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  1. What goes up must eventually come down. But like a phoenix from the ashes, that which falls can sometimes rise again. Discussion Topic Discord Server The Story: Welcome to Skyrise: Ascent. In this world, after defeating Makuta, Mata Nui was unable to restore Spherus Magna to its former glory, and the Mask of Life was lost in the chaos that followed. Without the mask’s energies to properly repair it, the newly-reformed planet became unstable, prone to earthquakes and floods, the decades of natural disasters drastically reshaping the landscape and decimating many of the existing population centres. Over a period of several hundred years, Bara Magna was transformed into a maze of plateaus and canyons, with the seas of sand at the bottom being ruled by rabid bands of Zesk, Vorox, and vicious Rahi. In the process, Marendar was unleashed, wiping out the few Toa who remained before presumably being destroyed. The sentient races that were left made their homes atop the sturdiest of the rock formations, further reinforced by the efforts of friendly Skakdi and other powered beings. On the less secure plateaus, criminals and other outcasts still cling to life in settlements of their own, living in constant fear of the next tremor being the one to spell their doom. Two years ago, a war broke out between the settlements of New Atero and Fe, with New Atero constructing terrain crawlers and striders to covertly assault the aeronautically-superior Fe from below. While this attack seemed, at first, to be unprovoked, it was eventually revealed that the government of New Atero was being manipulated by Tuma, whose sole intent was to emancipate the hundreds of Skrall being worked to death as slave labour in the mines of Fe. With all of their defences pointed skywards, Fe was taken by surprise, and though they were they had the technological advantage, their people weren’t as battle-hardened as those of New Atero, and were gradually overwhelmed. In the face of imminent defeat, Fe’s ruling council threatened to unleash a horde of trapped Baterra upon the wasteland. The attackers were left with no choice but to destroy Fe, detonating the settlement’s stockpiles of ammunition, weapons, and machinery. The surviving citizens either took to piracy, or assimilated into the other settlements. In the years since, an unsteady peace has settled over the Wasteland. While most of those within the remaining settlements are content in their uneventful lives, toiling each day to ensure there’s enough food and resources to go around, there are those tasked with travelling between settlements to bear news, ferry resources, and most importantly, keep the peace. It is into these roles that players will be stepping, captaining airships or piloting scout craft across the hostile surface of the new Great Barren. Locations: The new Bara Magna is a dangerous, desolate place, with the various permanent settlements serving as the only real safe havens. (Map) Note that there are certain marks and notes on the map that do not appear in the list below. These have been included for player reference, but are currently not common knowledge to characters in-game. Tesara – Sitting astride a singular pillar of earth and stone in the centre of an immense crater, the roots of this jungle village’s immense trees have withstood the test of time, and have held it together for untold decades. The Tesara plateau is overgrown with vegetation, and is even home to a small population of various rahi species, suitable for use as livestock or even pets. Tesara supplies most of the Great Barren’s food, and maintains long-standing trade deals with the other settlements. Tesara is undoubtedly the most open and accepting of all the settlements, although there are some who would argue that they’re too trusting, a trait that was used against them to some extent during the war, which has led to lasting tensions. Tesara is ruled by a triumvirate of elected officials. New Atero – Originally little more than a shanty town built up at the foot of the remains of the fallen Great Spirit Robot, New Atero has endured the disasters that have lashed the planet, and coalesced into a singular, colossal fortress. Being in fairly close proximity to a freshwater lake and the open ocean, they’re becoming increasingly self-reliant, their more militant nature leading many to distrust and fear them. New Atero’s surrounding are strewn with shattered metal and rocky outcroppings, dotted with watchtowers and turrets. New Atero is currently suffering civil strife, with a newly-formed parliament struggling to soothe tensions within the different factions among the populace. Fe – Once the technological powerhouse of the Great Barren, this settlement was reduced to rubble in the war. While many of the survivors were able to assimilate into other settlements, the actions of Fe’s leadership before and during the war have led to many of these survivors being treated with suspicion and disdain. Cliffside – A precarious shamble of random structures with no coherent order or organisation, this is where the outcasts and rogues flock together for survival. Scattered across a number of small plateaus spanned by constantly-collapsing bridges, this village has no government or law enforcement, and is dominated instead by mob rule. Its populace is too small in number to pose a true threat to any of the major settlements, while simultaneously being too big to be easily destroyed, and as such this pirate port continues its uncertain existence, its citizens stealing or bartering for what they need. Aqua Magna – Volcanic eruptions and earthquakes have turned the oceans foul and polluted, with only the strongest, most vicious of creatures still able to thrive there. Despite this, the beasts that dwell there make for good eating, for those who have the means and the skill to hunt them. Rumours abound of ancient treasures and old-world artefacts being located somewhere in the depths, although the equipment to pursue such rumours is costly, and difficult to come by. Expeditions have attempted to search for lands beyond the shores, but none have ever returned. The Arena – No one is entirely sure who built this place, or when, or why, only that it is hewn from some seemingly indestructible stone, the strongest of earthquakes and most powerful of Kanoka alike having no effect on this mysterious structure. Given its proximity to The Chasm, most beings chose to avoid it entirely, but it is still occasionally used for trade meetings or impromptu tournaments. On some nights, a beacon issues skywards from a dais in the arena’s centre, though none have yet figured out to enable whatever mechanism the dais is intended to activate. The Chasm – While the planet slowly shook itself apart, the colossal corpse of the Matoran Universe remained where it lay, sprawled across the fragmented canyons. That was, until Marendar did battle with the last remaining Toa atop the long dead machine, and the ground gaped open like a hungry maw, swallowing the entirety of the Great Spirit Robot into the darkened depths. The resulting chasm’s edges still glow with unseen heat, frequently belching fetid smog into the air, and every now and again some kind of horrendously mutated rahi crawls up from below. Those who’ve attempted to explore what lies below have never returned. At least, not with their sanity intact. Aircraft: Travel between settlements, aerial combat, and scouting is accomplished using various vehicles, reverse-engineered from technology that was salvaged from Karda Nui before the evacuation of the Matoran Universe. In addition to these uses, it is strongly encouraged by the rulers of the settlements that those who feel the need for violence to take their altercations away from where innocent people can be caught in the crossfire, and fight their battles in the skies instead. Please note, each character is only allowed to have a single vessel/vehicle. Airships - Utilising a complicated system of levitation and weight increase Kanoka, each of the airships is controlled by pulleys that cause either the levitation or the weight increase Kanoka Disks to strike the Airship's framework, forcing the Airship to rise or fall. A modified version of a transport Chute, capped at both ends, is built into the back of the Airship, providing forward thrust by letting a small portion of pressurised air jet out from the back. These vessels are usually slow and unarmed, but often come equipped with a small number of Cargo Haulers to make the task of transferring goods easier. There are no set limits for what players can and can’t include in an airship, but please exercise common sense. Airships are already slow and heavy, so tacking on a whole heap of armour or weapons, for example, is going to weigh you down even more. Likewise, if you wanted to use your airship to carry a crew of other players and serve as a hangar for their aircraft, there won’t be much room left for any other special additions. Jetpacks - utilised solely by smaller races, these are simple, sturdy devices. With in-built parachutes and enough energy to stay airborne for several days, they can get up a decent amount of speed, and depending on the skill of the user, can be highly manoeuvrable. These are equipped with a built-in parachute, and have no proper weapon or customisation slots. However, they do double as backpacks, being able to store extra fuel, equipment, weapons, etc., so that the wearer is able to keep their hands free. Skyfighters - again only able to be used by the smaller species, these speedy, agile fighters are equipped with a single weapon. It is worth noting, however, that while these glorified gliders are able to stay airborne for much longer than most other craft, they’re far from the most versatile of aircraft, and a few well-placed shots in the right place could easily knock them out of the sky. (Pilot teleportation, 1 weapon slots, 1 customisation slot). Rockoh - used primarily by many of the larger races, these stocky, heavily armoured craft are equipped with enhanced engines, capable of putting on incredible, albeit brief, bursts of speed in order to ram targets. As well as their characteristic rams, these craft are usually equipped with two weapons. (Pilot teleportation, 2 weapon slots, 2 customisation slots). Jetrax - the perfect midpoint between speed, agility and firepower, these craft are also used by most of the larger races. Capable of carrying three weapons, the Jetrax model’s most noteworthy vulnerabilities are its two bulky wing-mounted engines. In addition, although most of the vehicle is armoured, the cockpit is not, leaving the pilot somewhat exposed. (Pilot teleportation, 3 weapon slots, 2 customisation slots). Axalara - the biggest and heaviest of the vehicles in the fleet, it’s not as fast or agile as the Jetrax, but is much more heavily armoured. It can carry only two weapons, as its primary purpose is to serve as a bomber, deploying explosives from a hatch underneath to drop onto targets. This aircraft’s main drawback is that its pilot is left even more exposed than that of a Jetrax. (Pilot teleportation, 2 weapon slots, 2 customisation slots, 1 bomb bay). With the exception of jetpacks and airships, which carry parachutes, all vehicles are equipped with teleportation devices that will automatically transport their pilots safely to the nearest stable surface if their aircraft is destroyed, or they’re severely injured. This system is in place to prevent the rampant murdering of PCs, and hopefully stop people from godmodding in order to save their characters from what would otherwise be inescapable deaths. All aircraft share a default cruising speed, which allows them to travel between any of the main settlements within 3-4 hours. While airships and jetpacks cannot accelerate much beyond this cruising speed, most other aircraft can make this trip in roughly half the time, making them ideal for use as messengers or scouts. The crew and pilots of airships, jetpacks, and skyfighters are still able to access their powers and use powered weapons. However, the unique energies that power larger aircraft (Axalara, Rockoh, Jetrax) also render the pilots unable to use any powers or powered weapons they might have, forcing them to rely solely on their vehicle’s capabilities. After the fall of Fe, the means to create new aircraft was shared with all three of the remaining settlements, with advances in development allowing for new innovations in regards to customisation and capabilities. New or replacement aircraft, as well as upgrades to existing ones, can be obtained from staff NPCs such as settlement leaders, usually in exchange for favours or as a reward for some kind of special quest or mission. Rules: Please use IC (in character) and OOC (out of character) tags in your posts. OOC-only posts should be limited solely to the discussion topic. This is a pet peeve of mine, but please put both your character’s name and their location in your posts. It’s confusing for other players seeking interaction, otherwise, especially in an open-world game such as this one. No god-modding, metagaming, fightbotting, autohitting, etc. In general, play fair. Please be considerate of other players, and recognise the distinction between OOC and IC. If someone’s character kills/injures/dislikes one of your characters, it doesn’t mean that their player has a personal problem with you. Most importantly, have fun. _____________________________________________________________________________________ Note: This is not an April Fool’s joke, and permission has been gained from site staff to restart this game:
  2. I thought I'd post this on the new forum. Rules / Aim of the game: All ordinary BZP rules apply, obviously. After I say a Bionicle-associated name, the person after me will post another name beginning with the last letter of the previous name. Then the next person will do the same, and so on. For example: Person 1: Icarax. Person 2: Xia. Person 3: Axonn.etc. Try to say a name that hasn't been already said, but it's fine if you don't. If someone has said a name which is made up of two words, for example Mata Nui, say one which begins with the last letter of the last word. And REMEMBER, if someone says a name which ends with an X, say XIA! It never fails. Also, because this is the BIONICLE last letter game, don't say any HF-related words. Let's keep this to Bionicle please Rules on banning: If a member continually says non-Bionicle related words, or spams, he will be banned for 7 days. Have fun! So, I'll start: Nektann.
  3. What goes up must eventually come down. But like a phoenix from the ashes, that which falls can sometimes rise again. Gameplay Topic Discord Server Welcome to the discussion topic for Skyrise: Ascent. All OOC-only conversations, as well as profiles, are to be posted here. If you've got any questions, this is the place for them, too. The first post of this topic includes links to a list of character and NPC profiles, as well as a noticeboard linking to plot-relevant GM posts. Returning characters and new players alike are all welcome. The gameplay and discussion topics for the original version of this game can be found near the bottom of this page, should anyone be interested in finding old profiles or reading up on past events (though this knowledge is by no means necessary to understand or enjoy this game). However, please don’t make the mistake of posting in the old topics. Please use the following templates for profiles: GM NPC Profiles Tesara - Jira & The Tesaran Breeze, Those Two Guards. Cliffside - Blackbristle & the King Irnakk's Revenge, Silvana & The Whisper. New Atero - Doctor K, Hakkzan, Coyle & the Mace of Roxtus. Other/Unaffiliated - The Overseer & the Faithless Wraith. Approved Characters Click - Mirror & the Ricochet, Garuda & the Sand Bat. Eoron & The Gavel. Kaenis & the Benevolence. Arkis. Laval - Akkitu & The Sight. Smudge8 - Paju & The Element. Rakin. Kane-Oma & The Mukau. Dane - Viann & the Helix. Taurek & the Deliverance. Voyin & the Flight. Juno & the Intrepid. Ultimoscorp - Toruhn & the Indomitable, Temujin & The Orange Bandit. Tirkah & the Silver Star. Keeper. Onaku - Tacitus & the Blind Abaddon, Drukann & Irnakk's Inferno, Porangi & the Clunka-Clunk. Hadraeka & the Black Rose. Oko & the Virtuous Veil K I N G - Hestala & the Vista Baby. Bacchus & the Horse With No Name. EmperorWhenua - Laryna & The Prodigal Goat. Darth Jaller - Tarutu & the Lucky Find. Kastir & the Huntress' Pride, Littiuu Alarei Toru Nui - Tekmo & Wings of Fire, Waveahk & The Aquarium Lipuret McKauKau - Vrokdann & the Stolara. Lontra Canadensis - Ikilwa & The Baterra. Bionic_ - Zeiral & The Scarab. Zippywharrgarbl - Armani & THESE Guns, and Matilda & the Trash of the Desert /Daddy Issues. Silo: Kathok Hann & Redshift. Azibo: Tyren & Sull. Toa Niretta: Tamaya CobaltGale: Kodran & the Daedelus Community Noticeboard Welcome Back to the Great Barren The Word of the Wasteland _____________________________________________________________________________________ Note: This is not an April Fool’s joke, and permission has been gained from site staff to restart this game:
  4. CorpusRahkshi All around you is the dark. It is all you have ever known. A liquid gloom that swaddles you better than any blanket, that keeps you safe from the burning gaze of the sun. The only light you need-the only light you want-is the dim green glow that oozes from the crystalline confine that is your entire world. Oh there’s definitely something beyond the glassy walls that cocoon you, but they are dim shadows, patches of deeper blackness within the blackness, beyond your concern and ability to care. You have your world of green gloaming. And it is good. Then suddenly, pressure. Pulling you and pushing you all at once. Squeezing your boneless body through pipes and tubes you hadn’t known ever existed and now desperately wish didn’t exist at all. You are forced, squirming every inch of the way, further from your old home and towards-Ah! Towards pain! You are pressed into something unyielding and cold, so cold! The ooze that held you before was merely cool, this dread chill is new, sharp and biting like you are caught in the maw of some icy beast. Your next new experience is gravity, as you tumble freely until the ground rises to meet you in a cacophonous clang. You begin to realise from the cold, the noise, the inflexibility of the prison you find yourself in that you have gone from a womb of slime to a womb of steel. The metal may close around you tightly, but you are aware that it stretches out far beyond the normal reach of the strip of meat that is your body. Stretches out into gangly limbs, all four naught but metal but…you can feel through them? You’d question how that works but you’re flooded by fresh sensations. Your eyes see better now, freed from the murk of viridescent crystal, and the dark holds no secrets from them as you take in every detail of the cave you find yourself in. You can feel the slight breeze that wafts through the air, bringing with it a smell of musty dampness. You’ve never smelt anything before. It’s…weird. But none of this, not the sight, not the smell, not the sensations, none of it compares to the raw power you can feel flowing through the new you-all of the new you, flesh and metal. You start getting these new limbs in order. Two end in broad feet that are seeking purchase even before you plant them firmly beneath you. Two others end in a tangle of fingers, each one tapering to a wedge-like claw that score shallow gouges into the rock as you push yourself upwards. Standing for the first time is hard. You hadn’t understood how complicated legs were before, there’s so many minute differences in weight and balance that threaten to topple you right back down again. You fight the urge to hold your arms aloft like wings, letting your joints learn how to compensate. Once you’ve mastered standing up, all you want is to run. To chase. To hunt. You want to scale every height of a mountain, to tear down every tree in a forest. Boundless energy bursting through you, its fantastic! Before, when you were tiny and blind, you just felt safe because you were comfortable. Now you feel safe because you’re strong! You could take on the world and win! You need to do something to stamp your place in this new world, something to tell anyone who can hear that you are here now and aren’t going to leave any time soon. The armour plates around your head respond to your subconscious will, pulling back to expose the stub of raw flesh that is your head as you open your mouthparts and scream. It is a scream of defiance backed by the staccato rattling of the spines on our back, a scream to put fear in the hearts of anyone who would see you killed or thrown back to that half-life you now realise you led before. You are here to stay! You…are Rahkshi! Over in the furthest reach of the birthing chamber, hidden behind illusory weaves of shadow that even your eyes could not see through, the Makuta who has been watching the whole scene smiles. For it is good. Welcome! ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Rahkshi. They have always been our stalwart servants. Our eyes, our ears and, if needed, our iron fist. The production of kraata and the design of their armour has been perfected over the many millennia we have been using them so that they are now a shining example of what the biological and the mechanical are capable of when working in unison. Which is why it is somewhat perturbing that they seem to be changing. The “fault”, as I shall call it for now, is a development in their cognitive abilities, allowing them both a range of thought greater than their usual bestial processes and a better capacity to express these thoughts. Put succinctly, they’re getting smarter. Kraata which should be little better than mindless animals seeking to spread corruption purely on instinct are reasoning, imagining and even philosophising. I wouldn’t expect these traits, certainly not to this level, from anything short of a full blown Shadow Kraata yet we now have new-spawns displaying them left, right and centre. It is truly fascinating. At first we were unsure of what to do with this new breed. Study them? Train them? Destroy them? There were a number of voices in favour of that latter option but fortunately saner heads prevailed. After all, who knew what kind of use these smarter Rahkshi could have. Imagine a squad of them with teamwork and co-ordination to rival that of Toa teams. Imagine being able to produce strategic geniuses by the handful instead of waiting for likely to generals to rise through the ranks. Imagine Rahkshi who could be expert spies or assassins instead of simply living wrecking balls. With this ridiculous extended skirmish the Dark Hunters have declared on us entering its tenth year some more advanced troops in the field would help enormously with keeping the regions we possess pacified and under control. Though personally I find myself more intrigued by the scientific possibilities of what this might mean for my fellows and I. Evolution in the kraata could mean another step of evolution for we Makuta, and I wish to be ready if we undergo any more radical changes. The answer to our curiosity and wariness towards the new breed was to re-use our leader’s solution to the Matoran Civil War: stick everything in a box and wait to see the results. And so the Corpus Rahkshi academy was born. A place to properly keep them. A place to properly train them. A place to properly keep an eye on them… Ah Rahkshi. We all know they’re pretty awesome, and this RPG is all about them. Basic summary is that, for whatever reason, the Brotherhood of Makuta’s Rahkshi have started getting smarter. An increasing number of them are no longer behaving like feral creatures but have begun developing personalities and increased intelligence. The Makuta decided they’d keep these Rahkshi around rather than atomise them so created a big old school to teach them and, if need be, contain them. You play as one of the new Rahkshi. Sorry, no exceptions. You’ll be joining the student body, and get to undergo the daily life of a walking weapon being trained by a (quite literally) shadowy organisation. What could possibly go wrong? Locations ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ I was deemed to most suitable to oversee the Corpus Rahkshi project. I am one of the Brotherhood’s chief scientific minds, and the one least likely to simply give them more teeth and let them loose on an innocent population. Yes Chirox, I know you’re reading this. In addition I control the island of Nynrah, giving me access not just to some of the most industrious and ingenious craftsmen the world has to offer but to the resources and infrastructure those same craftsmen use to ship raw materials and finished products. The perfect place to ensure a small army of Rahkshi are properly housed and maintained and enable any damage they cause to be rapidly fixed. There’s no other way of saying it, I was the perfect choice. The academy was constructed using a pet project of Mutran’s; that odd growing rock he is inordinately fond of. Given an energy supply to prevent it consuming the students and proper constraints to mould it into appropriate shape, it allowed us to quickly develop and construct an adaptable and self-repairing building to hold the Rahkshi. Most useful. The RPG takes place in the eponymous Corpus Rahkshi Academy, a castle-like building on its own island just off the south coast of Nynrah. The centre comprises of four blocks of accommodation enveloping a square courtyard, with longer wings on its east and west flanks. Built out of the same stuff the Mountain on Xia is made of, it can fix itself up in case of…incidents and be reconfigured if a room needs to be repurposed. And speaking of rooms, here’s a few of the more important areas within the school grounds. The Gymnasium ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Physical training is of course a must. If we intend to put these Rahkshi into the field as soldiers then they’ll need to be in peak condition, and versed in all forms of combat and warfare. The Gym is a huge hall, large enough that its almost its own separate building tacked on to the east side of the academy. In its base state it is a big, empty, upturned bowl but it is the most malleable of the all the school facilities. Want a duel? It can manifest an arena. Want a naval battle? It can simulate water. It has been specifically created to provide any imaginable threat to keep the Rahkshi on their toes. The Library ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Since the students have been blessed with advanced minds, let them make use of them. Intelligence in one’s underlings is like a flower; for it to properly bloom it must be given the right ground to take root in and sustenance to feed on. And, if needs be, a bit of pruning from time to time… The Library, located in the Academy’s west wing, is full of a surprisingly diverse range of subjects. There are the obvious books on martial arts and tactics, but they share the building with tomes on anatomy, zoology, engineering, chemistry, architecture, with encyclopaedias, and a seemingly endless catalogue of historical archives. Sure the warfare section is noticeably closer to the entry as a subtle hint, and the histories have been edited and worded with a Makuta-favourable bias but hey, its the thought that counts right? The Refectory ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Its a necessity that the Rahkshi be fed, but I see no reason to go to any extensive expense or strife to do so. They are here to learn, not to feast. In the Academy’s eastern wing, conveniently close to the Gym, is the Refectory. It is fairly uninteresting architecturally, being little more than an enclosed box lined with long dining tables. But as the place where all those growing kraata go to eat it’s a focal point of interaction and communication. Shame the only food they serve is a kind of thick gruel, high on nutrition but low on taste. Dormitories ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Some say we have been a little overly optimistic in how many dormitories we have, since the entire south block is, at present, entirely unused. I say that is an unimaginative viewpoint. There’s always a use for an empty room or fifty. Along with the courtyard that they surround the dorms form the central hub of Corpus Rahkshi. Each room houses a single Rahkshi and are not particularly spacious, containing just one bed and a boxy cupboard for storage. The idea being that such spartan living will encourage the Rahkshi to go out and fill their days with activity rather than laze around listlessly. And for the cleaning and maintenance of their armour suits, each floor has its own washroom, communal arrangements complete with cold and colder running water. Chirox Causeway ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Technically the students are not permitted to visit the mainland, however in practice there is nothing really that can be done to stop them short of keeping them in chains every second of every day. And thats really only a last resort solution. So I have endeavoured to make the journey, if not exactly perilous, then at least…entertaining. Rather than have a bridge connecting the Academy’s island with mainland Nynrah I had placed a series of irregularly positioned hexagonal pillars, the idea being that the students gain some small manner of exercise from jumping across or flying through them. The name comes from the causeway’s likeness to a set of teeth rising from the sea, and we all know how our esteemed colleague prefers his monsters toothy. Still reading, Chirox? If you want to go from the Academy to the mainland by foot then you must use the Chirox Causeway, a network of pillars all at varying distances and heights. The students, being Rahkshi, can of course just fly over but some like the challenge of trying to navigate the Causeway’s twists and turns. Off Campus Locations ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ The island of Nynrah -my island of Nynrah- is the ideal place for an assortment of unknown quantities like the evolved Rahkshi. It is out of the way of any random passers by, has a nearby harbour to ship in supplies and, potentially the most useful of all, is home to the famed Nynrah Ghosts, craftsman without equal. At first we tried forbidding the students from visiting the mainland…and every single one of them ignored the order. So until we can train or breed this disobedient streak out of them we have compromised and requested they keep their excursions restricted to night hours. The Academy is not the only location in the game. Nynrah plays host to it and there are areas where the student body likes to frequent. The Ghosts are perfectly happy to sell their wares to the students, who usually pay by doing odd jobs or helping out in small ways. And while it is generally frowned upon to visit them during daylight, its not really going to get you any serious repercussions if you do. Just…try not to get caught. Phantom-on-the-Water ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ The Ghosts are an illusive kin. It is how they earned the name after all. So I only feel confident saying that Phantom-on-the-Water is the only village entirely comprised of the craftsmen if I am permitted to affix the addendum “that we know of”. Spanning either side of the River Eidolon it is a mess of smoking chimneys and glowing furnaces, with dying embers and the sound of hammers filling the air. Nothing is ever still, nothing is ever quiet. I suppose it would appeal to a certain sort of person but I personally prefer peace and solitude in which to contemplate important matters. For their part the Ghosts seem unexpectedly happy at having the Academy nearby, possibly as having a building full of Rahkshi just next door discourages any snoops seeking them out. To most of the outside world Phantom-on-the-Water is just another village full of Fe-Matoran and the industry they love. It churns out well-made but none too special weaponry, maybe a few more ornate trinkets from time to time, but is otherwise indistinguishable from the other settlements on the island. But what the Brotherhood, and by extension you the players, are aware of is that is it headquarters for the ingenious Nynrah Ghosts, a group of Matoran who have always been a bit…looser with their morals than others. Either through avarice or sheer love of their craft they’re generally quite happy to make anything if offered the right price… The Cauldron After running through Phantom-on-the-Water the River Eidolon ends at a series of steep cliffs known as Blacksmith’s Bluffs. Where the course of the river stays truest it has managed to wear these cliffs down into a sandy beach the Ghosts use as a harbour for shipping. But the river splits off into a delta of many little streams and tributaries, most of which aren’t strong enough to erode the cliffs down and instead wind up spilling over the edge as a number of waterfalls. And the largest and most powerful of these falls has wound up carving away at the base of the cliffs, where the hammering of waves already weakened it. The combined might of all that water has opened up a fairly sizeable cave that, due to the turbulent curtain of spray that conceals it, has become referred to by the Ghosts as the Cauldron. They use it for smuggling as, so far at least, the Brotherhood is unaware of its presence. The Rahkshi students, on the other hand, know full well it exists and have adopted it for a similar purpose; smuggling and storing items otherwise considered contraband, be they specialised weaponry or just food nicer than the slop served in the Refectory. On the subject of Rahkshi ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Anyone with the clearance to read these notes is already well aware of what Rahkshi are capable of. I see no point in compiling a list of what everyone already knows and don’t appreciate having my time wasted on such pointless tasks. ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ …I have been informed that for the sake of completeness I need to make a short reference piece on what Rahkshi can do in case the students demonstrate greater prowess. Very well then. In terms of sheer physical strength Rahkshi are blessed with greater power than their somewhat gangly frame would suggest. They’re much stronger than Toa, and could even give one of the Skakdi a decent challenge in an arm wrestle or other such test of brawn. With this strength comes a good deal of durability; extensive testing has concluded that a Rahkshi could be thrown or driven through a solid stone wall without any permanent damage. However that is not to say they could shrug it off, their armour does feel pain. It was necessary to give them tactile senses so they could feel temperature changes, know if they were attacked from behind, pick things up without applying pressure enough to crush them, etc. We were at least able to make it so a Rahkshi armour keeps the kraata inside relatively safe from exposure to light, which even the new breed remain depressingly vulnerable to if bright enough. Their metal casings stop sunlight from burning their skin but do little to stop it affecting their sight; Rahkshi are like Onu-Matoran, their vision is near-perfect in the dark but tends to blur or fade the brighter the light gets. The fault in the new breed that gives them their intelligence also allows them to fight down the instinctive fear and dislike of sunlight but it still tends to disorientate and confuse them, a weakness which should leave them once they mature enough. All the more reason for the academy to exist, to train them up to a level they are high enough to shrug off these detrimental effects altogether. From strength to speed but alas, this is nothing too special. It was impossible to engineer the armour to be any faster than normal without it also wearing through its joints at an alarming rate. Their reaction speed, on the other hand, is suberb. A Rahkshi would have no trouble snatching a thrown knife or Kanoka right out of the air, though launched projectiles (a cordak or zamor sphere, for example) would give them a bit more trouble. Rahkshi on the whole, though, are better built for cross-country, their durability giving them excellent stamina, their long limbs giving them a decent stride and broad feet providing excellent traction. Assuming they stick to land rather than simply taking to the air a Rahkshi could keep running for days on end. These estimations are, of course, barring the use of any powers the Rahkshi have. And speaking of powers, those seem to be developing as normal in the new breed. Whatever fault they have that has changed their mentality has not changed that much, at least to the limited degree they have developed so far. And, for anyone voicing their doubts on the significance of the change in our Rahkshi, or questioning what military use this study of them has, I remind those voices that we never expected even the original Rahkshi to able to form Kaita. Yet look how useful a trait that was and continues to be. And yes, for the record, the new breed have demonstrated the capability to form Kaita, which only leads me to question what is going through three of these more advanced minds when they're all crammed into one body. Which finally leads me to the newfound intelligence of the Rahkshi. It differs a little between each individual, as it does with any sapient species, but the new breed seem to have brainpower in the same range as your average Matoran. Which is interesting as, so far, they're still all at a fairly early stage in their development. Will their intelligence continue to grow as they level up? And if so, how smart would a new breed be at the sixth stage? Or as a Shadow Kraata? Perhaps we already have level six Rahkshi with the same fault and they're smart enough to conceal it. Its certainly easy to overlook or miss even in the confirmed cases. I know many of my fellows believe that their inability to speak Matoran means the new breed are still little better than rahi, but this is purely a physical limitation. They understand Matoran, and often many other languages, perfectly fine but their mouths are just not built right for the job of speaking it...so they've developed their own language. Its spread through the school like wildfire, all the students have mastered it. And I recently discovered a few of the Ghosts had picked it up as well, I suspect in anticipation of what constant customers the students may become. With this in mind we may need to curtail visits to the mainland a little more... Playing as a Rahkshi means you get a few advantages, what with being encased in solid metal and all. You’re stronger and tougher than you would be as, say, a Toa. You’re nowhere near invincible but you’re packing enough brute power to give anything that isn’t Krekka level brawny a really bad day. Oh, but since kraata are mentally linked with the armour they inhabit (since thats how they move it and all) you’re going to feel any damage that gets inflicted upon it. Basically you can’t pull a Black Knight and claim losing an arm ’tis but a scratch is what I’m saying. You start as a fairly newborn kraata, which would normally put you at level one but thanks the boost from being made Rahkshi and the few months you’ve spent training at the academy your powers are currently at the second level. This would be so you have powers that might be of some actual use, though you’re not quite at the point where you could level cities so a bit of creativity and imagination in how you use them is going to go a long way. This would also make them, in human terms, something akin to teenagers. You can also fly, a standard Rahkshi ability, an action which takes about as much energy to maintain as a light jog. You also need to be able to get into the ‘reclined’ position, but thats only going to be a problem if you’ve got a trapped foot or something. Kaita are also possible, though there are a few restrictions on forming them. First, they can only be formed by characters from three players, no roping in a couple of NPCs to make yourself suddenly bigger and stronger. And each specific combination requires a profile be filled out and approved beforehand of what the Kaita would look like and what additional power it gets upon formation. Finally, in a slight change from how Rahkshi Kaita usually work, the minds of all three participants are present and have the potential to control the one body, but they have to be working together to maintain the fusion. You can't simply have one player performing one action while another makes an entirely different and separate attack and the third trying to retreat because that loss of unity will result in the Kaita simply dissolving back into three Rahkshi. You need to all be working together to the one goal, co-ordinating your efforts as a team for the Kaita to actually work. The Staff You guys and your Rahkshi aren’t the only ones at the school, naturally. It has a small contingent of staff in place to act as anything from teachers to janitors. Growing Rahkshi need a lot of looking after you see. Here’s a bit more detail on the characters who’ll be doing their best to keep you in line. Tridax ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ I feel it would be no exaggeration to say I was really the only possible choice for the position of Corpus Rahkshi’s headmaster. In addition to the many advantages my rank and position gives me I am one of the few Makuta who takes a very serious scientific interest in kraata and their development. While lesser minds are content to simply create monster after monster, I find my interests leaning towards understanding and improving those creatures that are, after all, a part of ourselves. The Makuta of Nynrah, put in charge of Corpus Rahkshi possibly because he kept telling people he was the best man for the job more than because he actually was. He doesn’t really consider the Rahkshi to be people or individuals, but tools. Weapons. Things he can study and examine, like an entomologist pinning butterflies. Fortunately his other duties with the Brotherhood keep him relatively busy and he tends to leave the day to day running of the school to his subordinates Suvak and Palma. Suvak ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Suvak is a Skakdi, a veteran captain from the wars of Zakaz who was forced into, shall we say, early retirement when a particularly nasty battle took the arm, leg and most his face off the right side of his body. Cybernetic replacements for these were the payment that lured him into being Corpus Rahkshi’s Drillmaster. If I were to describe him in a few words it would be ’solid’ or perhaps ‘dependable’. His tactics in Zakaz were all tried and true, tested through use in repeated battles, which won him a few victories but ultimately got him outwitted by one of the more imaginative warlords who preferred to invent their own strategies. Still, we need no battles won, we need someone who knows how to handle and train very dangerous individuals, and I feel confident leaving our students in his somewhat predictable hands. Despite the fact that he is technically only in charge of the students’ physical training, making him a glorified PE teacher, Suvak is generally the one who handles most of the academy’s daily business and is directly under Tridax in the hierarchy. His right arm and leg are entirely mechanical, the silver and grey stark against his natural green and gold colouring, as is the metal plate covering the missing half of his face. But don’t think that makes his eyesight, or his laser vision, any less accurate. He is not quite as harsh a taskmaster as Tridax seems to think he though, as he is a decent enough commander to understand that down-time is not just important but pretty much necessary. You can’t keep your troops constantly wound up or they’ll snap, so he is perfectly happy to let the students do what they like with their time off regardless of how little military potential Tridax may see in it. Palma ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Someone was needed to make sure the students were kept hale and hearty, and given how likely, or rather certain it was that the students would injure themselves or others that someone needed to be very very good at their job. I selected Palma for this task, a Rahkshi that has been in my service for many years now. Its knowledge of medical matters is unrivalled by any, and I would say outclasses even some of my fellow Makuta. In addition I feel that, as a loyal and well-trained Rahkshi, it makes an excellent example of what the students should be aspiring to. Palma is a Rahkshi of Quick Healing, and while not one of the new breed has intelligence enough from being a full-blown Shadow Kraata that she can match wits with them. Oh yes, thats right, Palma identifies as female, something she has only started to do in recent months. Seems the personalities of the students might be a little catching. Normally a bog standard brown and black, the colours of her kind, she’s adopted the practise of colouring the armour plates of her shoulders white with crossing red bands running across them, signifying her more supportive medical role. Though school nurse is not the limit of her role, she also acts as unofficial teacher of biological and anatomical matters that the students ask after, a fair number wishing to become healers themselves. The Porters ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ The Porters are a batch of what I understand have been named ‘Fohrok’ by some of the underlings within the Brotherhood. Admittedly the last time we commissioned an army of these machines it did not turn out so well, but after promising not to exact any more vengeance on the Ghosts once we had eliminated those responsible for that fiasco we managed to broker another deal. We have a small platoon of them to carry out maintenance and fix things the living building cannot fix itself. And, for reasons I cannot explain, they have a bizarre fixation on the flower beds around the dormitory courtyard. Curious. Carrying out most of the more menial tasks are the Porters, funny little things that can often be seen rolling about the school heading to whatever needs fixing. They’re harmless really, and quite polite in a passive and completely silent way. If you get in their way they’ll just stand stock still, chittering slightly, until you move. Still enough of them in one place, with their yellow and black colours and unblinking glowing eyes, and they bear an unsettling resemblance to a swarm of large land-bound wasps. Their unusual fascination with tending the small garden in the dormitory area is a little gift from the Nynrah Ghosts, this time being a bit more subtle in their efforts to prevent the Fohrok being used as an army. Assignments ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Most of the time I am happy to let the Rahkshi simply develop as they will. Why force a natural strategist to haul weights, why teach a keen healer to break bones rather than set them, why cage a skilled martial warrior within a prison of books? The students each have different talents, often depending on their personalities rather than powers, and any talent can have a purpose to someone with enough reason to see its use. There a few occasions where I feel a little more…direction is needed. Just to give the students a push along the right path. These assignments will usually be long term projects for the students to complete but I understand Suvak is planning a few that are a little more instant in their gratification. This RPG is, in general, a sandbox that simply lets you play around with the fact that you’re in a high school made for and filled with Rahkshi. But if the inevitable craziness that will ensue from that premise doesn’t sate your role-playing needs then the Corpus Rahkshi staff will be giving your characters various projects or missions. Think of them as mid-terms. The first of these projects will be started as soon as the game gets off the ground. These assignments are not mandatory, but taking part and completing them will give you a decent boost to your experience and boost how fast you level up. Profile To join up you’ll need to write up a profile and get it approved (with this rule and profile also applying to any Kaita you wish to form). I’ll go a bit more in depth into what each one is about but if you think you’ve got the hang of it then here’s the basic form for you to copy and fill in. There is currently no limit on how many characters you can create. Name: Variation: Level: Gender: Gear: Appearance: Personality: Bio: And with that here’s a little more information that should help answer any questions you might have, thought if you still have any feel free to just ask. Names ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ As representations of their individuality, most of the students have picked out names of their own choosing. Some have taken a word they find particularly meaningful or identifiable. Others have just mashed a random series of syllables together. I know of at few who have simply named themselves after the first thing they saw with Rahkshi eyes. I’m sure they consider it most poetic but having a dozen students all called Floor makes it very difficult to tell them apart. A fairly self-explanatory section, simply give your character a name. And since your characters are going round just making up their own names you’ve got pretty much free rein over what you pick. Heck I’ll even allow real world names if they’re not glaringly obvious. Just be warned, if you choose to name your character something like SuperShadoSlug616 then, while it won’t be automatically disallowed, you can expect your character to be mocked at every turn for every waking second of every day for naming themselves something so ridiculous. Variation ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ The fault that causes the enhanced mental capacity of the students does not seem to be limited to any particular genus of kraata. Each of the forty-two different sub-species of known and catalogued kraata has at least one representative within the student body. Another fairly simple one, what are you a Rahkshi of? You have forty-two flavours to pick from ranging from Ice Resistance to Plasma, bound to be one that takes your fancy. Level ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ So far all the new breed of kraata are, well, new. All of them are recently created, there’s none older than a year. In a way I quite like seeing them so fresh and raw, it means I have greater opportunity to study their development. As mentioned previously all characters will start off at level 2, which I’d hoped would be a decent compromise between giving you some actually effective abilities while not making them so powerful you can just blast your way through problems without thinking. Levelling your character up will be decided by the staff on a case by case basis. If you’ve been posting very frequently, having your character train a lot and interact a lot then of course you’re going to level up, its just common sense. But if perhaps you don’t have as much free time and don’t post as much but make sure each of your posts is a well crafted thing of beauty, then thats going to earn you credit just the same. Also worth noting is that, despite the Brotherhood’s best efforts to focus Corpus Rahkshi on more military aspects of life, you do get experience for other activities since, with your characters being so young, everything is a new experience for them. Go learn smithing from the Nynrah Ghosts, form a band with some friends, both just as valid a method for levelling up as regular sessions at the Gym. There are many roads to be becoming a Shadow Kraata and they’re all as valid as each other. Gender ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Hmm. No, even my superior mind has trouble with this particular concept. I never thought of Rahkshi as either male or female in any aspect of my works or life before and frankly care little about it now. I suppose that if we’re going to call them Sons of Makuta it makes sense to let some choose to be our Daughters instead. You might think this one is fairly simple, but I’ve done things a little differently. See, I figure since Rahkshi are just slugs in armour any gender they have is entirely their up to own choice and preference, so why stick with just the binary male/female option. If you want feel free to, for example, be both. Or neither. Or alternate between them depending what day it is. The Rahkshi are getting a completely free choice in the matter, I don’t see why you players shouldn’t as well. Gear ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ We were a little reluctant to give the students authentic Rahkshi staves right off the mark given how untested they were. Who knew what kind of boosting or accelerating effect it would have on them? So instead they were given access to the academy’s small armoury where they could pick out simple weaponry for day to day use. However we have started to notice this weaponry getting a lot less simple, and the students starting to carry more intricate gadgets. I strongly suspect the Ghosts’ involvement but, as yet, do not know how or where they are getting this equipment into the school. This would be for what your character carries around with them. Owning some form of weaponry is about as close to a uniform as the school gets, and you needn’t feel restricted to the long staffs that are the Rahkshi’s trademark. This would also be the place to list more personal items. Maybe you have some trinket or gewgaw, maybe you carry some tools, maybe you’ve got yourself an instrument, that sort of thing. Though with these and the weapons don’t overdo it with how amazing or powerful they are. You may have the Nynrah Ghosts making you stuff but they still want paying and you’re limited by what you can practically afford. Favours can only get you so far. Appearance ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ The differences between the regular Rahkshi and the newly developed variety is purely mental, there’s no obvious physical differences between the two species. Well, not until the new breed start expressing themselves again. They’ve developed a taste for body modifications, adding designs or piercings to themselves to distinguish themselves from each other. Its unusual but ultimately harmless. Yes you’re going to look like a Rahkshi, that much is obvious, but have you made any changes or additions to yourself? Perhaps your character has picked up some tattoos or armour decals. Perhaps you’ve changed your standard colours up to confuse your enemies. Or maybe you’re just naturally a little different from other Rahkshi, a bit burlier or a bit shorter and such. Just let the creative juices flow. Personality ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ A consequence of the increased brainpower the students is that they’re exhibiting much more developed identities and personalities than normal. Rahkshi usually have certain traits that define their particular variation -a Guurahk will carefully study its prey, a Kurahk is always be swift to anger and so on- but what the new breed are demonstrating is much more advanced and often not even related to those traits. Which makes so little sense it offends me. I know there’s a decent sized chunk of players who don’t like these sections, and prefer to let their characters personality show through their writing, but I figured since the entire point of the RPG is that the Rahkshi are developing personalities of their own then a section in the profile was probably needed. Doesn’t need to be an essay, maybe just a brief description of the basic traits of your character. Bio ~From the Notes and Observations of Makuta Tridax, Master of the Isle of Nynrah~ Most of the students are new to this world so haven’t had a chance to build up much of a career or reputation. However I’m sure that within the groups and cliques that are forming within the student body there are many that would consider themselves important. As a freshly created beings your bios aren’t going to be too long, most of your entire existence so far consists of the months you’ve sent at the school. But thats still plenty of time to have accomplished things. Leant some new skills, made something you’re proud of, made some choices about your life, lots to be done. And feel free to talk with your friends, arrange for your characters to also be friends (or indeed enemies) in-game, you’ve had the time to build relationships like that. Rules BZP rules do, of course, apply. Should go without saying but I’m going to anyway No god-modding thank you. This includes pulling new powers out of nowhere, defeating hundreds of enemies without breaking a sweat, shrugging off any attack that hits you and so forth. By similar token don’t go controlling other people’s characters too much without their permission. Having them do something minor or speak a few words isn’t too much of a quibble but keep anything too big for your own characters. Don’t be too silly with your RPing. I know this is a game about teenage Rahkshi in a high school but thats no excuse to go around with a custard pie gun shooting everyone in the face. Unless you have a perfectly legitimate reason for it at least. Playing the game is really simple. You simple use the acronym IC (In Character) to denote what it is your character is doing or saying, and OOC (Out Of Character) for anything that is you as a person. For example: IC: Floor waited in line at the Refectory, wondering if today would be the greyish sludge with mysterious lumps or the mysterious sludge with greyish lumps OOC: Available for interaction if anyone wants to be next in line Since people will be reading your posts to know whats going on please try to keep them as legible and understandable as possible. Grammar is your friend. Try not to take things too personally. If one player’s character is attacking or insulting one of your characters it is not an attack on you by proxy. I’ve seen even veteran RPers forget this on occasion so just bear it in mind. Well thats all the boring stuff out the way, lets get this started and have fun!
  5. Here are a couple photo manipulations I've done in the time since my last post here: Kongu's Nightmare Divided We Fall A recreation of this comic cover. -- Without any text
  6. SECTION I The sun had set over the Great Desert, but one corner of it was still bathed in light. Wedged between a large oasis and the border of Iron Canyon, the imposing city of Xia gleamed like a vast array of lightstones, visible from miles away and audible from almost as far. The entire population buzzed—Glatorian, Agori, Matoran, Toa, Vortixx, even a few Vorox and Zesk, all clamored excitedly in the streets, most of them trying to squeeze into the main square to get a good view of the stage that had been built just for this occasion. And then, as a Toa of Fire stepped onto that stage, the noise all suddenly ceased. “Gathered friends,” said the Toa, his voice weathered yet clear. “Listen again to the tale of the Bionicle.” At the rear of the stage there was a flash of light. A large three-dimensional image appeared, a depiction of the planet of Spherus Magna that turned slowly in place. “In the time before time, Spherus Magna was without leaders. All were lost, drowning in strife and confusion, fixated on selfishness and separateness.” The Toa snapped his fingers. A small pillar of flame appeared behind him for a moment, and when it vanished, a Glatorian wearing a purple cloak stood there. “Yet out of this chaos rose those who would bring order: the Great Beings. They took control of the lawless word, taught us the Virtues of Unity, Duty, and Destiny, and led the way to a new age of enlightenment. Under their rule, Spherus Magna prospered, and the land was at peace.” Six more Glatorian walked in from the sides of the stage, each wearing a cloak of a different color. The one in purple raised their hands. “To better organize the masses, the Great Beings selected a warrior from each Tribe to serve as their appointed leaders. Upon these six, the Great Beings bestowed the fantastic power of the Elements.” A ring of light pulsed outward from the projection. The six Glatorian raised their swords, and the light vanished as it brushed against them. “For a time, the Tribes were ruled over by these Element-Lords. But this was not to last.” The image of Spherus Magna took on a silvery hue. “It was discovered that a precious, mysterious resource known as protodermis lay beneath our feet. The Element-Lords wished to control this substance, and entered into competition with one another. Their greed overtook them. Their lust for power drove the entire planet into war.” The six Glatorian plunged their swords into the stage. The one in purple crossed their arms. “Displeased by the Element-Lords’ shameful display, the Great Beings ordered them to relinquish their commands. The arrogant Lords saw fit to challenge the beings who made them…and were struck down.” Four of the Glatorian crumpled, ending up sprawled on the floor. “The brutal Skrall even sided with the Rock-Lord, thinking they could overthrow the Great Beings and seize power. They shared in his punishment.” One of the remaining Glatorian fell like the others. He opened his cloak as he did, letting several replica skulls spill out. The last Glatorian, however, simply knelt. “Only the Sand-Lord had the wisdom to surrender to her betters. She was allowed to live, and would rededicate her life to the serving the Great Beings.” The five “fallen” Glatorian exited the stage. The one in purple drew their arms wide, and at this signal, several Matoran and Toa came to join them. “The Great Beings knew they could not trust just anyone to solve this crisis. And so, they created the perfect servants to accomplish it. Matoran were born to loyally bear the burdens that lay ahead, while Toa were made to enter the depths of the planet and wield its own Elements to repair the damage done to it. It took several years, but in the end, the Great Beings’ plan was successful. The Melding was complete.” The image of Spherus Magna returned to its original shade. The one in purple nodded, and everyone else on the stage (save the Toa of Fire) left them. “With the safety of all assured, the Great Beings wished to turn again to their work. To better guide us, they taught us the Principles of Courage, Purity, Faith, Creation, Prosperity, and Peace. However, they knew that this would not be enough, and had learned that not just any being could be trusted to lead in their stead. They decided that it was time for new leaders to be forged.” Six new Matoran approached the swords left earlier, each wearing a white cloak and a mask of gold. “And so the Great Beings crafted the perfect servants: the noble Makuta, second only to their makers in power and wisdom. With these valiant champions carrying out their will, the Great Beings led the world to peace once more…and this time, peace has remained.” The Toa drew the swords and raised them high. The one in purple nodded, looking satisfied, and then walked off-stage. “For a thousand centuries, we have been at peace, watched over by the Great Beings and the Makuta. All of Spherus Magna has prospered from their guidance, and perhaps none so much as our own great city. Not only is Xia home to the finest smiths, and the hardest workers, but it is also home to the noblest Makuta of all.” The Toa in cloaks backed away, and the image of Spherus Magna vanished. From behind the stage, a new figure stepped onto it. Much of her armor was white, but at least as much was a dull, stony shade of gray. Her hands and feet were clawed, two large, streamlined wings were attached to her shoulders, and while she wore a white and gray Kanohi Kiril, its shape had been altered just enough to give the appearance that its wearer had vicious fangs. Attached to her waist was a sheath decorated by an ‘M’-shaped insignia, holding a blade within. The crowd cheered at her appearance. “With the leadership of Makuta Antroz, Xia has had yet another successful business year! We thank you for all you have done for us, great Makuta, and will continue to work under your guidance for as long as you will have us.” Antroz nodded and smiled. “The pleasure is all mine, Toa Vakama. And the success belongs to all of you! So let us end this ceremony, and let the annual Festival of Bounty begin at last!” The crowd cheered again. Fireworks exploded overhead, and music began to play from somewhere. Antroz said a final farewell to the Toa, and then turned, stepped off the stage, and began to wade through the masses. “Spectacular as always, Makuta!” cheered a Matoran. Antroz smiled at them. “Thank you, my friend.” “Makuta!” shouted an Agori. “Good, I wanted to see you directly! Thank you so much for all your hard work!” “You are very welcome. It is an honor to serve such fine people.” “Join us, Makuta!” a Glatorian said. “Why not take part in this glorious festival?” Antroz shook her head. “I’m afraid I can’t. But please, enjoy yourselves, all of you. You’ve earned this.” Eventually she reached the edge of the square, and the crowd gradually began to thin. She continued to converse with the citizens as she wove through the street she found herself on, slowly but surely making her way towards the tall tower at its end, and eventually passed a fruit stall on the side of the road attended by a Vorox and a Zesk. “Oh, Makuta,” said the Vorox, quickly pulling out of his slouch. “At ease,” Antroz said. “Not many customers?” The Vorox chuckled awkwardly. “Yeah, uh, not really. I guess most people want something tastier than a madu to celebrate the occasion.” “I suppose. Be sure to enjoy the festival yourself before it is over.” The Zesk turned to the Vorox, looking a bit excited. The Vorox’s eyes focused on the ground. “That’s very generous of you. But, we’re still a fair bit behind our quota for the week. Maybe next year.” Antroz hummed. Her hand began to glow faintly with black energy, and she flexed it lightly. “There is still time for you to prosper.” The Vorox’s eyes widened. Antroz stepped away, and an Agori came in behind her. “Hey, how much for one madu?” As the Vorox made his sale, Antroz continued on until a familiar Toa of Ice bounded up to her. “Makuta Antroz!” Ehrye greeted. “I guess I missed the opening ceremony, huh?” “Oh? Where were you?” “I was double checking that all the cauldrons at my factory were properly cooled. You know, just to be on the safe side.” “You are very dedicated to your work, Ehrye. Toa like you are the reason why we are able to celebrate like this.” Ehrye puffed out his chest and grinned. “Haha, thank you, Makuta! I hope the Great Beings find my work as satisfactory. It’s like you always say: there’s no greater reward than making the Great Beings proud, and I think I made a good impression on Lord Angonce when he visited last! I’m going to keep working until they all see how dedicated I am!” Antroz smiled a bit. “…A noble goal, Toa.” “Well, if you’ll excuse me, Makuta—I’ve got a festival to catch up on! Catch you later!” Ehrye took off the way Antroz had just come, quickly gravitating towards the now-surrounded fruit stand. Antroz stood there for a moment before resuming her walk. “Wouldn’t you like to join the celebration as well, Emsar?” she asked. A Vortixx slid out from the crowd, falling into step directly behind Antroz. “Won’t you ever let me have fun? Honestly, I never dreamed sneaking up on someone without sight would be so difficult.” “Perhaps your efforts would be put to better use on something other than sneaking.” Emsar shrugged with one shoulder. “First you say I work too much, now you’re saying I should be working, which is it dear Makuta?” Antroz sighed. “Come now, be a good sport. I just want to cheer you up. You’ve seemed a bit out of sorts lately, not really carrying yourself with the same sureness you usually do. If something’s troubling you, why don’t you tell me?” Antroz stopped at the foot of the tower, seeming to ponder this for a moment. Turning around, she asked, “Is there something you were coming to report?” Emsar rolled her eyes. “Yes, actually. As a Vortixx I’m still offended we aren’t included in the grand tale of the Bionicle.” “And I must again reply that listing off all of the Great Beings’ creations would have the opening ceremony last for at least a full day. But you aren’t actually angry about that.” Emsar let out a small gasp. “Makuta, did you just read my mind? I can’t believe you’d violate my privacy so! I demand you shut off that telepathy this second.” “You know very well that all I can sense is where you stand, Emsar. The reason I know you aren’t irate is because I know you very well.” “Oh, yes. Pity that.” “You’d rather I walk around bumping into walls?” “Well, only for a few minutes. Then it’d get old.” “I’m touched,” Antroz said. She undid the door. “Will that be all?” Emsar shook her head. “No, I’m afraid there is something serious I should be mentioning. Lord Angonce is here.” Antroz paused for a moment. “Perhaps you should have led with that?” “Oh, lighten up. You do have power over Light, it shouldn’t be this difficult for you.” “Where is he? Why did he come here—why didn’t he inform me?” “He said he’d be in the weapons district. That’s all I’ve got for you. Now if you’ll excuse me, I think I will go enjoy myself after all.” She vanished into the crowd before Antroz could say anything else. Grunting, Antroz closed the tower door and reached out with her mind, broadening the range of her telepathy to cover all of Xia. To her dismay, she was still unable to sense the presence of Angonce. Then I can assume he will be in disguise. I suppose I should’ve expected as much. Antroz walked down the street, smiling for the sake of her many citizens as she passed them. Truthfully, she felt slightly anxious about this meeting: it was very unusual for a Great Being to show up unannounced, and there was a good chance Angonce had come with another Makuta as a bodyguard. Many of her brothers and sisters did not approve of the Festival, and she had long since grown tired of explaining her reasoning to them. More than that, though, she could not help but think of the last time Angonce had visited, of the criminal who had insulted the Great Beings, of Angonce vetoing her usual trial in favor of a brutal beating and execution…of how she had known it was cruel and wrong, yet done nothing to stop it. Then again, she had already been spending a great deal of time thinking about that. Antroz shook her head as she set foot in the weapons district. She focused her mind on the area directly around her, getting an idea of how many people there were and which way they were moving. After she had greeted a dozen or so citizens, a Matoran sitting on a nearby bench waved to her. “Are you enjoying the festival?” she asked as she approached. “Oh, most definitely!” the Matoran said, nodding excitedly. “I just love the sheer frivolity of the whole thing—and they’re enjoying themselves so much! Look at that one! Well, not ‘look’, but…” Antroz sat down. “Is something amiss, Lord Angonce?” The false Matoran sighed. “…Yeah, I guess you could say that. I really am sorry for interrupting, I wanted to wait until the festival was over but this is pretty urgent.” “No apology is needed, my lord.” Angonce looked up at the sky, lost in thought for a moment. “So what we need is for you to go to Nynrah.” Antroz tilted her head. “…I see. May I ask why?” Angonce looked around, and then leaned in closer. “The Makuta there has taken someone awfully dangerous into custody, and we want you to go get them, since, well…” As he hesitated, Antroz finished, “The Great Beings lack confidence in Krika.” “You said it, not me,” Angonce muttered. “Thing is, we need to be very careful bringing this person to the Valley of the Maze. And hey, the way you handled that last prisoner was great, so I thought of you immediately as the most qualified applicant.” An uneasy feeling began to overtake Antroz. “If I may, my lord, I believe it was more you and Gorast who handled that prisoner.” With a shrug, Angonce said, “Well, you held him until we arrived. That’s basically all we’re asking you to do here.” “I see. May I ask what makes this individual so dangerous?” Angonce shook his head. “Sorry, Antroz. We’ve gotta be real tight-lipped on this one.” Antroz shifted. “…Forgive me, my lord, but I feel it is important for me to know. Not only do I need to be prepared to deal with this person, I would feel uncomfortable delivering them to punishment when I do not know their crime.” Angonce stared forward for a moment. He turned slightly to look at Antroz, not saying anything, his mouth slightly open. A long moment passed before he said, “That’s…really all I’m allowed to tell you, Antroz. Sorry, but it’s just gonna have to be enough.” Antroz faced forward. “Believe me: this is absolutely necessary, and you need to be ready for anything. This person…” He stopped, looked around, and then quietly resumed, “This person could tear down Spherus Magna: all the cities we’ve built, all the people we’ve created, this whole society we’ve nurtured…it’s all at risk. If you don’t do this, then all of this…” He paused to gesture to their surroundings. “…could easily go up in smoke.” The Makuta turned. “There exists an enemy that could do that? That could challenge even the Great Beings?” Angonce looked up and grimaced. “Not quite yet. Technically speaking. But that’s exactly why we need to get them to the Maze ASAP, before they have the chance to become a real threat.” After giving it a bit more thought, Antroz said, “I shall leave at once. I should be able to reach Nynrah before sundown tomorrow.” Angonce grinned and nodded. “Good. Be careful, okay? I’ll be waiting for you at the Maze.” Antroz stood, bowed, and headed off. After a minute of walking, she said, “Emsar.” The Vortixx sighed loudly. “Really? Again? You just can’t let me have the satisfaction, can you?” “I trust you weren’t eavesdropping?” “Give me some credit, Makuta. I kept my distance. But if you’re offering, I am dying to know.” “Unfortunately, there is little I can share. I must depart at once, and it may be some time until I return—you will be responsible for Xia in my absence.” Emsar raised her eyebrows. “I see. Well I suppose I can manage for a while by my lonesome—it’s not as if anything special is scheduled in the immediate future.” “Have you forgotten about the conference with the Sand-Lord?” “Oh, that’s not that special. I suppose I can handle that.” Antroz stopped at the edge of the city. “I have the utmost confidence in you, Emsar. Please take good care of our city.” “Aw, how can I refuse now?” Emsar said, her teeth showing through her smirk. “Good luck on your mysterious journey, Makuta. We’ll be eagerly awaiting your return.” The Vortixx disappeared once more, leaving Antroz alone with her thoughts. She still wasn’t entirely satisfied—the sheer lack of information she had been given was far too unsettling to her. It was not long ago that the Great Beings had seen fit to torture someone for a petty crime. How could she know for sure that this was different? But as she thought about it, her mind wandered outward, reaching into the city and brushing past several of its citizens as they celebrated. Their joy flooded out from them, filling the crowded streets and reaching back to try to pull her into its flow. Despite her misgivings, Antroz could only smile. This peace is something I must do my best to preserve. I still believe I can trust Lord Angonce…so I will do what I must. Antroz spent the night gliding silently over the Great Desert, doing her best to keep her mind empty. She kept close to the southern border of the wastes, noticing only the occasional creature below—though she did take care to slow down as she passed an outpost around dawn, sending a telepathic message to the Makuta who ran it so he wouldn’t shoot her out of the sky. She felt the warmth of the sun as it rose behind her, letting it seep into her armor. Her ability to feel had dulled when she evolved beyond her physical body, but there were still some sensations to be felt, and she was sure to appreciate each one. The sun was high when she reached the shore of the Great Sea. She landed a few miles away from Nynrah, her wings kicking up a small cloud of sand, and prepared to walk the rest of the way. It wasn’t long after she landed that a Toa of Plasma ran out to meet her. “Greetings, Makuta Antroz!” the Toa shouted. “What brings you all the way to our humble settlement?” “Greetings, Toa,” Antroz replied, nodding once. “I am afraid I come on urgent business from the Great Beings. May I return to Nynrah with you, so that I may speak with Makuta Krika?” The Toa jumped. “Urgent business?! My word, that sounds dreadful! Yes, of course—follow me!” Nynrah didn’t cover as much area as Xia, and its buildings were a fraction of the size. It had no factories, its inhabitants lived in huts, and the people all seemed to move at their own individual paces without any cohesive structure to the community. As Antroz and her escort came through the gates, a few citizens looked up, most of them smiling, but many were too engrossed in their own projects to notice. There were so many sounds: clinking, scraping, sloshing, clanging, none of them loud enough on their own to be a nuisance, but all of them together formed a wretched cacophony that made Antroz glad she hadn’t taken Vamprah’s suggestion of mastering echolocation. “Beautiful, isn’t it?” the Toa said. “That’s a symphony of creation! Oh, making another attempt, Onewa?” A nearby Toa of Stone waved dismissively in their direction, grumbling as he squinted at the statue before him. He slowly raised his chisel as they walked past. “It is…certainly a unique sound,” Antroz offered. The Toa of Plasma chuckled. “You don’t think much of Nynrah, do you Makuta?” Antroz took a moment to construct her reply. “It is quite different from Xia, and given that both cities share similar purposes, it is a bit jarring to see things run in such a way.” “We aren’t that similar, really. True, the Great Beings sought to foster twin cities of builders, but Xians are more focused on…the matter of fact. You make weapons, and armor, and all sorts of things that are made a specific way for a practical purpose.” He leaned over a railing. Down next to the ocean was a Toa of Water standing before a canvas, furiously assaulting it with two brushes. Antroz couldn’t help but notice that the sea itself was calm. “In Nynrah, we use emotion to create. Our works might not have any particular purpose, but for us, creating without needing a purpose is the noblest pursuit of all.” Turning back to Antroz, he asked, “Who’s to say which approach is correct?” Antroz said nothing for a moment. Then, with a sigh, she said, “Those are the words of a lazy Guardian.” The Toa laughed. His body began to change suddenly, reshaping into a tall, lean figure clad in sleek black and gold armor, a Kanohi Mahiki sitting on his face. “You are meant to enforce order, Krika. Not let them simply float about in pursuit of their own selfish goals.” “Thank you for the words of wisdom, great Makuta,” Krika said, giving an exaggerated bow. “But as long as the Great Beings are not beating down my door, I’d say I haven’t exactly failed in my duties. Wouldn’t you agree?” Antroz turned and resumed walking. “I have been sent to transport your prisoner.” Krika sighed, and then teleported ahead of Antroz. “Always business. This is exactly what I’m talking about. Isn’t your Festival of Bounty going on right now? That was one idea you had that I always liked.” “This matter is too urgent, it would seem.” Krika frowned. “Hm. Indeed. Indulge me, Antroz: what did the Great Beings tell you about this prisoner?” “We should not discuss this out in the open.” “You just saw how focused they are. No one will hear a word we say.” Giving an unsatisfied grunt, Antroz called upon her Sonic powers. She created a wall of random sound on either side of her and Krika, cutting them off from the din that permeated Nynrah and, more importantly, keeping their words firmly within these invisible boundaries. “Lord Angonce said this was a person who could destroy everything the Great Beings had created,” Antroz said. “I am to escort them to the Maze before they are given that chance.” Krika nodded thoughtfully. After a few more steps, he stopped, turned, and looked Antroz in the eye. “I hear Gorast murdered the last criminal you got your hands on.” Antroz stopped abruptly. Lowering her eyebrows, she replied, “I did what Lord Angonce asked of me, nothing more, nothing less.” “Yes, I know. And you would never even think to question the Great Beings, no matter the order they gave you.” “We were created to serve them, Krika. We are required to be absolutely loyal.” Krika shook his head and kept walking. Before Antroz could say anything more, he called back, “I wonder if you recall one of our earlier assignments. A number of the Great Beings’ experiments got loose, and we were tasked with hunting them down—do you remember?” “Of course I do!” Antroz said, rushing to catch up. “We had to scour all of Aqua Magna to find them all. Not an exhaustion one forgets, especially considering we were still flesh back then.” The streets soon gave way to sand. A cliff face could be seen up ahead, but Krika stopped and looked out at the ocean. “We had to kill each and every one,” he mused. “Dozens of creatures, all one of a kind, all gone forever. All because the Great Beings told us to.” “Those creatures posed a danger to the citizens.” “That’s what they said.” “One of them had a thousand teeth, and Gorast’s temper to boot.” Krika shrugged. “Okay, fair enough, they were dangerous. But being a Makuta of such upstanding moral character, do you really think killing them was the right thing to do?” “Our first duty is to the citizens of Spherus Magna. We had to keep them safe. What alternative was there?” With a flick of his wrist, Krika exerted his own Sonic power, shattering Antroz’s walls. It was now that Antroz realized they were not completely alone: not far away, a lone Toa of Earth sat on a rock watching the tide go out. They looked over their shoulder at them. Krika smirked for a moment, and then kept walking. “Oh, who knows?” The Toa of Earth faced the sea again. Growing frustrated, Antroz walked until she overtook Krika, and continued leading them to the cliff face. “Enough. If you don’t take me to the prisoner, then I’ll be forced to search your compound myself.” Krika rolled his eyes, but didn’t stop walking. “There’s no need for that. I’ll take you to her.” “Thank you.” At the foot of the cliff was a large metal door, beyond which was the entryway to a small network of tunnels running through the rock, its interior coated in metal and lit by lightstones. Krika led Antroz through a tunnel that sloped upward sharply. As they went, Antroz noticed several doors hanging wide open. “Aren’t you the least bit curious?” Krika asked eventually. “About what?” “You know what.” “…I do find it hard to believe that anyone could pose a true threat to the Great Beings.” Krika nodded. “Right? And how we Makuta could have the means to detain and transport someone supposedly on par with our creators? You’re smart, Antroz—you must see that it doesn’t add up.” “It doesn’t seem that you have been able to detain her,” Antroz said, pointing to the doors. “Ah, yes. She has proved quite troublesome. I’ve been using the most advanced electronic locks you Xians have produced, but every time I leave her alone I come back to find her hacking her way through them like it’s nothing.” Antroz turned. “What? That shouldn’t be possible.” Krika glanced over his shoulder. “…More importantly, if she’s capable of escaping electronic locks, perhaps you should instead use physical locks.” “I tried. As best I can tell, what she did was pull off a wall tile, rip out some of the piping, and pound the metal into crude lockpicking tools. Just a guess, of course—I didn’t realize she was out until she was trying to sneak out one of the maintenance tunnels.” Antroz’s footsteps slowed. “She sounds quite resourceful.” “That’s an understatement.” “You left her with guards, I assume?” Krika rubbed his neck. “I was going to, but—“ He was cut off by the sound of another door sliding open just ahead. Someone stumbled out into the hallway: a Glatorian, a relatively young-looking one, with armor that was a shade of teal rare amongst the Jungle Tribe. The Glatorian immediately spotted the two Makuta, and her body froze. A long moment passed before Krika sighed in exasperation. “Zaekura,” he said, “I thought I already demonstrated good faith. If you keep breaking out the situation is only going to get more difficult.” The Glatorian eyed Antroz. Resting a hand on her sword’s pommel, the Makuta asked, “Krika, I take it she is the one? I must admit, I hardly expected a mere Glatorian.” Glaring at her, Zaekura muttered, “Yeah, well you’re not much to look at either, fangs.” Krika stepped between the two of them. “Why don’t I just introduce you, and we can all sit down and discuss matters? Zaekura, this is Makuta Antroz, Guardian of Xia.” Antroz nodded. Zaekura grimaced. “Antroz, this is Zaekura, a citizen of Nynrah. Her crime is that she possesses a talent not seen fully in hundreds of thousands of years. This girl is a Great Being.” ADDENDUM: -This story takes place in the Melding Alternate Universe first seen in the Brothers in Arms serial, albeit with a few creative liberties taken. Also important to note, this continues off from my story The Gargoyle Knight, which is essentially the prologue. Reading that will give you a much better understanding of where Antroz stands right now. -Kicking off with the legend of the Bionicle seemed like a good way to pile on the backstory without it sticking out like a sore thumb. Granted, it isn’t done with rocks, but I think the theatrical telling better fits an industrialized place like Xia. It’s also more fun to write this way. -The one representing the Great Beings wears purple because the Great Beings have purple armor. I wanted to give them one unifying color that stood out from the existing Glatorian tribes, and since purple is associated with royalty it was my first choice. Also I like purple. Don’t we all? -Eliminating the Element-Lords and the Skrall was done mainly to cut down on the potential number of factions present on Spherus Magna, as well as to show just how strongly the Great Beings react when challenged. I have some plans for the Vorox, though. Also, while not explicitly mentioned, the Iron and Earth Tribes are more or less in the same state as they were in the prime reality (or possibly even worse off)—the Dreaming Plague happened pre-Core War, and the Earth Tribe was ostracized for the hand they had in its start, so that all happened before the divergence occurred. -I should try not to go on too long about Antroz, but I should probably clarify a few things. I wanted the Makuta to be more active leaders of their domains, and this presented a problem if I kept Antroz in Xia: a place known for being run by women isn’t really run by women if the appointed governor is male. Making this Antroz female seemed the easiest fix. She is similar to her prime counterpart in appearance because she wants to show that she has “defeated her demons”, and took their appearance to serve as a warning to anyone who might challenge her. She also lost her sight, though this was back when the Makuta purged themselves of darkness; she opted not to have her sight restored because she thought that if her eyes were cast out alongside her darkness, it meant she didn’t need them, and instead has adapted to telepathically sense were other people and objects are. Her sword has a sheathe to show she values restraint, because she is a beacon of righteousness, justice, and honor to the people of Spherus Magna. This is going on too long, basically Antroz was designed to seem really pretentious! -BS01 says the Great Beings used the Thornax as a base for madu. I didn’t know that. But then it makes sense that in this world they would introduce madu as a more edible, equally-resilient alternative for their subjects to cultivate. The energy Antroz uses at the fruit stall is one of her Makuta powers: it’s been established that the Melding Makuta use powers tied to the Principles from MNOGII rather than the original Rahkshi powers that counter them, so in place of Hunger she has Prosperity. Some of these Principles are really vague when you think about how to use them as powers, so here I’m presenting Prosperity as a general luck buff—the target becomes much more likely to succeed in their endeavors, at least until the effect wears off. Think of it like a less physical variation on the Calix. -Now, in the prime reality, Krika was not the Makuta of Nynrah—he was in charge of the northern part of the North Continent, which…sounds beyond vague in my opinion, so I freed him up to be put anywhere in this world. Krika was an obvious choice to include in this story, and I thought it would make sense for Nynrah and Xia to be rivals of sorts, so the two just ended up together. It was actually Tridax who watched Nynrah in the main universe, but don’t you worry, Melding Tridax is otherwise occupied. And with Teridax gone, there’s no one for him to get his name confused with! -A few of the Kanohi the Makuta will be wearing are going to be redundant with some of their powers, unfortunately—it would just be too difficult to pick really good Kanohi without having any overlap. Let’s say that using the Kanohi doesn’t actually drain the Makuta’s energy, while their equivalent Rahkshi powers do. -I think those are all my notes for now. Time to get to work on Section II! -Reviews to be submitted here
  7. More photos The Aquagon set has such a cool head mold, but I think the rest of the set is really disappointing. Surprisingly, Aquagon is one hero factory set that I haven't seen a remake of. I hope that I did it justice. This MOC was built using the Kanaishi Frame. Building it was a challenge but I like the results. I'm definitely going to be building more bignics in the future.
  8. In the time before time, The Bionicle Caption Contest descended from the heavens and illuminated us with humorous Bionicle images. BZPower members embraced these gifts and in gratitude made 200+ pages worth of posts in the topic. But their happiness was not to last. THE DOWNTIME, cast a spell on the forums who fell into a deep sleep. The Downtime's power dominated the land and the Bionicle Caption Contest withered away. Still, all hope was not lost; a week after the forums came back a reboot was made, but it died out. Legend told that a new reboot would arrive and time would reveal that this was not merely a myth; for a reboot did appear on the shores of our island with one destiny: to be fun. This is its story. How-to-Play: I start by posting (or linking to) a picture of anything Bionicle related from the comics, movies, animations, or even of the sets themselves. Then players post their funny and witty captions for said picture that adds humor to the picture or enhances any already there or just makes the picture more interesting and thoughtful. Every 5 days or so I (or any additional hosts I might make if it becomes necessary) will come back, read through the entries and post the picture edited with the winning caption and then the process starts over. Additional Rules: 1) KEEP IT CLEAN 2) All captions happen in the moment, which means no “Jumps off cliff and dies.” 3) Only one or two entries per player, but players can edit their posts as often as they want. 4) Please, no complaining about how a certain entry won or didn't win; remember this is all just a game. Now to start: Good luck, everyone!
  9. Okay, I have another conundrum. Can anybody in the US (lol) tell me why some of the Toa Hordika appear to have light gray canisters (much like the ones in Europe), while others have darker, more metallic-looking canisters (similar to gunmetal), which stand about a millimeter higher than the other type? Are the darker variants an earlier production run or is this a matter of different locales? I don't really know if any canisters were produced in the US in 2005. Thanks.
  10. UPDATE: Biological Chronicle is now entirely readable on the web, no downloads required, at https://crosswiredgeeks.com/biologicalchronicle ! (you can find the download links for the PDF version there as well!) So, I realized a while back that the Bionicle story is... a little hard to know how to read. You've got the chapter books, the comics, the serials, the podcasts, etc., and no easy way of knowing what order it should all be read in. Well, I've decided to try and fix that. This is Biological Chronicle: the Complete Bionicle Collection. I've made PDFs containing practically every text- and audio-based piece of canon Bionicle fiction, plus any comics with story material not included elsewhere, in an ideal reading order. Everything is here, from the MNOG walkthrough to the Young Reader books, as well as QR codes (that are also clickable links!) which take you to video-only content. I re-did the existing podcast transcriptions, refined the existing translation of The Crossing, got the best comic scans I could, and just generally tried to make sure that everything is as high-quality as possible. This compilation is divided into 10 "Books," or volumes, each containing roughly one year's story. Now, I understand that some people might have different preferences for what's included, so I've created a few different versions of each volume to try and have options for every reader (the specifics are detailed for each one below). For example, every volume has a "Text-Only" option: no comics, no picture books, etc. I've also created a single, complete PDF, with EVERY volume in it (as well as another version of it that's text-only). I've spent many months working on this, but understand that there may still be some minor formatting issues or typos here and there. If you find any, please let me know! I want these collections to be as perfect as possible. Also, serious thanks to Toatapio Nuva, who typed up all the chapter books, and gave me great advice during the process of putting this together. Without his help, I can't imagine how much longer this would have taken me. So, anyways... I hope you guys enjoy! All feedback is welcome. Complete Collection (Last update: 5/1/19, ~16:40 EST) "Standard/Recommended:" NEW READER? START HERE. Includes "recommended" versions of all Biological Chronicle Books. Provides the best reading experience. "Complete:" For those that want absolutely everything, no matter how much of a slog it might be to read through. Includes some unimportant material that was excluded from the Recommended version for easier readability, and some unofficial fan transcriptions of videogame events. Alternate versions Recommended version, but without media links Complete version, but without media links Text-Only, Standard: Text-Only version of the best reading experience. Above, but without external media links Text-Only, Complete: For those that want everything, but only in text. Above, but without external media links Individual volumes (and their various alternate versions): Book 1: Infection (2001 story) - Last update: 4/26/19, ~11:20 EST "Standard/Recommended:" Has the canon version of the Shadow Toa fight (from the Style Guide) Above, but without external media links Text-Only: No comics. Has the canon version of the Shadow Toa fight. Above, but without external media links Hapka version: Has the original version of the Shadow Toa fight from Tale of the Toa. Above, but without external media links Text-Only, Hapka version Above, but without external media links "Complete:" Same as the Standard version, plus a written version of the story from the videogame Quest for the Toa (this was omitted from the "Standard" version since it's a fan transcription and not officially endorsed). Above, but without external media links Text-Only, Complete Above, but without external media links Hapka version, Complete Above, but without external media links Text-Only, Hapka, Complete Above, but without external media links Book 2: Swarm (2002 story + Bohrok Kal) - Last update: 2/25/19, ~15:50 EST Standard/Recommended Above, but without external media links Text-Only: No comics Above, but without external media links Book 3: Masks (post-Bohrok Kal 2003 story) - Last update: 4/26/19, ~11:20 EST Standard/Recommended Text-Only "Complete:" Includes the MNOG II walkthrough from BS01 (Not included in above versions for readability) and a fan-made write-up of the 2003 Flash game "The Legend Continues" Text-Only, Complete: No comics. Includes the MNOG II walkthrough from BS01 Book 4: Legends (2004 story) - Last Update: 4/26/19, ~11:20 EST Standard/Recommended Text-Only: No comics Book 5: Venom (2005 story) - Last update: 5/1/19, ~16:40 EST "Standard/Recommended:" Includes screenshots from the Search for the Mask of Light Animations Above, but without external media links Text-Only: No comics, or animation screenshots Above, but without external media links No Animations: No screenshots Above, but without external media links "Complete:" Includes the short story "Protection," which was excluded from the above versions because it is confusing without the context of the Maze of Shadows videogame. Also includes the comics and MoL Animations Above, but without external media links "Complete," Text-Only:Includes Protection, but not the comics or animations. Above, but without external media links Book 6: Doomed (2006 story) - Last update: 12/20/18, ~14:55 EST Standard/Recommended Text-Only: No comics Book 7: Sacrifice (2007 story) - Last update: 4/26/19, ~11:20 EST Standard/Recommended Text-Only: No comics Book 8: Rising (2008 story) - Last update: 4/26/19, ~11:20 EST Standard/Recommended Above, but without external media links Complete: includes all Takanuva's Blog entires (redundant ones were omitted from the Standard release), as well as a line from Makuta's Diary that is confusing without outside knowledge. Above, but without external media links Text-Only, Standard: No comics. Includes text from Journey of Takanuva, rather than scans Above, but without external media links Text-Only, Complete Above, but without external media links Book 9: Destiny (2009+2010 story) - Last update: 4/26/19, ~11:20 EST Standard/Recommended Complete: includes a written version of the story from the My Lego Network Bionicle campaign. Text-Only: No comics. Includes text from Early Reader books, rather than scans Text-Only, Complete Book 10: Epilogue (unfinished/post-finale serials) - Last update: 2/25/19, ~15:50 EST Standard/Recommended (there are no comics in this one) And for those curious, here are my notes from the creation process. These aren't necessarily representative of the final order of things, but rather just what I jotted down during the process of putting everything together. I'll try to put together a more finalized list of what's included and where.
  11. Mechanical pet of Leroy, and loyal to the end... together I don't think it takes a genius to see that this was inspired by Spot Mini by BostonDynamics
  12. I'm trying to figure a few things out about the early 2004 sets as they came out in the US. Am I missing something or did none of Toa Metru come with mini CDs at all? Did they all just have Kanoka Club cards? And did any of them come with a mini booklet similar to the ones included in previous sets like the Rahkshi? From what I can tell, these types of booklets generally came in two versions: an international one without captions and a North American one with captions. I am 100% sure this applies to the following booklets, judging by what's listed on BrickLink as well as things I've personally seen: Early Bohrok booklet (with "LEGO Technic" printed on the cover)Regular Bohrok bookletToa Nuva bookletBohrok-Kal bookletRahkshi bookletAnd now 2004 is when things get weird, as there are two international versions of the Metru Nui booklet (meaning without captions): one focusing on the Matoran sets and the other focusing on the Toa Metru sets. Of these two, only the former appears to be listed on BrickLink, while the [url=https://www.bricklink.com/v2/catalog/catalogitem.page?B=4229983&name=Bionicle%20Metru%20Nui%20Mini%20Story%20Book&category=[story%20Book]%5BBionicle%5D#T=S&O={]other listed entry has an entirely different inventory number, implying that it's the North American edition of either the Matoran or Toa Metru booklet. What I'm trying to figure out is if there were in fact two North American booklets: one for the Matoran and one for the Toa Metru. I saw US eBay listings of Matoran, most of which come with a Rahkshi booklet, and fewer with a Metru Nui booklet. As for the Toa Metru, I haven't seen one with a booklet at all.
  13. Gallery Years ago a rising star was forced into retirement by injury, and disappeared soon after... could he have become this shadowy challenger, tearing through tournaments and titleholders with dark devices? And can even the heroes of the RoboRumble 3000 avoid their eclipse by this sinister insurgent? My entry to #DJOKEMSOKEM, Djokson's boxing robot contest! I figured better builders than I have probably got the grey robot with red gloves sort of thing covered, so maybe a darker rival would be interesting. On with the RoboRumble 3000!
  14. Momma said knock you out Turns out a simple arm modification is all you need to jump from featherweight to heavyweight at RoboRumble 3000. Instagram Gallery Imgur Gallery (If Brickshelf isn't public)
  15. A boxing mechanical kangaroo, built for the RoboRumble 3000 contest hosted by Djokson. More images on Flickr!
  16. Well only starter this two and a half years ago and finished it two years ago. Yeah been sitting around before I actually got around to taking pictures. He by no means is perfect as he has a lot of gaps, proportions are a little weird, back isn't cover up and he has some stability issues (but not many). However I am very happy how it turned out as I had not attempted to create a MOC this large since 2008 with on old OLD creation. More pictures can be found here https://www.flickr.com/photos/125839668@N07/albums/72157707057929371 Dentar was an extremely talented Makuta with his ability in making intelligent rahi. He also hated toa, more so than most Makuta as he saw them as inferior and thought that the Makuta should of been the protectors of the Matoran. So he rebelled against the rest of the Makuta to start working on a species that there only purpose would be to kill toa. He made his laboratory at the very bottom of the universe far away from everyone on an island named Mutani Nui. Over a couple thousand years he had created a new species that were just what he needed. The Urapun. Unfortunately before he could act with his new found army he was destroyed by the Great Beings leaving only a giant crater with no trace of the events of what had transpired. The Urapun survived never knowing there true purpose.
  17. Experimental prototype SMG. Possesses state-of-the-art AI systems. Unfortunately, unforeseen circumstances led to the AI integrating itself to a police drone, giving itself full autonomy. Retrieving the unit will be... difficult to say the least. More photos Inspired by this piece of concept art[/size]
  18. I made a video regarding a Bionicle Themed Minecraft MMORPG Server Check it out The Server has been in process since 2014, Developed by only 3 people who put over 1000 hours of work invested into Terraforming, Building, Server Programing and creation of Custom textures & Models.[/size] Empire of Toa promises to bring a breath of Fresh Air into the Minecraft MMORPG community, as most Minecraft MMOs follow the same aesthetic of an Medieval Fantasy World filled with Orcs, Undeads and Magic. Empire of Toa follows a theme of a Tropical Island with Biomechanical creatures and Powerfull Warriors whose power comes from their Masks.[/size] At the beginning the player will be able to pick an elemental class (Fire,Water,Air,Stone,Earth & Ice) and starts his journey on a random coast of the island, Quests will be mostly given by the the Villagers of the island known as the Matoran, who awaited your arrival as part of a prophecy to stop the Dangerous creatures that have been attacking their villages. The leveling experience is based on questing, completing co-op Dungeons and unmasking the dark secret that lies beneath the island.[/size]
  19. It has been a while, I know. Certain things just kept me held up for a while. I actually had the first third of this written months ago, but I hadn't been able to finish it. This is another short story set in my same "Literary universe," this time taking a look into the lives of three different characters as kind of a follow-up. This is also a chapter from the same story, but I figured it was probably worth standing as its own thing, as well. So, here you go. Located in a desolate area of Spherus Magna was an island so devoid of life and ominous in appearance, no one who saw it ever dared to get near it. Even so, it was rare for anyone to even find it, let alone know of its existence. To the leader of the Knights of Terankos, this was the perfect place to hide his new organization to serve the mad god himself. With the Blessing of Terankos and his new powers, he was able to construct a sturdy fortress on his own, working endlessly for many days and nights. He ignored the need to sleep and eat, driven solely by his sacred mission by the will of the mad god. It was not long before he began to recruit anyone he felt a kinship with, as his people were not the only ones displaced by the Order of Mata Nui. A great amount of time had passed since Terankos gave his newly anointed Lord Almatas the task of finding those who thrived in the darkness. Lord Almatas looked out the window of his private chamber, reflecting on his success. It won’t be long now before I can see my mission to completion. Lord Terankos will be most pleased and I will be rewarded. This, I am sure of. Having been driven by one purpose for so long and having been exposed to the powers of darkness for an extended period of time, Almatas had changed a lot since he initially pledged himself to Terankos. Being exposed to the shadows for so long as he was would be enough to take a toll on their health and eventually lead to expiration. For Almatas, however, because his will to live and serve Terankos was so strong, he did not fall to illness. Instead, it slowly robbed him of his mind, sending him into insanity. He did not care, however, so long as his god was pleased with him. Even now, I have found a pitiful tactician to serve as my right hand. My victory is ensured, so long as he remains under my thumb. His pathetic younger sister will be leverage to keep him in line. After all, so long as nothing happens to her, he will do whatever I want. That was the condition of our initial agreement when he practically… begged me to spare her. It was so absolutely delicious to watch him grovel and plea. So many years ago, I was in that same place, begging for my family and friends to be spared. Almatas turned away from the window, his hood cloak billowing with his sudden movement. He made his way back to a large throne at the very end of the room. With a sigh, he say down, closed his eyes, and raised his head. Unlike those dogs serving the Great Spirit, I actually showed mercy to him and his weak, useless sister and allowed them to live, so long as they did as I wanted. Then again, she is not so useless. She does manage to heal and care for any operatives who fall ill or get injured during recovery missions. Perhaps she isn’t as bad as I initially thought her out to be. The Knights leader opened his eyes and lowered his head back down. His thoughts were interrupted when a large pair of crimson eyes manifested in the darkest corner of the room, adjacent to where Almatas sat. Without hesitation, Almatas leapt from where he sat and immediately rushed to the corner, kneeling on one knee as he looked into the crimson eyes before him. “What is thy bidding?” he asked. You have served me well, Lord Almatas. Soon, our time will come and we will take the world for our own. I have two tasks for you to complete, and these are to be secret. “Whatever you wish, I will do it, my master,” Almatas responded. The first of my commands is to head to a fortress on the island of Artidax. Without alerting their pathetic security, you are to steal and hold onto a relic known as the Hand of Karzahni. “How will I know where to go?” I shall implant the location into your memories. Once you have this gauntlet, do as you please with it. You may wear it or keep it locked away. Above all else, you must remain in possession of it, no matter the cost. “What of the second task?” You shall be gaining a new operative into your ranks. Her heart is filled with darkness and deception, making her a perfect candidate. However, she serves the Order of Mata Nui. At that moment, Almatas became visible uncomfortable, trying to hold back the myriad of emotions he felt the moment he heard that name. I know how you feel about these fools, but listen to me. Allow her into your ranks. Through her, you will be presented with valuable knowledge about the Order and what actions they take. “Very well, my master, I shall do so. Where must I go to find her?” Once you finish with the task on Artidax, wait on the edge of the southern-most wall of the fortress. There, she will come to you. “She will come to me?” Precisely. Do not worry too much about her. She will remain in the shadows, hidden from the rest of your operatives. She will receive her orders from the Order as usual, so it is with that I implore you to communicate with her every so often to remain current with what they are planning. “Very well, my master. If I may ask, what about--?” Patience, Lord Terankos. You will possess it in due time. Now is not the right time for it, however, which is why I only ask for you to steal the gauntlet. As the time approaches, I shall implant a false memory into the mind of your tactician in regards to learning about the location of Artidax, where he and a group of your best operatives will go and carry out the mission. Once the stone is in your grasp, her usefulness will have been served and you can dispose of her as you wish. “It will be done, my master. I shall leave immediately.” A nasty grin beamed on the face of Almatas the moment he was given permission to do away with this “new operative” he was going to meet. *** Far across to the opposite end of the world was the island of Daxia, which housed numerous inventions, a vast amount of relics and artifacts, and countless operatives serving the Order of Mata Nui. One of them was a young maiden named Tuyet, who initially came to Daxia from a small village located in the Kradus Peninsula. She spent a majority of her life there with her three childhood friends, who were pleased with their humble, seemingly “uneventful” lives, but Tuyet had other desires deep down. She longed for glory and reverence. She wished to have her name chanted and held in high regard, and to be loved and respected everywhere. Such ideas would seem outlandish and even dangerous to some. At least, those were the words of Lhikan, one of her best friends. Upon his advising when she expressed these desire to him, she kept them to herself as to not cause a stir. It was not long before the Order found out about their village, considering Lhikan was in possession of a very rare and valuable mask. He also possessed limited knowledge of elemental sorcery, most notably fire. As the Order was about to whisk him away with no questions asked, Lhikan put in a good word for Tuyet, as well as their other two friends Nidhiki and Naho. From that point on, Tuyet served the Order with a smile, but it was a begrudging smile worn only to avoid causing trouble as Lhikan warned her long ago. It seemed she was locked into a role of monotony and pointlessness. That was until one day she met… him. A Divine Encounter, the maiden in blue told herself, feeling a sense of joy for the first time in so long. He recognized her potential and agreed that her talents were wasted and squandered with the likes of the Order. He then told her about a way she could finally obtain the power she so desired, to the point she could even take her place among the gods. All she had to do was follow his every word, whenever he contacted her in secret when appearing as a vision. Tonight was one of those occasions, and Tuyet presented herself to him, bowing her head and kneeling before the apparition of darkness before her. “How may I serve you, my master?” She raised her head, gazing into a pair of deep crimson eyes with a sinister smile on her face. Lady Tuyet, you have served me well. The time you have been waiting for will soon be approaching. First, you must complete a task. “What must I do, my Lord Terankos?” You are to go to the island of Artidax alone. Make note of the fortress for any places that may have a weak defense, save for above. Have you already convinced the Order of my little… proposition? “Yes, my lord,” replied the treacherous Tuyet. “Hydraxon has already begun work creating the automatons after Helryx accepted the idea. She has even started helping him to increase productivity.” Excellent. You have done well. Now then, once you reach Artidax, go to the southern-most wall of the fortress. There, you will meet someone. “Who, may I ask?” The leader of the Knights of Terankos. “The so-called ‘heretics’ Helryx is so obsessed with?” Correct. You are to feign allegiance to him, asking him to join the Knights as a double agent. However, you must remain with the Order as much as possible to avoid any conflict. This is the first and only time you will ever interact with him in person. “Will he be so willing to accept me into his ranks?” I have already put in a… good word for you. In addition, his mind has been degrading over the years. He will accept you without question. You must make sure he is unaware of our exchanges and our promise, otherwise the plan will be compromised. “Very well. It will be done, my Lord Terankos.” Excellent. Listen to any orders he may relay to you to stay in his good graces, but afterwards, ignore them. You will directly serve my orders alone. Should he attempt to retaliate, I shall make sure you are taken care of. “And… the Nui Stone?” Patience, my dear. All in good time. Once the Knights claim it as their own, you will be able to take it for yourself. This can only be done so long as you play your part. “Thank you, my master. It will be done.” “Tuyet? Are you up there?” came a familiar voice faintly from behind the door. “I must go now,” whispered Tuyet. You may leave. Remember to follow my orders. Remember to follow the plan… As the dark apparition vanished, Tuyet rose to her feet and quickly rushed to the door. “Coming, Lhikan!” *** Deep within the Shadow Realm, an unsettling laugh echoed. “Soon… Soon everything will come to pass according to my design. Pawns are so easy to manipulate. All you have to do is tell them what they want to hear, make some pitiful promise to them, and they are under your power indefinitely.” The laugh echoed once more, causing the ground to rumble and shake. “Soon, my brother, you will be nothing more than a memory, and once more, I shall be free!”
  20. This is where you can post reviews for my epic Right of Law. I’ll also be using it as a database of sorts, to help keep track of all the key points of this universe to (hopefully) prevent any confusion. I’ll do my best to keep it updated as we go—and if you have any questions or things you think should be added to this database, please let me know! An important thing to note: this story is a follow-up to a short story entitled The Gargoyle Knight, which is essentially a prologue and might be worth reading. I’m trying to explain its events as I refer to them, but I don’t want to derail a whole chapter to repeat things I’ve already written out. This story takes place in the Melding Universe. Rather than creating the Great Spirit Robot, the Great Beings instead created Matoran and Toa to fix Spherus Magna before it had the chance to shatter. Here, Toa are the small ones while Matoran are larger and physically stronger, and we’ve seen counterparts to existing characters such as Toa Macku and Helryx the Ga-Matoran. The Great Beings thus continued to rule over Spherus Magna as they used to long ago. At some point they created the Makuta, who purged themselves of all darkness and have gone on to become loyal and noble servants of the Great Beings’ will. It was visited in the official story when Mazeka and Vultraz ended up in it by accident, and in the end, Vultraz was taken captive by the Great Beings, meanwhile Mazeka was sent back to the prime reality along with the Melding Universe’s Teridax. Beyond this point, we get into my personal take on the universe. Miscellaneous Differences Between Realities -Matoran do not become Toa, and Turaga do not exist. This is because the Great Beings see no need for other leaders, and if they require more Matoran or Toa, they can simply create more. -All Toa Elements from the prime reality exist, with the exceptions of Shadow and Light and the inclusion of Sand. -Most known Kanohi exist in this reality as well, though several of the “immoral” ones likely do not. -Several MU locations have been recreated on Spherus Magna in new forms, such as Xia, Nynrah, Ga-Koro, and Karzahni. -There is no Red Star, though it is theoretically possible that the Great Beings could revive their creations in a similar manner. -The Skrall have been wiped out, and all Element-Lords save for the Sand-Lord are dead. -“Glatorian” is used here as a species name, mainly for sake of convenience. The Makuta: The Makuta possess power over Light, and many are assigned as leaders in important areas. They are far more involved with their respective domains than in the prime reality. Makuta do not produce Kraata, as the Great Beings saw no need for Infected Kanohi, and so spawn Rahkshi directly rather than requiring two Kraata and a pool of energized protodermis. There are 42 different Rahkshi powers a Makuta has access to. Some Makuta have also been able to develop unique abilities, thought to be a result of their Adaptation powers. Rahkshi Powers -Courage -Creation -Purity -Faith -Prosperity -Peace -Weather Control -Elasticity -Heat Vision -Telekinesis -Teleportation -Quick Healing -Laser Vision -Gravity -Electricity -Sonics -Vacuum -Plasma -Magnetism -Fire Resistance -Ice Resistance -Mind Reading -Shapeshifting -Darkness* -Plant Control -Regeneration -Chain Lightning -Cyclone -Density Control -Chameleon -Accuracy -Rahi Control -Insect Control -Stasis Field -Limited Invulnerability -Power Scream -Dodge -Silence -Adaptation -Slow -Understanding -Sleep *While BS01 states that Melding Makuta do not have the power to create darkness, Melding Teridax demonstrates an identical ability upon arriving in the prime reality, therefore I see no need not to keep the power intact. Known Makuta -Teridax: (Kanohi Kraahkan) Formerly Chief Guard of the Valley of the Maze, Teridax has left for the prime reality and may never return to this one. -Gorast: (Mask of Conjuring) A Guard of the Valley of the Maze known for her brutality. -Vamprah: A Guard of the Valley of the Maze. -Chirox: (Mask of Sensory Aptitude) A Makuta serving at the Valley of the Maze as an assistant to the Great Beings’ projects. -Mutran: A Makuta serving at the Valley of the Maze as an assistant to the Great Beings’ projects. -Antroz: (Kanohi Kiril) The Guardian of Xia, Antroz is known for her loyalty to the Great Beings and her obsession with honor and righteousness. Though she has lost her sight, she has adapted to sense where people and objects are via telepathy, and thus the loss impairs her very little. She has also developed the ability to create a physical manifestation of a person’s inner darkness, which she uses as a trial to determine the fate of condemned criminals. -Krika: (Kanohi Mahiki) The Guardian of Nynrah, not especially proactive in his duties and not held in especially high regard by most. Typically fights by rapidly extending sharp spines from his body, a mixture of Elasticity, Magnetism, and Density Control powers. -Bitil: (Kanohi Faxon) Keeper of an outpost between Xia and Nynrah. Extremely self-important and near-universally despised, Bitil has little company and has instead taken to tending an army of Rahkshi, which has led to him discovering many varied ways to alter the spawning process and create unique Rahkshi with greater sapience. Unfortunately, his creations unnerve most who see them. -Kojol: (Kanohi Rode) Guardian of Ga-Koro, a very self-important figure but truly dedicated to the preservation of her city's sanctity. Her relationship with the Great Beings has long been strained, but to the people of Spherus Magna, she is a symbol of safety and spirituality, which has allowed her to keep her position. She has felt it best to take a neutral role in this conflict over Zaekura. -Yarion: (Kanohi Kakama) Guardian of Civitas Magna, a neat freak who deals personally with as many of the region's issues as they can, wanting to be sure that proper order is kept. -Miserix: Guardian of Atero. The Great Beings: The unquestioned and beloved rulers of Spherus Magna. Though appearing as Glatorian, they are gifted with an extraordinary intelligence that has allowed them to craft many wonderful technologies that seem like magic to others. Their numbers include:-Heremus, who has the highest authority -Angonce, considered a man of the people -Velika, vainly passionate about his creations -Seldoa, who loathes the people she is asked to lead
  21. Hi BZP! been a bit. Here's my take on an animation Templar intended to include in mnog, but didn't have the time to finish. Its about Onua!
  22. Been a while since I tried making a Toa. I thought a tropical fish motif would be an interesting direction for a Toa of Water.
  23. When I'm not out taking photos, I occasionally draw as well. Made this on A3 in a couple of hours, using a photo of the figure posed in my hand as reference Hope you like it
  24. Just one of the many deadly monsters from outer space that stand to threaten to destroy the nearest major metropolitan area.
  25. WALL OF HISTORY Wall of History is a web archive of the entire BIONICLE story — in an accessible, easy-to-read format. When completed, Wall of History will host all the BIONICLE novels, comics, animations, web serials, and podcasts (plus a bit more), compiled into a single interwoven narrative. Not all of this is on the website yet, however — I'm publishing this alpha version of Wall of History so I can get feedback from the BIONICLE community regarding the design of the website and the structure of its contents. I want to turn Wall of History into the definitive BIONICLE story experience, and I'm hoping that any comments or criticisms you all may have will help me achieve that. As of May 11th, 2019, Wall of History is at version 0.5. Currently hosted content includes: 2001: BIONICLE Chronicles #1: Tale of the ToaOfficial Mata Nui: The Online Game walkthroughFive excerpts from BIONICLE Synopsis (the story summary that came with the BIONICLE style guide)Rise of the Toa NuvaChallenge of the Rahi2002: BIONICLE Chronicles #2: Beware the BohrokFirst ten articles from Takua's Wall of HistoryRise of the Toa Nuva: The Bohrok SagaPrologue of Challenge of the Rahkshi2003: BIONICLE Chronicles #3: Makuta's RevengeBIONICLE Chronicles #4: Tales of the MasksBIONICLE: Mask of Light2004: BIONICLE Adventures #1: Mystery of Metru NuiBIONICLE Adventures #2: Trial by FireBIONICLE Adventures #3: The Darkness BelowBIONICLE Adventures #4: Legends of Metru NuiBIONICLE Adventures #5: Voyage of FearBIONICLE Adventures #6: Maze of ShadowsBIONICLE Adventures #7: Web of the VisorakBIONICLE Adventures #8: Challenge of the HordikaBIONICLE Adventures #9: Web of ShadowsBIONICLE Adventures #10: Time TrapAlso, Wall of History now has an official Twitter account and a Tumblr blog!
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