land, and the brotherhood invasion. The Megas Corporation is in favor of siding against the Brotherhood, while the Windswept Flame guild favors siding with Tridax, and the Weapons guild remains relatively neutral, although it will side with the Windswept Flame guild if it came to a decisive decision.
After Stelt fell to the Brotherhood, its populace roamed the seas, at last coming to Metru Nui, and settling in Le Metru. Taking full advantage of the upheaval of defeat and settling, a powerful warlord, Eyorak, with the support of several warlords, and most of the lower class Steltians, formed a feudal system, forcing those Steltians who remained out of it to either join or be banished. Few resisted, and those that did were exiled into Onu Metru. The warlords promptly elected Eyorak as king of the newly formed land, which they named Stelt after their old home. Like on their old homeland, there is a strong class system, with lower class Steltians and gladiator Steltians serving as serfs or common soldiers, with the upper class Steltians as knights and warlords, all under the king. Of all the factions, it is the one least likely to bend to the Brotherhood, and the faction most likely to defeat them. It has a deepset hatred of the Makuta, ever since Stelt was conquered, and they were forced to flee. Their greatest danger is a civil war, as age old hatreds are contained with difficulty by the need to survive, the hatred of the invaders, and the wise ruling of the Steltian king. Their troops are composed of kikanalo riders, upper class steltian knights, and irregular infantry, usually gladiator steltians. They are armed with both regular and xian powered weapons.
When factions formed, the outcasts found themselves suddenly cut off. A small number were accepted by the Sons of the Spirit, but the rest were exiled into the rahi infested Onu Metru. Later, members of the three factions send their criminals there as permanent exiles, an easy replacement for the death penalty, for few survived for long. The ruling system of this faction is anarchy, with most outcasts on their own, or in small groups.
The Brotherhood of Makuta
The strongest faction, the Brotherhood controls all of Ga Metru except the northern section, where the Sons of the Spirit are still fighting. Their forces consist of Visorak of all different kinds, rahkshi of assorted powers, and mercenaries and warriors of many species, from matoran to even a handful of zyglak. They are led by Tridax, and his generals.
The main population of the Sons of the Spirit, matoran are the most prominent species in the world, and are divided into three races.
-Matoran: Probably the largest race, matoran are about three and a half to four feet in height, they have latent within them the elemental energy of their element, and the physical abilities (endurance, night vision etc) that may come with their element. They depend on kanohi for strength, and without them their physical abilities are halved. They are typically peaceful, and lawfully good. Here however, they have been forced by necessity to fight to survive, and this has in turn made them more serious, grim, and mature than the normal matoran.
-Toa: Standing midway in the size of race, toa range from six to seven and a half feet in height. Toa are the transformed versions of matoran: their elemental energy is no longer latent, giving them control over their native element. They have the inherent abilities of their element, although some (fire/ice resistance for example) may be more powerful. They have the ability to use the powers of a kanohi, and although they usually use great masks, they can and sometimes do use noble kanohi. they normally serve as the protectors of matoran villages, and now act as the heavy troopers of the sons of the Spirit. In this fight for survival, the swelled heads and egos of many toa have been popped, and their normal lightheadedness is often nonexistent.
-Turaga: The smallest race, turaga range from four to four and a half feet in height, and are physically rather weak, although some may be as able as a standard matoran. They are the next step in the transformation process, and as such they have weak elemental control, often appearing in the ability to only use one aspect of their element. Turaga can only use the power of noble masks. Before, they served as the elders of matoran, and although they still do, they largely look to the people they once led to protect them.
Weaponsmiths and craftsmen, Vortixx are twelve to fourteen feet in height, usually slender and agile. They have no power, but instead use highly advanced and deadly weapons in combat, making them the match of a toa and more. typically, they are most concerned about wealth, making them the most likely to side with the Brotherhood forces.
Fierce and with few scruples, the Steltians are massive, deadly warriors. They are, like Matoran, divided into three races.
-Upper Class Steltians: Tall and well build, the upper class Steltians are expert warriors. They form the upper class of Steltian society, and most are skilled knights, either fighting on foot or atop Kikanalo beasts. From this class alone come the warlords and counts who form the leadership of Stelt. They are typically portrayed as cunning monsters, and a fair amount display such a character. On the whole, the hardships of life, and the complete change in ruling system have either increased or obliterated such character.
-Lower Class Steltians: Although originally the middle class of Stelt, this race has been knocked mostly down to the lowest class. They serve as laborers and many serve as rank and file troops in the case of all out war, as of now. Their intellect is typically simpler and more beastial, and they take well to the life they've always had; the simple laborer.
-Gladiator Steltians: This race once served as slaves and gladiators. Now, due to their fighting skills and build being superior to the lower class Steltians, they serve as the bulk military force of the Steltian standard armies. At first they were roped as laborers, but after a near rebellion, Eyorak and his council was forced to grant them greater rights.
Often thought of as just simple rahi, visorak are in fact as intelligent as a matoran, although usually much more bestial, with the rationality equal of a person such as Krekka. They can be partially controlled by rahi control. They have a history of servitude to the brotherhood of Makuta. Although the main horde was dispersed several years ago, quick action by the brotherhood resulted in over a thousand being regathered, with more being collected from wherever they fled to. They typically hunt in groups of ten, with a leader, a sergeant, or second in command, six regular visorak, and two watchers, or scout visorak. Their squads are normally composed of different races of visorak, and the watchers are typically Roporaks. They come in seven breeds:
-Boggorak: The heavy guns of the visorak horde. The Boggarak are quite powerful, with a tripowered Rhotuka, and are able to control outside objects or persons density via a sonic wave emitted from them.
-Vohtarak: The Vohtarak is the first visorak sent into a breached fort: their ability to become near invulnerable, and their Rhotuka power of intense burning sensations on their target makes them perfect for this.
-Kahgarak: Twice the size of the average, ands heavily armored, Kahgarak are relatively powerless, with the exception of their spinners. They are the tanks of the horde, and are fitted out with a variety of ranged weapons.
-Keelerak: The troublemakers of the horde, the Keelerak are the smallest, many having avoided the regrouping of the Brotherhood. They have a tenancy to disobey orders, and as such are being sent into Po Metru by Tridax to infest that land, and those around it. This order, they obeyed, out of sheer fear. Keelerak possess a powerful acid spinner. Their legs are bladed, unlike other visorak's and are longer. Often, they fight not only with pincers but with all four legs. A favorite tactic for a group of them is to leap into the air with a spin, turning themselves into a host of buzzsaws.
-Oohnorak: The interrogators of the horde, the Oohnarak often turn the tide of a battle by using their limited telepathic abilities to read the minds of the opposing generals. It is well known that persons with strong intellects (or training) can resist the mental powers of this visorak. As well, they have the ability to mimic voices perfectly, and to fire numbing Rhotuka.
-Roporak: The visorak 'watchers', or scouts of the horde. They possess the ability to blend their colors to fit with the background, and have a very limited illusionary power that allows them to melt their shape to the surroundings as well. they use Rhutuka that drain a target's energy, and they sometimes serve as assassins or kidnappers.
-Suukorak: The assassins of the horde, Suukorak serve as ambushers in a battle, and many have been won because of a surprise attack from behind from these visorak. They have the ability to slow their life processes to almost nothing, making them appear dead (a trick that often fails, because most Sons of the spirit will try to kill any Suukorak, alive or dead looking), and their Rhotuka has the ability to trap a target in an electric field.
The city of water, once a home of learning and teaching, now a broiling battleground. Central and southern Ga Metru are covered in visorak webbing, and hordika wander here and there, as well as brotherhood patrols. In the north, fortresses and other defenses are being erected by the Sons of the Spirit there, although as of now most fighting takes place in the open ground and in half built, or half collapsed structures. Slowly however, the Settlers are being forced back, and back, until it seems that there will be only two ends: obliteration, or being forced into the sea. All connections with Po Metru were destroyed, and barriers set up to keep out rahi and outcast alike. Since the Brotherhood invasion, the barriers are poorly manned, and are slowly breaking down, making escape possible for the outcasts; if entering a district largely controlled by brotherhood forces could possibly be called ‘escape’.
The Great Temple
The home of the makuta Tridax, and the base of operations for the entire Brotherhood army. The temple itself has been turned into a massive fortress, and at the end of its bridge, barracks and further fortifications are set up.
In the north, a small portion of the Sons of the Spirit are engaged in a migration, with the Brotherhood forces slowly pursuing them. In the rest of the district, an entirely different setup presides: the city, and most especially the forges, have been rebuilt and refurbished, and rahi threat is relatively low. The great furnace is silent, and has been converted into the capitol, where the heads of the three guilds live.
One of the three (officially) unoccupied districts of Metru Nui. It is home to a great deal of rahi, although not as many as Onu Metru. Also inhabiting it are many escapees from Onu and Ko Metru, who came out of those rahi infested lands, only to find themselves in another Metru practically as dangerous.
Ko Metru was hit worse than any other district by the Cataclysm. Few of its famed knowledge towers still stand. Instead, the ruins of towers, chutes, and buildings fall together to form a massive maze. Snow perpetually falls, and rahi prowl softly through the constant twilight, always hungry. Survival rate here is almost as low as the Hole, and as a result, is unoccupied except for a small amount of outcasts and the like, desperately trying to survive.
Next to Ko Metru, Le Metru was hit the worst by the catacysm, and until inhabited was a wasteland of fallen chutes and deadly rahi. When Stelt settled there, they quickly began rebuilding, and as they had about two thirds of Stelt’s original population, the district was soon free of both rubble and rahi. Since then, housing has been erected, and fortresses constructed. The Metru is divided into dozens of fiefs, with castles dotting the landscape. All connections with Ko Metru were destroyed, and barriers set up to keep out rahi and outcast alike. The barriers are well built and defended, making escape in this side impossible for outcasts.
The last, and most dangerous district. During the Great Cataclysm, the main entrance to the archives was opened, and the stasis tubes holding the thousands of rahi contained under Metru Nui were broken. The rahi spread across Metru Nui, but upon arriving, the settlers managed to drive them back into Po, Onu, and Ko Metru. When the settlers settled down, and factions formed, those species unlucky enough to not be one (although the Sons of the Spirit did allow a small number of non matoran to join) were forced into here. Although they were massive at the start, deaths by rahi, and division have caused them to decline. They have only two options: band together to survive against the rahi threat, flee, or die.
Once the capitol of Metru Nui, and the home of the great arena, the coliseum is uninhabited by any refugees, and for a reason. The entire building and lands around have been fortified, and vahki make constant guard. Build unlike any vahki ever known, it is a mystery who made them, how they are powered, and why they are here. One thing however, is known; their powers vary, but all are enough to outclass even a veteran toa. Attempting to enter is suicide, with a one in a thousand chance of making it in without detection or destruction. Entering here means almost certain destruction to your character.
Faction: The Brotherhood of Makuta.
Appearance: Ten feet in height, with crimson armor underlaid with deep purple, He looks not unlike a giant toa, albeit his armor is far heavier.
Powers: Standard Makuta powers.
Abilities: An able warrior, Tridax is primarily a scientist. He has good control over his powers, but usually directs rather than fights.
Weapons: A long spear, tipped with acid.
Other Equipment: None.
Personality: Tridax is as unemotional as the next makuta, and has no patience for fools. He has some semblance of honor, unlike the normal makuta.
History: Tridax has a relatively unknown history, He was created along with the other makuta as a biomechanical being, and transformed into energy along with the rest. He was appointed the makuta of Nynrah, and when Teridax took over the brotherhood, sided with him. Following the great cataclysm, he was assigned to occupy Metru Nui in Teridax’s absence. Upon finding it inhabited, he called in an army, and started an invasion.
(Optional) Notes: None.
Name: Eyorak (Ay-ohr-ahk)
Species: Upper Class Steltian.
Appearance: Eyorak is built like all of his species: twice the height of a toa, with ornate dark red and black armor.
Abilities: A skilled fighter, Eyorak often feel handicapped by his position as king, which keeps him from much fighting.
Weapons: A protosteel arming sword, ornately hilted, and wonderfully balanced.
Other Equipment: A heater shield, protosteel, with his coat of arms, three silver swords in an * formation, upon a dark red background.
Personality: Eyorak is a fierce warrior, and a stern ruler. Crime in his realm is at a minimum, and the penalty for crimes are sever enough to keep it like that.
History: Eyorak was once a warlord on Stelt, before the Cataclysm. Unlike most warlords he was neither a crimelord or a war monger. He controlled a castle and some land around it, with perhaps a few hundred tenants. His rule was outstanding in order. When the Brotherhood invaded Stelt, he fled along with the rest to Metru Nui. When the settling began, he claimed power by getting the majority of the lower class and gladiator Steltians behind him, all of whom knew full well his ruling style. Reluctantly, the rest of his tribe appointed him king. Ever since then, he has ruled justly, and unbending. Now, faced with the Makuta invasion, he has began organizing a standing army to repel their forces. However, he is hampered by eastern Stelt growing more and more sullen, even verging on rebellion.
(Optional) Notes: None.
Name: Elhast. (Ehl-hast)
Faction: Sons of the Spirit.
Kanohi: Noble Calix.
Appearance: Although Elhast is a turaga, she most certainly does not look like one. Full foot feet in height, she is well muscled and athletic. Her armor is designed for practical use, unlike the standard garb of a turaga, and it covers and protects well.
Powers: Limited power over lightning.
Abilities: Agile, fast and strong, Elhast could hold her own against any matoran. She is skilled with the small glaive she wields, and with what little elemental power she has left.
Weapons: A staff, four feet in height. It is made of wood with a covering of metal, and a foot long blade is affixed to the top. It is a weapon, not a ceremonial badge.
Other Equipment: None.
Personality: Elhast has not changed a lot since her days as a toa. She is impatient often, with a fiery temper, and a strong sense of loyalty: a traitor would want to stay well away from her, if he wanted to keep his head on.
History: Once a matoran from the Southern continent, Elhast became a toa quickly, and soon left her native village. She worked first as a mercenary, then as a member of a toa team. She lived on the northern continent, and after several thousand years, handed her power over to another, becoming a turaga. After the betrayal of the makuta, her village was destroyed, and she and the rest of the survivors fled towards Metru Nui. When the Sons of the Spirit formed, she was elected into the council of seven. When the brotherhood invaded, and the Sons of the Spirit were split, she and tow other members of the council fled into Ta Metru with whatever remnant left alive. The other two turaga were slain, and Elhast found herself suddenly in sole command of several hundred toa, turaga, matoran, and assorted other species.
(Optional) Notes: None.
Name: Norholk. (Nor-ohlk)
Faction: Sons of the Spirit.
Kanohi: Noble Huna.
Appearance: Norholk is old, and looks it. His armor is scarred and faded, and the plain gray robe he wears is ragged and patched. Nonetheless, his red eyes burn with an undimmed fierceness.
Powers: Limited control over iron.
Abilities: Norholk is certainly not a warrior, and his strength and agility are on par with a normal turaga’s. However, like all his species he has marvelous endurance.
Weapons: A simple staff, untopped or ornamented. It is a simple walking stick, and Norholk uses it as such.
Other Equipment: None.
Personality: Once a fiery and fierce toa, Norholk has mellowed quite a bit, becoming far more thoughtful and wise. Not changed however, is his unbending iron stubbornness, a great asset in this period.
History: Norholk is among the oldest people on Metru Nui. He lived first as a matoran, than a toa, and finally as a turaga in a small village of Fe matoran. His village, like many other gravirty, magnetism, and iron villages were raided by Brotherhood forces. Norholk fled with the few other survivors, and upon coming to Metru Nui, was elected to the council. When the Brotherhood invaded, he was forced northward.
(Optional) Notes: None.
Name: Feynioh. (Fay-nee-oh)
Faction: Sons of the Spirit.
Kanohi: Noble Komau.
Appearance: A little over four feet in height, Feynioh is dressed in a simple monklike black robe, with offset his white armors feet and hands, and his white Kanohi. He walks without any form of bending.
Powers: Limited control over ice. His best attack is by freezing via hand or staff touch. At this, he is deadly, and can flash freeze a foe by simply tapping him with his staff, a fate shared by several visorak and a rahkshi so far.
Abilities: Feynioh is by no means an athlete, but neither is he a frail turaga. He is about as strong, agile, and fast as an average matoran.
Weapons: A long staff, made out of pure, tempered steel. Each end is spiked, making it both a blunt and stab weapon.
Other Equipment: None.
Personality: Of all the council, Feynioh is the quietest. He speaks only when he must, and when he does, it is in clipped, short statements. He prefers observing to acting, and thinking to speaking.
History: Feynioh grew up in metru, but left after a few hundred years. He traveled halfway across the world, and in the process became a toa. At length he settled down, became a member of yet another group of toa. He handed his power on to another, and became a turaga. His village, like many others, was destroyed during the first stages of the Makuta and Dark Hunter war, and Feynioh and his matoran and toa fled to Metru Nui.
(Optional) Notes: None.
Name: Erazoth. (Ear-ah-zohth)
Faction: Sons of the Spirit.
Appearance: With the distinctive gunmetal and burnt orange of his element, and his height and broadness, Erazoth stands out in any crowd. His sole weapon is a long sword, which he wears at his side.
Powers: Erazoth is a veteran, and has great control over the element of iron.
Abilities: Strong, fast, agile, and with the marvelous endurance of his kind, Erazoth is the embodiment of the warrior. He is an expert longsword fighter.
Weapons: A protosteel longsword.
Other Equipment: Erzoth wears full plate armor, with mail protecting what areas the plates cannot cover. It is made of pure protosteel.
Personality: Erazoth is stubborn and a bit hot tempered, although over the long years of combat, he has learned all too well when to think and when to fight. Even though the three turaga are technically in charge, all of the Sons of the Spirit look to him for guidance. His front greatly conceals the loss and pain he often feels over the sudden invasion.
History: Erazoth grew up in a small village in the northern continent. The climate was harsh, and rahi were a constant threat, despite the village’s resident toa. He started out as a maker of weapons, but became a wielder of them as well, at first helping the village’s toa, and then organizing a small fighting force to better protect the village. A thousand years later, the village’s toa handed his powers to Erazoth after the death of the ruling turaga. Erazoth stayed there for many years, keeping up his tradition of forming the matoran into a self-defensive force. When word of the betrayal of the Brotherhood of Makuta, and they subsequent massacre of iron toa, Erazoth and the matoran of iron in the village fled in order to not endanger it.
(Optional) Notes: Erazoth is probably the unofficial leader of all the Sons of the Spirit in northern Ga Metru. He is a warrior and a leader, and as such only is able to assume such a position in wartime such as this. The three turaga hold varying levels of grudges against him for his position, but he always acts as if they’re the leaders, unless there’s a battle going on.
Faction: New Xia
Appearance: An average Vortixx. Not awfully tall or bulky for a Vortixx, actually, compared to most, pretty short, weakly built and narrow of shoulders.
Abilities: Aglund's greatest ability is his wits. He's never been particularly quick or strong, or anything, but he's a brilliant tactician and a shrewd leader, and has a habit of being rather persuasive.
Weapons: Aglund carries around a Vortixx Rhotuka Battle Axe. Never seems to part with it, too, as if he was paranoid with the fear that someone might make an attempt on his life.
Other Equipment: None.
Personality: Aglund is always calm, never cynical or sarcastic, and all the jokes he makes are remarkably well-natured. Under that, of course, as might be expected, he nurses a great disdain for most of the people he is the nicest to on the outside, especially for the other two Xian guild leaders. He will stop at nothing, underneath it all, to achieve power, and much more importantly, wealth and influence.
History: Aglund is the "youngest" - read, the least experienced - of New Xia's triumvirate of guild leaders. Unlike the other two, who were heads of two ancient, well-respected guilds back in Xia, he usurped power in his weapon guild, the Megas Corporation, by force: a sudden coup d'etat in the guild left all of its leaders dead and Aglund as the new head. The other two guild leaders, as such, harbor a great distrust for the young Vortixx, and would like nothing more than to remove him from the political stage by any means possible.
(Optional) Notes: None.
Name: (His Royal Highness) Prince Irazhoon dur Aeghzardoc
Faction: New Xia
Appearance: Tall, even for a Vortixx. By throwing one glance at the man you can see he's an experienced warrior, that written in his cold, nigh unblinking eyes. His armor is colored with intricate patterns of dark green and black, Xia's national emblem, a black mountain in a dark silver field, on his chest.
Abilities: Irazhoon is rather strong, and easily the superior of many a Toa when it comes down to strength alone. His mind is sharp as a razor too... it's just that even a razor dulls unused.
Weapons: Two Electro Chute Blades, which he usually dual wields.
Other Equipment: None.
Personality: Irazhoon is actually a pretty short-tempered person, always one step away from loosing his anger and wrath upon anyone who dared so much as to hint at potentially daring to be insolent in his vicinity. Some would claim he is also rather arrogant, convinced in his supremacy over the other two guild leaders and over all of New Xia.
History: Irazhoon's position as head of the Windswept Flame Guild is more a matter of honor and politics than anything. Irazhoon, having spent all of his life as designated heir to the throne of Xia, was, let's say, surprised when Aliahn dur Trizhax, a prominent official in the court of the prince of Xia, claimed the throne for himself after the prince's death. Aliahn was much loved by the weapon guilds, while Irazhoon was heavily unpopular. As was expected, Irazhoon lost the war and with his three guilds of supporters was forced to flee Xia, then assuming control of the Windswept Flame Guild of weaponmakers, who were all too eager to see him as head: that way, they could gain influence in Xia should they ever return.
(Optional) Notes: None.
Faction: New Xia
Appearance: Tall, slim and lithe, one look at her and you can be sure that by Vortixx standards she'd be a great beauty. Which doesn't mean much when you think of the fact that she's a biomechanical being, but, well, whatever works.
Abilities: Dlatha is quite agile, and relatively well trained in the arts of war. She also has the habit of being generally more calculating and logical than her colleague Prince Irazhoon dur Aeghzardoc, although, (debatably) not more than Aglund.
Weapons: A Lightstone Rifle and an Earth Claw.
Other Equipment: None.
Personality: Dlatha is a cold, cold woman. Some say, colder than an iceberg. Some go so far as to say she's even colder than a Ko-Matoran, as unlikely as that may sound. She is also proud of her position, and while she does not dare do so to Irazhoon, she looks down on Aglund quite openly.
History: Dlatha is the head of the oldest weapon guild on Xia, and proud of it: the Weapon Guild. Yep. The fact that out of seven weapon guilds only this one calls itself simply "the Weapon Guild" documents the fact better than anything else. As such, it naturally places itself above the "common rabble" of the other Xian weapon guilds, and adheres to strict principles of honor, going to the extent that they look more like a monastic order than a guild. During the Xian civil war, Dlatha stood by her principles and supported the lawful heir to the Xian throne: Irazhoon. She still has great respect for the Prince, even if he does not always reciprocate.
(Optional) Notes: None.
In City of the Dead, you may have a max of six characters. Some species and masks and powers are strictly off limits, although they can be given as gifts (do not ask for them).
-Outlawed Kanohi: The Ignika, Vahi, Sanok, Komau, Mohtrek, Clairvoyance, Mask of Light and Shadow, Rua, Aki, Olmak, Possibilities, all Nuva masks, Creation, Alternate Futures, and Adaptation are not allowed. Official staff characters (Not the private characters of staff members) may have one, and one may be given as a reward to a player or character. Do not ask for one.
-Prohibited species: Makuta, Botar’s species, Agori, Glatorian and all other non MU species, Great Beings, Axonn’s species, Brutaka’s species, Dweller’s species, The Shadowed One’s species, and Vanisher’s species are all offlimits.
-Mental blocks are outlawed. No mental blocks are allowed, although a character may be able to fend off some forms of telepathy due to telepathy of their own, a strong intellect, etc.
-Limited Kanohi: The masks of light and shadow, as well as any other elemental masks are allowed, but they may only have control over an element (no peace/rage etc) and the power level of the masks cannot be greater than the mask of gravity. Lastly, these masks cannot create toa.
Name: No canon or nonsense names (examples, Tahu, and to fheu4858).
Gender: Male female, unknown, or none.
Species: See prohibited species. All characters must have a species. Custom species are allowed. Also remember the strict species division in most factions. A vortixx character in the Stelt faction or suchlike will be disapproved.
Faction: Please state your faction here. If non affiliated, simply put down 'neutral'.
Kanohi: List your character's kanohi here, if he/she has one. Custom kanohi are allowed.
Element: Custom elements are not allowed. If your character is a toa, or another element defined species, list your character's element here.
Appearance: Give a description or picture of your character.
Powers: If your character has any powers, put them here.
Abilities: A good swordsman? Archer? Athlete? Basically, what are the physical abilities of your character.
Weapons: List whatever weapons your character has, and please keep within reason. No weapons that give you full control over an element, or something along the lines of an ULTRA COOL HAMMER OF DOOM.
Other Equipment: Whatever other equipment (special armor etc) your character possesses, put it here.
Personality: How does your character act? What's he'she like? Put it here.
History: Write a brief history of your character.
(Optional) Notes: Put down whatever else about your character that you'd like to.
-Absolutely no autododging, autohitting, or other forms of god moding.
-Bunnying is illegal. No controlling other peoples’ characters without their permission.
-Use IC for In Character portions of the post, and OOC for out of character portions. Do not post OOC only posts in the role playing topic! The discussion topic is made for them. Making an OOC only post will result in a warning, and if repeated enough, banning.
-Please, use good grammar, and make your OOC and IC posts understandable. Bad grammar might not look bad to you, but it does for others.
-Staff controlled characters are staff controlled characters, not NPCs. Do not control them without permission of the GMs.
-NPCs are not target dummies. Just because they’re not PCs doesn’t make them a lower life form.
-Your characters cannot know your enemies plans in an instant, or know the exact power etc of an opponent unless they are told IC, or find out IC. Your character is not all knowing, although you may know something from reading another IC post not related to your character, or reading an OOC post or whatever.
-Please act civil. Do not insult, degrade, etc other players.
-Do not play to win. The purpose of an RPG is to have fun, and interact. Any character, no matter how powerful, can be defeated. Going into an RPG with only the specific intent to get ahead and win will get you nothing but failure and a lot of annoyed people.
-Respect staff rulings. If you have a problem with a staff’s ruling, take it up via PM with either that staff member or another. Do not disregard the ruling, start a temper tantrum over it, etc.
-When you are dead, you are dead. Your soul cannot take over another body. Bam, it's over, your character's soul is in the next world and whatnot. Reincarnation is also outlawed.
-There are times when death is unavoidable. Get used to it, your character is no more powerful than an NPC, you can die. It you're surrounded by a dozen visorak, and you have a broken leg and no powers, you're going to die. The meter is this: When staying alive falls under auto-dodging/invulnerability, your character dies.
5th degree warning
A simple warning, whether in the discussion topic, OOC portion of a post, or PM. Nothing serious, just correct whatever you did wrong and don’t do it again.
4th degree warning
A more serious warning, and one of your characters is temporarily incapacitated. Stop breaking the rules.
3rd degree warning
Okay, you’re getting on our verse. One character is stripped of all weapons and masks and power, and thrown into the center of Onu Metru, aka executed, and all other characters are unusable for a week.
2nd degree warning
This is getting old already. All your characters are stripped of equipment and powers and thrown into the center of Onu Metru, aka executed. This is your last warning.
1st degree warning
You are banned. All characters are killed, and you are no longer allowed to play. Please get out.