Been thinking about it some idea for G3 races:
-Firstly, all races are biomechanical, and are capable of some form of biological reproduction - not shown, but references to families and clans, etc.
-Agori - distant ancestors of the Matoran and Zesk, maybe some of the other races. Long gone and would only be referenced.
- Matoran are largely like G1, elementally associated, need to wear mask, good craftsmen, etc. Instead of having a one path life cycle, matoran can be upgraded in three ways: Toa, Turaga, Aides. Toa are the taller elemental heroes, chosen by Golden Masks which bond with them for life - each Golden mask being the unique original of a type of mask of power - the first mask of shielding, first mask of speed, etc. Turaga are chosen by silver mask, less elemental power but get the memories of all the previous Turaga and increased Intelligence, Cunning and Wisdom. Toa don't become Turaga as both serve very different roles in society - heroes, champions and elementalists vs. sages, leaders and teachers. Aides, who need a better name, are modified Matoran who can link up with Toa and other powerful beings to give them a boost in strength and new abilities - like the Av-matoran from G1. They can become Toa and Turaga, and often do so, as they change is primarily physical not quasi-mystical/spiritual. Usually given bronze masks as a sign of their rank.
- Skakdi, again mostly like G1. Two main differences: Spine Slugs are totally symbiotic - feeding off the Skakdi's emotions in exchange for a regular burst of concentrated energy, acting as a cross between fuel and an adrenaline shot. The Slugs are also near immortal, and passed down from one Skakdi to another, and some even tattoo on their Spine Slug to preserve their tales of bravery and martial skill. The other major difference is Irnakk - who is very real - and during solar and lunar eclipses hunts down Skakdi with the scissors in one hand and claymore in the other. If the Skakdi is lucky, Irnakk will only cut off a limb before they can escape, although most and cut to pieces. From these amputated limb grow new skakdi, all born with the innate knowledge of the progenitors sins and power of the Irnakk.
- Zesk + Vorox; One race here. Zesk are similar to matoran in some ways, as they are also descended from the Agori. However, they don't wear masks, have no elemental association, are more feral and trade crafting skill with hunting + Scavenging talents. Zesk only can become Vorox, a sort of toa stand in. Vorox are associated with animals just as toa are aligned to the elements; with Zesk going on a spirit hunt as a rite of passage - those that succeed to the catch their totemic beast gain powers based on and ascend as Vorox. Zesk do have civilization like the ones on Bota Magna - but have animal/nature theming through out; such a duels being done as elaborate competitive hunts and tunnels designed to rush through on all fours.
- Skrall (Baterra/Vortixx): One race, with a physical split outside of gender. Baterra are shape shifting warriors with two of enhanced strenght, speed or toughness/endurance and can shoot energy blasts. Baterra mostly exist outside of Skrall society, been exiles in bands of nameless warriors. The only way to get named is either to kill another Baterra with a name (gaining their power and prestige), kill an enemy of the Skrall nation or to climb the Mountain. Named Baterra can enter wider Skrall society, but often find it hard to live in that cut throat world after years of brutal exile. The Vortixx are powerful psychics; able to read minds, alter memories, telekinesis, illusions and influencing minds. In addition, they can also produce energy blasts like the Baterra, although these attacks do less damage in exchange for more pain and a stunning explosion of light and sound. Vortixx have made Skrall society more about brutal cunning and deception over the years due to the social division between Baterra and Vortixx; this is further worsen due to meditating on the Mountain has corrupted their minds in the pursuit of power. On a final note, the Skrall's dull black armour is enfact incredible colourful and detailed, although one must see it in Ultraviolet like both Baterra and Vortixx can.
-Makuta and the Rahkshi - Makuta is a dark malevolent spirit, corrupting others to do his bidding, while hiding his heart in a deep fortress far away from civilization. Over the years he has corrupted many Gold and Silver masks, denying Toa and Turaga to the matoran, to create his dark masks - any being who accepts one of these masks is turned into a Rahkshi - a dark parody of the Toa. Where the Toa are heroes who fight for the three virtues, the Rahkshi sold their lives to Makuta in exchange for dark power. Rahkshi can be from any race, and will lose their powers if their mask is purified or Makuta decides to take it from them.