Name: Levacius Vi’Targon (Levacius, Storm of Targon); aka the Griffon
Species: Toa of Lightning
Kanohi: Powerless Mask of Sensory Aptitude. It may have once held power, but after so much time it is too badly damaged to have any more power reserves. It is made from stronger material than most, and provides the same protection as a helmet.
Appearance: Levacius stands at average height for a Toa, with white armoring. He wears a scarred and otherwise damaged Kanohi Hau with a grey coloration. Other than his basic Toa armoring, he doesn’t make use of any additional apparel as an identifier.
Powers: Elemental Powers of Lightning. Levacius is a very, very old and very, very skilled wielder of his element, having tens of thousands of years of practice to perfect his technique. Almost anything that relates to electricity, he can do if he puts enough focus into it.
Abilities: Levacius has a very well disciplined mind that provides him mental shielding, and as such cannot be affected by mind affecting psychic attacks, attempts to control him, or unwanted telepathic intrusions. He is a skilled swordsman and tactician; a master of battle and leading others into it. He speaks at least nine languages.
Weaknesses: Levacius possesses the hand-eye coordination and overall combat skills of his better days, but that doesn’t mean they’re not behind him. In the department of physical strength and overall endurance, he has already begun to show signs that it’s fading. He’s also overconfident, which means he’ll willingly take on threats that may be beyond his ability.
Occupations: At the present time, Levacius is the owner of a small library in Central City. Though small, it is the largest in the city, due to the rapid replacement of books with technological based writings. There are numerous displays, crates, chests and the like containing old relics and the like. In truth, though, Levacius’ little library goes well beyond that…
Personality: Levacius is quick, brilliant, and inspiring. He can also be snarky and overconfident, but he has a reason – he’s been alive for some ninety thousand years, and he’s not dead yet. Overall, he’s a pretty good person, if a bit spontaneous when something sets him off.
History: Levacius has quite a bit of history, and has served many roles. The first was one of the head scientists of the Barraki leader, Pridak, after leaving his first home in Metru-Nui. He went into hiding shortly before the League was defeated on the Northern Continent, and there served in the military of the small kingdom of Targon. He eventually became a Toa, and took complete power over the kingdom. His rule ended due to the Brotherhood of Makuta before his rule took control of the entire continent, but he did manage to have two-thirds of it.
The former warlord went into hiding, and became a smuggler. He eventually captained his own ship. Over time, his goals began to change a little, and his ship evolved from a smuggling ship to what could best be described as a bunch of criminals who also liked saving small civilizations from eldritch abominations.
Levacius and his crew battled against the Brotherhood of Makuta when they took over the universe. After the Matoran Universe was destroyed, they split ways. Levacius settled down to become a bookstore owner.
At least, that’s what it appears happened.
The truth is a little more complicated. For close to two hundred years, Levacius has been going from place to place with other individuals and his former crew, venturing beyond the safe borders of Spherus Magna and finding threats to it that they specialized in – the more arcane or unexplainable ones, many of which were sealed away in the Matoran Universe by the Great Beings, or had seeped in when Mata-Nui landed on other worlds, or were created there.
The most recent disturbance is definitely a disturbing one. Over the last few years, all but a few of Levacius’ old friends and companions have been murdered or simply vanished without a trace, and both he and the others have had no luck discerning how and why this is happening. He intended to find out. Then he pretty much died.
Addendum (Equipment): Levacius always carries with him his twin blades Vionu-Sitari (‘Greater Storm of the Earth’; a longsword) and Vionu-Sitir (‘Lesser Storm of the Earth’; a shortsword). The blades are both double edged and seem crafted of protosteel, possessing all properties of that substance (other than the fact that nothing seems able to elementally manipulate, and they’re seemingly indestructible). The blades act as Toa Tools for those with elemental lightning powers, and amplify electricity that is directed through them. They are covered in runes that grow blue when the weapons are used this way, and glow red when they are crossed together, which causes them to absorb electrical energy in the area and charge themselves. The pommels are shaped like the heads of Lava Hawks, with medium sized topazes placed in the eye sockets.
In addition to these weapons, Levacius has numerous weapons of multiple types (almost anything from 4000 BC to 1900 AD in real-world times) locked away under his library. There are two rooms with weaponry; the first, a secret chamber with legally registered, and the other much more secret chamber attached to it with the unregistered ones. He's also pretty much dead.
Name: Griulth Plinwigs VIII
Kanohi: Powerless Ruru
Appearance: Griulth is a standard Le-Matoran with green armor highlighted by light blue. Over his natural armoring he wears a plaid black and green vest, and above that what could best be described as the Bionicle version of a Hawaiian shirt that has been left unbuttoned. He also wears a brown stetson and high, steel-toed and rather thick leather boots. His eyes are a dull orange color.
Powers: As a Le-Matoran, Griulth has improved agility while his feet are not on the ground, or while he is higher up, though he is comparatively clumsy while standing feet on the ground.
Abilities: Griulth is a master of using the whip in combat to disarm his opponents, and is also a good sharpshooter using a shotgun (in one hand!), completely ignoring the recoil. He knows how to fight in unarmed combat quite well. He’s rather quick to dodge or avoid attacks.
Weaknesses: He’s a Matoran, what else is there to say? Fine. Griulth is, as stated before, less than completely agile while on the ground and can sometimes stumble at inopportune times. But yeah, he’s a Matoran.
Weapons: Griulth wields a double barrel laser shotgun. Think about what a shotgun does. Then imagine if, instead of firing tiny pieces of metal, it send hundreds of small lasers firing out. Griulth isn’t quite sure how it works. It’s not a rather accurate weapon in the hands of most. It has surprisingly little recoil for a shotgun, but almost none for an energy based weapon. Griulth keeps about one hundred shells with him in his pack. He carries a whip as well.
Other Equipment: Griulth also carries a small, metal rod than with two ends – the first tipped with a small sphere that glows red when it’s activated. He calls it his skeleton key because it has the ability to unlock almost any lock, including electronic ones (and generally the security locks on computers as well) when it’s activated; it does, however, emit some noise in the process. The second end is a small insert that can be placed into all but the newest of computer models to store and transfer data.
Occupation: Griulth is a retired soldier who doesn’t do much with his day other than living off of his benefits (which, due to saving his vacation time in the past and taking advantage of the system, are incredibly high) of his retirement in Ga-Koro-Nui.
Personality: Griulth suffers from a heavy Chutespeak steeped accent and is incredibly irritable at all of the wrong times whilst calm in situations that nobody should reasonably calm in. He has no qualms about doing anything to anybody, but generally doesn’t mess with anybody unless they mess with him too much. He’s rather trigger happy. Griulth also loves to go after adventurous things, and likes to explore strange or exotic places. Sometimes, anyways; the rest of the time, he just wants to relax, while thinking about doing something adventurous. He has a rather strong sense of overdone revenge, and he remembers every single thing done bad to him by everybody he’s ever met.
History: Griulth was long ago a vehicle designer and theoretical physicist living in the district of Le-Metru who’s dream was to be a Phase Dragon in a race. He became a master racer, and was able to eventually achieve his dream. This was after many crashes, and explosions, and numerous head injuries that culminated in his vehicle blowing up and sending him past the finish line in his final race. He managed to crow more and more deranged as time passed, but was too good at his job to be fired (even if he cost the company he worked for barely more money than his constant attempts to move faster made). In time, the Great Cataclysm occurred, and he found himself locked in a malfunctioning Matoran Sphere which was isolated from the others and left by the Toa Metru. For some 1000 years, he was left in suspended (but conscious) animation, and as such he retained full memory of all events.
He was finally awakened after a whole millennia of slowly going more and more insane, and accepted by those on Mata-Nui, who helped repair his body much as theirs had been done by the Turaga to compensate for his weakened form. He began to recover his mentality over time, but in time, the confusion blasts of a few Rahkshi once Teridax took control brought it back out again.
Finally, with all of that over, Griulth was taken and given a chance to recover. It was never complete, but he still managed to just barely pass the psych evaluations required to become a soldier, and enlisted to become one. He became rather adept at numerous weapons during his time in service, and learned how to fight quite proficiently. As a scout, he was forced to learn how to track people in cities and outdoors, and also how to set up traps or build makeshift weapons from what was around him. He also learned how to survive for weeks in the wilderness.
Years later, he retired. Or, rather, was forced to because they saw how much his retirement benefits were increasing, and didn’t want them to go up much higher; he was also beginning to fall crazy again, and nobody wanted him to be by their side on a field constantly. And so, Griulth was pretty much kicked out.
Griulth often forgets things, and as such has no memory of the fact he sold his prized painting of Metru-Nui for a blowup doll of Mata-Nui, which he popped by sitting on. As he cannot find the painting anywhere, he believes it has been stolen by the subject of the suspect-less crimes, and is intent on finding them…
Name: Kinksh, the Golden Hammer
Kanohi: Kanohi Kakama, the Great Mask of Speed
Appearance: Kinksh is an exceptionally tall, blue armored Toa. He has yellow plating on each of his joints that are part of his natural Toa armor, and provide no restrictions to his movements. He wears a yellow Kanohi Kakama. Over his back is draped a red roquelaure emblazed with a yellow hammer covering a white shield. A black gauntlet that he wears on his left hand.
Powers: Elemental Powers of Fire. Kinksh specializes in using his powers to absorb heat, and to the untrained eye unfamiliar with elemental powers, he seems capable of using both ice and fire, giving him almost legendary status with those under his employ.
Weapons: Kinksh’s favored weapon is a golden warhammer coated by small, thin tubes. Asides from its primary use as a melee weapon, it can be used as a potent Toa tool, and can generate its own blasts of energy for Kinksh to fire. He has a metallic gauntlet on his left hand with dual functions. The first is to generate a small shield of energy to block an attack in melee that can move from two to four feet in diameter as he wills, though it drains a lot of power. The second is to take control of a sleek, black robotic cat designed to appear as a metallic Muaka with four legs, though much smaller - about three feet from the foot to the tip of its head. The cat can act independently if necessary, in which case Kinksh can see through its eyes from a pop-up holographic display that emerges from the gauntlet, or the small screen the display would emerge from, and has two small energy bolt launchers attached to its side.
Abilities: Kinksh is a highly competent fighter, and also makes use of intimidation and tricking his opponent in combat to maintain an advantage, giving him an edge in any fight. He has a strong enough strength of mind to resist (or negate) anything that would target his willpower.
Weaknesses: Kinksh has a lot more arrogance than skill (not to say that his is lacking), and is put at a disadvantage when somebody is able to overcome his constant taunts and attempts at intimidation. Further, he's so used to using his Kakama in combat that anyone able to either suppress his power or trick him into replacing his mask would face a much, much slowed down and clumsy opponent.
Personality:Kinksh is extremely arrogant, and cares very little for the lives or safety of others. That is not to say that he is completely careless – if saving a life benefits him, he’s willing to go with it. Along a similar path, despite his arrogance, and belief in his own superiority, he has learned well his own personal limits, and never attempts to pass them – he knows what he can do, and would call anybody willing to risk everything on the off chance of succeeding where they might not a complete fool. Kinksh is Neutral Evil.
History: (Age ~ 50,000+) Kinksh was, in the ancient past, a criminal mastermind on a small isle directly off the coast of Stelt – one of the few regions in the area where buildings could be found standing. From there, he controlled all criminal activity on the entire eastern coast of the island. He was served by his lieutenant, the Vortixx Rinnder, and two Matoran assassins named Swuiop and Thuiop. After the conclusion of the Destiny War, when Makuta began his reign, Kinksh disbanded the organization and went into hiding with his four loyalists. His organization, the Golden Hammer Syndicate, regained power years later on Spherus Magna.
Today, Kinksh is the only surviving member of his original group, the others having been lost when their base was broken into by Skrall invaders a long time back. He still maintains a hold over the newfound organization on Spherus Magna itself, however. From petty thievery to serial murder, anything falls under the command of the Syndicate, whose leader is known only as the Golden Hammer.
The Hammer is composed of at least fifty odd members. The Department of Security believes the based to be located somewhere in Olford, but it has so far been impossible to track down the elusive Golden Hammer, whose true name of Kinksh is unknown to any but himself. Every once in a while, though, somebody claims to see a strange, blue armored figure talking to a number of criminals in the middle of some city - Central City, Olford, or even Ga-Koro-Nui. Others speak of a strange, black cat that has appeared at the strangest times, only to vanish.
The Golden Hammer operates under a front; a small company known as Silver City - Civilization that is based out of a somewhat middle-of-the-road sized office in Central City, with some score people under its employ (a number of them Syndicate members), and has small stores both there and in Olford. The stores are named Silver City Computers and Civilization respectively. If it isn't obvious, they were both separate companies that merged. Silver City Computers is rather obvious with what they sell, while Civilization is a hardware store. Of all things.
Appearance: This Skrall is a rather impressively sized Skrall even for the Elite Species, easily dwarfing a small member of the elites. He uses the standard ceremonial Skrall sword and shield rather than the usual weapons of an elite. He has been seen in recent times his own, customized helmet that only has one hole for vision on the right side, no doubt due to the left being cut out.
Generally, the Skrall has been seen what could best be described as the biggest, meanest, and ugliest looking Rock Steed on the planet.
Powers: It is safe to assume that as a Skrall, this one bears no supernatural or special powers.
Abilities: So far, none have ever bested this Skrall in melee. He is also rather scary thanks to his apparent cunning of mind, as he is believed to have orchestrated numerous tactical moves leading to Skrall success in the last war. He also appears to be a good commander and influence on his troops, and those under his command have always been dangerous. He also appears to be talented at mounted combat.
Weaknesses: This Skrall is noted to move slowly with his left arm. He is also blind in one eye, as his left eye is missing.
Weapons: This Skrall has been seeing using a standard Skrall sword with a stolen modification of Matoran Universe origins, making it a Pulse Bolt Generator. It also has a Thornax launcher attached. He carries a standard Skrall razor shield.
Occupation: Former Skrall Forward Commander. At the time, he is one of the many dispalced Skrall roaming the wilderness, likely with no power or accompanying allies.
Personality: This Skrall has shown a lot of tenacity and brilliance quite in excessive of what has been expected, and many of those who opposed his forces have declared him a worthy opponent. It can be assumed that other typical Skrall traits, such as a love for combat and some sense of honor and duty, are present in this one.
History: With sixteen victories and a single minor defeat during the last war, it is a surprise this Skrall doesn’t have a name. It is believed he may have been trapped on Bota Magna, as such a Skrall would have gained a name from Tuma were he on Bara Magna in the past. With no true Skrall of the leader class at the time, tradition must be what has kept any name from being presented to this Skrall.
It is believed that he has been displaced much like the other Skrall, and is simply roaming about in the wilds and mountains. He should not be considered a threat at the present time.
Kanohi: Great Mask of Clairvoyance. This allows Nakenah to randomly be struck by visions that allow them to forsee the near future, but they cannot alter it. They have no control over what they see, or what the mask shows them. It is constantly on at a low level, but is more likely to work while it is actively being used. Such usage of the mask is very exhausing and debilitating, as are the sudden visions.
Appearance: Nakenah is an ebon armored Toa with a secondary coloration of a dark, almost metallic blue. Her mask appears as a sleeker looking Volitak of the secondary coloration. She usually wears a black coat as well.
Powers: Elemental Powers of Shadow. Nakenah is a talented user of her shadow powers in many of their aspects, and a very precise one. Her primary focus in the fields of elemental powers are in using the shadows to transport herself (and, if necessary, a second person), allowing her to naturally and effortlessly move between them. Her secondary focus is in generating precise streams of shadow energy, allowing her to conserve her elemental power for when she really neesd it. She is naturally weak to elemental light attacks.
Weapons: Nakenah uses a very thin two-handed blade of Xian make known as a Twilight Blade. The blade bends and twists the light around it to different effects - in areas that are well lit, it can be used to direct light at an opponent to cause temporariy blindness; in areas of darkness, the sword is almost invisible, making it hard to defend against. Push comes to shove, she pulls out a laser pistol.
Abilities: Nakenah is a rather accomplished melee combatant, able to expertly employ her sword and the powers that it possesses. She is also good at stealth and acrobatics, and is rather nimble and agile. Her mind is equally slippery, making the use of mind reading or mind control far less effective. She is good at employing her shadow travel ability in the heat of combat. Non-combat traits are that she's good at hacking, and can break into even the highest security safe quietly given enough time - doors are no match. She learns rapidly.
Weaknesses: Nakenah has an old scar along her right side that is still quite painful today, which slows her down at rather unfortunate times in combat and stops her from succesfully executing movements that require her to stretch that side of her body. More obvious disadvantages are that her mask gives her no combat advantages, and her choice of weapon makes it harder to block, forcing her to dodge rather than parry most blows. Anything to slow her down would be useful. Her natural curiosity sometimes leads her to make potentially dangerous mistakes.
Occupations: Department of Security, Infiltration & Observation Bureau. Nakenah typically is sent to sneak into places, extract either somebody or something, and get out, usually gathering or destroying information in the process.
Personality: Nakenah is always seeking to learn something new, which is the reason she joined the Infilitration & Observation Bureau. She dislikes reading, because she would rather experience something than hear about it, but greatly enjoys movies, particularly a good mystery movie. She isn't often the starter of conversations, and often tries to keep the person talking as long as she can. Not that everyone wants to talk to a shadow user. Nakenah has a nature that has a tendancy towards good, but she has a few negative traits - she can be apathetic and rarely puts extensive thought into her talks beyond what is known and observed, not looking past the obvious and reading emotions; this stems from her relative isolation from people for so long, and it's starting to get better. Some think of her as selfish for this reason, but this is little more than a simple observation.
Biography: Kiina once discovered a lab of the Great Beings on Bara Magna with chambers devoted to the six elements most common to old Spherus Magna. This was not the only example of such a place, however - another existed in the Matoran Universe, this one containing all of the elements most common to it beyond those of legendary nature. The Chamber of Fifteen Doors. Each place was much like its own island sized pocket dimension, all contained within a chamber found within the heart of the same mountain.
Nakenah entered the Chamber of Fifteen Doors with a small group of others in the very earliest days of the Matoran Universe, at the time a young Toa of Water, and found the place just as fascinating as Kiina found its original counterpart. The rest of the group fled with the few elemental artifacts they could grab when they were beset upon by the elemental guardians of the place - including a perfect blend of iron and lightning that would one day be forged into the set of blades that would even later down the line come to be wielded by a Toa Levacius. As she did not distrub the place, she was on the other hand left alone, finding only serenity. The greatest came not from the Door of Water, however, but the Door of Shadow.
The place provided all she needed to survive. It is possible that some of the legendary forces of the universe such as Life and Time were also at work, for time had almost no affect on her in that place. As the passing of time came, one thing did change, though - her elemental nature as a being of water, shifted to that of the darkness she spent most of her time in, whilst not putting any drain on her moral nature.
As she spent her time there, Nakenah would experience visions of the future in the world outside. Small pieces of information showed her many fascinating things about the universe outside; the pieces of information and the like, however, left her unsatisfied. Eventually, a vision showed her an image of herself boarding a ship along the coast of the island, leaving for good.
When she left, she found the land had undergone many political and geographical changes since her entrance - though that would be later on, as it appeared to be the same on the surface. True to her vision, she was found by a ship of explorers and archaeologists who were charting the mysterious Southern Islands that they had found her on. Recalling her first experience in the Chamber, she told them that it would be best to leave while they could. The captain, sensing trouble, decided to agree and also let her onboard.
Her journies across the universe began then, and she experienced the remaining 20,000 years of time that passed across it, having already been in the chamber for some 80,000 alone. She remained mostly a loner, and her social talents were never worked upon much beyond the first ship that picked her up. When the universe 'ended', she came out into the surface world... Spherus Magna.
She remained a lone for some time, as many viewed her and her abilities as a bad thing in light of the recent war against the Makuta. She ended up spending more time with Agori and Glatorian than Universals due to her position. One of them, an elderly Glatorain who she ended up befriending was the one who showed her everything she currently knows about swordplay.
For a time, she found herself hanging out with the 'wrong crowd' during the night, thinking no different about it due to reasonably poor explanations of the law. She quickly became the best at lockpicking and computer hacking in the group, despite almost no past experience, and ended up enjoying it greatly. Eventually, she broke away from the group, doing such things only for fun. The Department of Security eventually found out, and had her put in prison. Having spent 80,000 years alone already, a few years meant nothing to her. After being released early for good behavior, she was approached by a member of the Department about joining, ignoring the blemish on her record.
Today, she still works for the Department of Security, under the Infilitration & Observation Bureau (DOS-IOB, as many members call it for short), working to extract people and things or receive information, combining her acquired skills at stealthy with her ability to lockpick and hack - and occasionally, the ability to fight if necessary. With her powers to transport herself, she is easily able to do so.
Name: RurkonGender: Male
Kanohi: Great Mask of Dodge. This mask allows Rurkon to dodge even the attacks of a Kakama user, and instinctively avoid most melee or ranged weapon based attacks. It also provides some protection against burst attacks, but large explosions and non-precision elemental strikes can get around this power. Even a shotgun blast provides enough spray that he can’t avoid a full blast. The power is always on at a lesser, subconscious level, but requires active concentration to work at full power. Anything that would normally restrict Rurkon from dodging an attack also restricts the mask. It also provides no protection against an attack made with total surprise.
Appearance: Rurkon stands at a commanding height for a Toa, with armor of a black coloration inscribed with white writing that seems to glow. He wears a large black cloak, and has a huge scabbard over his back that contains a massive greatsword. He is rather lean in build, and has no exterior armoring to allow some freedom of movement. His mask appears as a Noble Huna.
Powers: Rurkon possesses the Elemental Powers of Ice. He is an incredibly talented user of his elemental powers. Due to his elemental nature, Rurkon is also nearly immune to ice and cold, but weak to fire based attacks.
Abilities: Rurkon has powerful mental shields due to both training and willpower. He is a master of the blade, and happens to be left handed. He has some skill with psychology, most notably in the arts of intimidation, and uses them in combat (making him a very vocal adversary). Of his non-combat traits, he is skilled at using any method available – carrot or, as he prefers it, stick – to extract information from people. He is a good tactician, as long as an adversary does not successfully goad him in before the plans are complete. If he knows the enemy – especially ones he’s interrogated – his victory is all but assured, as he can predict their moves and counter them in single combat or on a larger field.
Weaknesses: Rurkon is arrogant, ambitious, greedy, and envious – all traits that can be easily exploited by a person. He is also very haughty and sure of his powers, and will never turn down a challenge (though he is not honorable – he will not play fair). He also lacks skill regarding long term elemental effects, and can only masterfully perform acute effects. Finally, Rurkon isn't really that fast as far as his movements go, and can only keep up against other experienced warriors with the help of his mask; he can't run very quickly, and his dexterity as far as firing most 'modern' ranged weaponry is lacking, particularly without a scope.
Equipment: Rurkon possesses a greatsword of no given name that acts as his Toa Tool. When he focuses his will, the blade glows a bright red and can, when swung, cast forth a blast of red energy that can slice through a few inches of solid rock before being disrupted, providing him a viable ranged attack.
Occupations: Rurkon was formerly serving as the interrogator in the Central City prisons. Only among the prisoners was his true brutal harshness and cruelty ever whispered, but few try to remember what happens when he’s extracting information; fewer still in the ‘noble’ justice system would be willing to admit it could happen, and many simply ignored the possibility of evil.
Personality: There are many facets that form Rurkon’s personality, all showing based on the situation. Rurkon is very self-confident, and believes he is the best at everything – the best leader, the best warrior, the best anything. When somebody is better at him with something, he becomes jealous. Rather than attempting to improve himself, though, he attempts to put them down by any way possible and raise his own power. Thus, he has no drive for self-improvement. Anything that could potentially make him more powerful or elevate him via external means is something he’s quick to grab for, however; he always has ambitions to raise to the highest peak, though he lacks the imagination to go beyond that. Beyond all of these flaws, he does have one positive trait – always being up for a challenge, and refusing to turn down any insults made against him or his abilities.
Biography: Long after the League of Six Kingdoms fell, and the great empires of the Matoran Universe collapsed, there was still conflict stretching out across the Matoran Universe. It had been over sixteen thousand years after Levacius Vi’Targon had fallen, and the remnants of his kingdom had collapsed, leaving those areas of the continent in turmoil once more. The Brotherhood of Makuta were faced with a problem – it was their actions that had led to the former warlord being removed from power, and only they had enough power to stop it.
The Makuta Gorsat thus sent forth her Hagah team to deal with the varying warlords, thinking that six Toa would be more than enough for the job. And it was – but just like the Makuta, some Toa were vulnerable to corruption. Rurkon, the Ko-Toa of the team, was a true example of that. Though he bore no elemental affinities to the darkness, his moral light was just as darkened as that of his masters.
The entire team did not reflect his sole views from the very start. But promises of power can corrupt even the purest of hearts, and after a month spent on the continent, he had successfully persuaded all but one other member of the team to his side. That final Toa, the Ta-Toa commander of the team, discovered Rurkon’s plans and demanded him to cease. But his pleas were not heard, and Rurkon instructed the others to make their final decision. With seven thrusts of daggers, none grasped by the Ko-Toa himself, Rurkon became the new leader of the team.
Five Toa working in concert was more than enough for Rurkon to establish order in his own way, by conquest. But Rurkon knew the stories of the past, and was smart enough to establish a base. Carefully operating beneath the notice of Krika, lord of the northern regions of the continent, he established the fortress of Northgate along a strategic point to block off trade and the flow of information from the northern reaches and the central territories. Over time, he began to establish further order in the lands and increase his power. As time passed, though, it became obvious that he and the rest of his team had forgotten their original purpose, and were more interested in being just another conquering warrior in the land.
Gorsat was naturally furious, and she personally arrived in the midst of Rurkon’s great hall, easily destroying any defenses he had established and destroying the entire eastern wall of his fortress in the process to make her way to him. He was quick enough of tongue to sway his former master away from destroying him. After humiliating him brutally, she left the team with what they had and made them vow to finish their duty and stop playing around.
Eventually, Rurkon delved into an ancient prophecy known as the Skylance Prophecy, and attempted to find a way to uncover the secrets of the lost artifact which had once been the badge of office for an ancient empire in the Continent. His constant pursuit of these secrets was his undoing, as he was eventually betrayed by his former colleagues and forced from the small kingdom they had established.
Time passed. Rurkon continued delving into ancient texts and writings, and travelled across many places in order to learn all he could. Only he knows what actions he performed during this time. At some point, the kingdom around Northgate collapsed due to poor management by the other Toa, but the fortress was still used by many - including, some say, Rurkon once more.
Whatever things he discovered, Rurkon came out of everything with his strange, alien items and the bizarre armor pattern that he has today. After the Battle of Bara-Magna, he entered out into the newly created world of Spherus Magna, much like other inhabitants of the Matoran Universe. His first matter of business was finding a way to entertain himself, which he did by joining the military and fighting against the Skrall. During those dark days, he earned numerous medals for his uniform on account of his battlefield experiences and later leadership accomplishments after many promotions that took him up to the rank of captain. He was eventually stripped of all rank, however, after leading his company on a full out assault against a Skrall village that had declared itself neutral which happened to be along the path to an enemy force. After an argument with his former commanding officer that ended with a fistfight, he was dishonorably discharged.
Rurkon struggled with getting a job after that, but eventually managed to get his way into corrective services as an interrogator at the prisons (though most prisoners would call him a torturer). He was kidnapped by the mysterious organization that’s been doing all of that kidnapping and stuff, and was convinced to join it… though at the time, his current aspirations are set at getting his hands on whatever resources and powers they have and putting himself in the leadership position. For now, he waits as just another member. Or something. LL says we’re not supposed to assume how this organization works, and nobody really said anything so I’m not going to risk giving him any kind of rank or privileges for now. I’ll just wait and find a way to kill off a higher ranked PC and take their job later, when the opportunity arises.