Alignment: Chaotic good.
Faction: Ta-Koro, Ta-Koroan Guard.
Occupation: Lieutenant Colonel of the Ta-Koro Guard.
Weapons/Equipment: Tarotrix wields a iron-headed, six foot hasta, a gladius with an ebony wood handle, a protosteel pugio and a circular metal shield, with the Ta-Koro Guard symbol painted in red. He also carries a haversack, with a lightstone, heatstone, map of Mata Nui, and a canteen.
Powers: Tarotrix is stronger than average, for a Matoran.
Appearance: For a Matoran, Tarotrix is abnormally tall, being about a head taller than his comrades. He is stocky and muscular in build. His armor is dark, Metru-red, with burnt orange as a side color. His eyes are light grey, and are slightly deep in his sockets. Tarotrix's armor is unique among the Ta-Koro Guardsmen. It is medium armor, built of ebony and grey Rahkshi shells and some chain link to hold it together. His arms and legs are protected by parts from leg pieces, his pauldrons are made from spines, and have blades sticking up from then. His cuirass is made from Rahkshi chest pieces. His helmet is a Corinthian helmet made of blackened Metal, with a Spartan-style red plume. Another feature of his armor is padding that covers the edges of the metal, that helps to dampen its sound.
Kanohi: Burnt Orange Noble Rau.
Personality: Tarotrix has a often extreme, but also kind personality. He is brash, jingoistic and vain, with borderline glory hound tendencies. He has a rather ambitious side to him, ruthless ambition that he has recently tried to supress. And despite a fairly serious demeanor he tries to maintain, he can be light hearted and fun when around those he considers friends. In certain circumstances, he can act very selflessly to help others. In battle he is rather brave, but often reckless. If his glory-hound side is subdued, he can be quite a kind officer to his men.
Taro holds rather extreme and bigoted views towards many. For instance, he sees Toa as soft beings with superiority complexes. He believes that they have undue influence among his fellow guardsmen, and that their tradition jobs can be done just as well, if not better by Matoran. He holds subtly racist and xenophobic views about Vortixx and Skakdi, seeing them as illegal arms dealers and criminalistic miscreants, respectively. He is very loyal to Ta-Koro, and loves the city and its people with all his heart. Among the things that would cause him to leave guard duty are going to fight Makuta (like he did with the ILS) and helping other guards across Mata Nui, as a military attache.
Skills: Tarotrix is an exceptional warrior and leader, and is a decent tactician. In recent months, Tarotrix has taken up blacksmithing and Dikapi-riding as pastimes. He has proved to be decent at the former and excellent with the latter.[/color]
Biography: Tarotrix is a born and raised son of Ta-Koro. While still young, he got tired of the city, and left it to wander and explore Mata Nui. After a little over a decade of barfights and odd jobs, he decided he'd go back home, and find a stable job and paycheck. Also looking to both help his village, and find glory and adventure, he joined the Ta-Koro Guard. Within several years, he proved to be a capable soldier. Known for bravery as well as for recklessness and his arrogant streak. He rose to the rank of Sergeant Major just as Makuta escalated the Great War.
During the war's final stages, Tarotrix participated in battle after battle. He was partially eaten by a mad Makuta servant, where he fought with his comrade Mevi. While vacationing in Po-Koro, he battled raiding Rahkshi with a friend. After taking his time to recover in Ga-Koro, he returned to Ta-Koro. There, he became involved in Hiemalis' attack on the Ta-Koro Guard Hospital, where he lead troops. He then went to Le-Koro, where he battled the Nui-Rama with the ILF. Tarotrix's final experience in was Rahkshi's final attack on the villages. After trying fruitlessly to capture Dorian Shaddix, Tarotrix participated in organizing Ta-Koro's defenses (Albeit barely), and led his Matoran and Toa troops to take a stand against the Rahkshi. He and another Matoran officer killed one entirely.
After the war, Taro found himself bored of Guard life. He considered retirement, but chose to transfer to the reserve. He has taken up Dikapi riding and blacksmithing as hobbies. While he is not particularly active in the main guard, he is active in the guard's bureaucracy. He has recently returned to active duty,
Weaknesses: Due to his overconfidence and aggressive style of battle, he tries to pick fights with those stronger then him, winding up oftentimes in trouble.
Pet: Musi Wing is Tarotrix's Dikapi mount and pet. He bought him after the Great War, and has trained him well. Musi wind is armored in steel, his saddle contains feed, canteens of water, blankets, a mess kit, a bucket to feed him out of, and a mount for Taro to put his shield. Tarotrix has him return to stables outside of Ta-Koro, when it is dangerous. Musi Wing knows the way by heart.
Address/Home: 38 Tahu Street, Ta-Koran Officer's District, Ta-Koro. It is a large, spacious townhome with two bedrooms, two bathrooms, a kitchen/dining room, pantry, living room and a study. It is carved of black, volcanic rock. 38 Tahu Street was bought by Tarotrix ten years after he began his service.
Name: Aryll Vudigg
Alignment: Neutral Evil
Faction: Onu-Koro, Ussalry.
Occupation: Private in the Ussalry. Formerly a General in a foreign service.
Weapons/Equipment: Protosteel gauntlets, with strange blue gemstones embedded in their palms. The gauntlets help him channel his powers more effectively. He wears a belt with a canteen.
Powers: Lightning and sonar location.
Appearance: Aryll is a skinny, but athletic Toa of medium height. He has teal and midnight blue armor, pitted and scarred after years of battle. Over this he wears a black single-breasted jacket with brass buttons, dark grey pants, black cavalry boots and a hooded black traveling cloak. His face is heavily scarred from combat during Pala Koro's downfall.
Kanohi: Arthron, shaped like a teal Ruru, albeit one torn and scarred almost beyond recognition.
Personality: Aryll, most of the time in public, is a polite, calm and slightly mysterious Toa, who gives a subtle aura of charisma. His notable flaws in this charade are a bit of impatience, an oftentimes dangerous amount of curiosity and being easily annoyed. In actuality, Aryll is a ruthless, power-hungy and brutally businesslike. He has a deep-seated superiority complex, seeing himself a master of his element, and superior to the 'savages' of Mata Nui. He aspires to rule the isle as King, after defeating the Makuta. In battle, he is arrogant and overconfident, and can be prone to risk taking. He also has a habit of underestimating his 'savage' opponents.
Skills: Aryll is a master of tactics, and his element. He is one of the most skilled Lighning Toa on the isle. Examples of his abilities include:
-Absorbing and redirecting enemy lighning bolts, with extreme ease.
-Sending nearly silent bolt of electricity through raindrops, to hit a distant target. This requires a great deal of concentration.
-Flooding the air around opponents with electrical energy, to create a seemingly harmless feeling of static. But when does this, he is able to shoot lighning bolts from anywhere where he has concentrated the energy.
-Summoning the electricity from nearby stormclouds to come down upon his target.
-Making electrical shields.
-Turning his gauntlets into individual electromagnets.
Biography: Aryll was born on an island in the greater MU, to a family of nobles. Like many males of his family, he was sent to his nation's highest military academy. He excelled in elemental training and tactics. Three decades after he graduated, tensions grew between the two nations that controlled Aryll's island. Being leader of one nation's military, he lead his men when war eventually broke out. But even after the other nation was defeated militarily, he wouldn't relent. Spearheading a campaign of genocide, he and his armies killed thousands. But in a matter of months, nearby nations invaded and stopped him. Aryll was captured and declared a war criminal.
In route to an enemy nation's courts, the ship he was on was sunk in a storm. Clinging on to a mattress, he drifted in the ocean for a day before passing out from dehydration. Waking up on the shores of Mata Nui, he assumed he had washed up on a backwards isle in the far, uncharted south. Taking his new chance at life for all it was worth, he established himself as a hero. To keep up his heroic facade, he joined the Island Liberation Squad, and fought with them as a mid-level member. He was scarred and wounded at the Makuta-servant attack at Pala-Koro, and was a borderline member until the end of the Great War. Aryll has since aligned himself with Onu-Koro, and went from military advisor to Private in the Ussalry.
Weaknesses: Aryll can be very over-confident, and underestimates his enemies. He holds his opinions above others, even if others are obviously right. He has little skill in non-elemental combat. With only nominal training with lances and sabers.
Address/Home: 35 Ussal Drive, Artisan's Quarter, Onu-Koro. Aryll's home is a medium-sized, three room hut. The main room is a combined living room, kitchen, pantry and library. Other rooms are the bathroom and bedroom. It was gifted to Aryll by the provisional government of Onu-Koro, just a week after the Great War's end. It was given to him as a token of thanks for his service in the ILF, and for pledging to help rebuild the Koro.
Alignment: Lawful Neutral
Faction: Po-Koroan Government, formerly the Po-Koro Guard.
Occupation: Spy and Assassin. Formerly a Sergeant in the Po-Koro Guard.
Weapons/Equipment: A recurve bow, which he can fit in a soft guitar case, along with arrows. It is made of a variety of woods and resins, fused together in an accurate frame. It is treated in chemicals heavily to resist rot and water. It is paired with a metal quiver, which is sealable against water. Among the many arrow types he has are poison arrows, armor-piercing bodkin arrows, and barbed broadheads. In addition, he carries a combat dagger, which is also coated in poison. Juny also carries a satchel almost everywhere. At first glance, the bag contains simple items. A lightstone, heatstone, widgets, a small picture of Junyaus's fictional wife and children. But tucked away in hidden pockets is some spy gear. An air bladder, lockpicks, vials of poison and small telescope. He has small caches hidden in every Koro. These caches contain disguises.
Powers/Element: Latent element of plasma. No other powers.
Appearance: Junyaus is a medium-sized, fit and attractive matoran, with seemingly good-natured green eyes. His armor is white, with orange undertones. It is dull and unreflective, naturally. He wears a variety of outfits when spying. But when he is set on an assassination mission, he wears clothes to suit the climate, and camouflaged to the area.
Kanohi: Powerless white Noble Huna.
Personality: Junyaus is a stoic, quiet and serious person, with barely any sense of humor. He is very much remorseless in regards to assassination, seeing those he kills as threats to his home, and as targets he must kill as part of the job. He is also very, very loyal to Po-Koro, its people, the Sentinels and to his Akiri. Junyaus is also highly intelligent, a fact he tries to hide. The Su-Matoran is also a strict teetotaler, and an admirer of fine art.
Skills: Junyaus is, to put it simply, a renaissance man of shadow. He is highly skilled in stealth, infiltration and escape. He has knowledge in how to commit sabotage, and begin conspiracies. He is an exellent ranged assassin, an archer quiet and true. He can forage for poisonous and otherwise harmful plants, and can make them into inconspicuous powders or liquids. He is a good liar, skilled in disguise and finally a fine actor.
Biography: Junyaus washed up on the shores of Po-Koro three decades ago. When he was found, he refused to say where he was from, or any other details save his name. Fleeing into the wilds of Po-Wahi, Junyaus made a living for himself as a tracker, guide and trapper. He gradually became accustomed to Mata Nui, and grew to love his new home. Three decades back, he decided to join the then Po-Koro Guard. He was sent to the Po-Koroan Scouts. He was tasked with patrolling the borders of the wahi, completing reconnaissance missions deep in enemy territory, and hunting Makuta followers in the deserts. That he did year after year. The only other thing notable about those years was his moonlighting in industrial espionage.
After the war ended Junyaus left the Guard, intending to return to trapping and ranging. But when he saw Mata Nui split among Koros, technology advance, and new threats emerge, Junyaus decided to return to service. Not, however, as a Sentinel. He, with skills in spying and assassination, chose to go personally to Akiri Hewkii. He volunteered his services to him, and became the Akiri's personal spy. He has served loyally since.
Weaknesses: Junyaus is a creature of shadow. Put him in the field of open combat with multiple enemies, he will fail spectacularly, and most likely get wounded and captured. As a Matoran, he is weaker against Toa and Skakdi, and is obviously powerless. One of his few vices is smoking. He often smokes cigarettes when nervous or bored.
Address/Home: 78 Kohi Lane, Merchants' District, Po-Koro. Jun's home is a mid-sized hut of brown stone, with a kitchen/dining room, bathroom, living room, bedroom and laboratory. He rarely lives in it, and uses it primarily as a storage closet and poison lab. It was bought be by him about five years ago.
Name: Grand Master Larikon Torchbearer
Alignment: Chaotic Evil
Faction: The Brotherhood of Ak'rei'an.
Occupation: Grand Master of the Brotherhood of Ak'rei'an
Weapons/Equipment: Larikon wields the sword Heathenbane, an arming sword, with a blackened steel blade of near protosteel strength. Its T-shaped crossguard, handle, and pommel are silver, and its handle is covered in black leather. It has been passed down from Grand Master to Grand Master for centuries. He also wields a kite shaped wooden shield, painted black and incribed with the purple silhouette of an angel. Larikon also has a lance stored on his mount's saddle.
Powers: Larikon, through his mask, can reanimate a corpse, and with enough concentration control it. If concentration is broken, the zombie falls to the ground lifeless.
Appearance: Larikon is a tall and fit Toa, with a well sculpted face and fiery red eyes. He has gunmetal grey and snow white armor. This armor, however is covered with another set. Larikon wears a mail coat, with a mirror plate in the center. He also wears greaves and gauntlets of boiled leather. Covering his head is great helm, his feet, two hobnailed boots. All pieces of armor are either dull or gleaming black. Over his chest, he has a black surcoat, with the silhouette of Ak'rei'an in purple.
Element: Magnetism (Powerless).
Kanohi: White Great Rau-shaped Tryna.
Personality: Larikon is an individual who does not like to linger in the shadows. He is a fiery, charismatic leader, with a flair for showmanship. To those of the Brotherhood, he is a decent, hard working individual, who is fatherly and warm towards them. Although he shows an obsession with building the Brotherhood into a large army, and a rather short temper. To those not of the Brotherhood, and to some within it, he is a dangerous extremist. Highly xenophobic, megalomanical, zealously religious and psychopathic. Also highly racist towards those who are not Toa, Matoran, Lesterin or Skakdi, and possesing a murderous loathing of those who worship Mata Nui and Makuta. He values loyalty, temperence and piety among his men. He is rather lax in regards to punishing behaviors considered criminal and backwards by mainstream society, but is incredibly brutal in punishing those who commit apostasy. Larikon also seems to, in private, have fits of anxiety and terror. The cause of this, whether it be madness or the trauma of his 'conversion' is unknown.
Skills: Larikon is, primarily, a tough and hardened soldier. He is skilled in war and driven by fanaticism. He is also a decently charming orator, and a skilled tamer of Rahi beasts (explained below).
Biography: Larikon was one of the first beings of his element to arrive on Mata Nui. He arrived without a history, and without a penny to his name. But one thing the Fa-Toa had was talent with taming and training Rahi beasts. Using the money he made from training racing Ussals, Larikon started a small circus. Within a decade, the circus had grown into a spectacle known throughout the villages. It featured everything from musicians to ussal jousting, tamed Kane-Ra going through hoops to Matoran who could walk through embers. All the Rahi were trained by him, and all the performers he personally hired. Larikon's Circus was truely a monument to a self-made Toa.
But things all changed, about forty years before the Great War's end. Larikon and his circus were traveling to Ta-Koro through the highways of Onu-Wahi. His convoy was attacked by swarms of Kofo-Jaga. In the chaos, he was seperated, with over thirty of the beasts attacking him. He ran, only to tumble down a crevice, and to hit an underground river. For hours he tumbled through the water, until he washed up upon the shores of a great cavern. The cavern was inhabited by the reclusive Brotherhood of Ak'rei'an.
For over a year, Larikon was tortured and brainwashed, by the Brotherhood. Until, eventually, he was considered 'converted' and accepted into their ranks. He became known as devout and loyal soldier. He rose up the Brotherhood's pecking order, over the next decade. Until he held more respect then their leader, Jokull the Dour. Larikon believed the him to be inept, and incapable of practicing the will of Ak'rei'an. So he poisoned him, and took over the Brotherhood in a violent coup. In the thirty years since, Larikon has built up the Brotherhood. Begrudgingly he waited for Makuta to get out of the picture. Now, he waits for the first oppurtunity to strike, to establish Mata Nui as his holy dominion.
Weaknesses: Combat wise, Larikon is weak for is inablility to use his element, and lack of ranged training. Mentally, he unable to conduct himself diplomatically.
Pet: Larikon's mount is an Ash Bear, named Lutrez after one of the Brotherhood's early leaders. Lutrez is armored in blackened steel, and is well trained. Lutrez also has quite the appetite for Lesterin, Vortixx and Kraata flesh. Larikon lost his zombie-slave three years ago, and the bear is a replacement.
Name: Jorruk Yokin
Alignment: Chaotic Evil
Faction: The Brotherhood of Ak'rei'an
Occupation: Steward and Priest of Ak'rei'an
Weapons/Equipment: Jorruk simply uses a kidney dagger of blackened steel. He wears a pair of black leather sandals, and a black hooded robe with the figure of an angel in purple. Jorruk carries carries in a pouch a pen and paper.
Powers: Jorruk has powers over Air, and controls a zombie.
Appearance: Jorruk is short, fat Toa. He has dark green armor, with black undertones. His eyes are light blue, and deep in their sockets.
Kanohi: Kanohi Pehkui (Powerless)
Personality: Quiet, cunning, adaptable and shrewd. Jorruk is a voice of reason in the very unreasonable Brotherhood, seeing things realistically without the haze of zealotry clouding his thoughts. Unlike many of the Brotherhood, Jor is much less vocal about religion then his brothers, but still is rather devout. He is a sadistic person, who takes joy in the torture and brainwashing of new 'converts'.
Skills: Jorruk is a skilled quartermaster, torturer , trapper and wealth manager. He also is mildly skilled in many menial jobs, like sewing, cleaning and cooking.
Biography: Jorruk Yokin was born in Le-Koro and raised there. From an early age, he became known as a skilled manipulator and thief. Exiled from his village, he wandered the island, living off his pickpockets and thefts. While walking along the Great Mine, however, he was kidnapped by the Brotherhood of Ak'rei'an. After being tortured and brainwashed into a loyal servant, he survived Larikon's coup. Eventually, he rose to the rank of Steward, and took up the mantle of Priest. He does both extremely well, and is a trusted soldier in the newer, smaller Brotherhood.
Weaknesses: Jorruk is weak in battle, and will not hold out against just one powerful opponent.
Zombie: Jorruk's binded zombie, Ardron, is a tall, stocky Bo-Toa. Ard is clothed in an old brown tunic, is armed with a spear, and has blank white eyes. He has Turaga-level elemental powers and a mask of Undeath.
Name: Mons Shajs
Species: Skakdi of Crystal
Alignment: Chaotic Good
Faction: Ga-Koro, Ga-Koroan Marine Corps
Occupation: Corporal of the Marines
Weapons/Equipment: Shajs is armed with a basket-hilted broadsword, made of solid Protosteel. It has a fine handle and basket of black iron. Shajs also has a short-range heat bolt pistol, which fires short beams of heat similar to Rahkshi heat vision blasts. It can fire five rounds before having to cool down.(Approved by Nuju Metru). He also has a longbow and quiver of arrows. Strapped to his right leg is a bowie knife in a leather sheath. Shajs also has a black satchel with widgets, lightstone, heatstone, metal flask of rum, map of Mata Nui, his badge and multiple air bladders. Around his waist is a light brown leather belt with several pouches, and a holster for his pistol. In hand-to-hand combat, Shajs uses his natural claws, which he takes great care of. Shajs carries thick cigars in his belt pouches, along with matches.
Powers: Thermal Imaging and Crystal Elemental powers (Only usable with second Skakdi).
Appearance: Shajs is short for a Skakdi, with a lithe (For his species) and fit body. His armor is dark grey, with dull silver as a secondary color. As a sign of his element, the grey part of his armor has thousands of flecks of crystal, in a multitude of colors. His face resembles Avak's, and his spine looks like three rows of daggers. He wears an olive drab tunic, beige canvas trousers, high black boots and tan putees. Over this, he has a worn black-green traveling cloak, with a hood.
Personality: Most of the time, Shajs is fun loving, mischieveous, friendly and easy-going to his coworkers and people he serves. He is also very intelligent, and at times quiet and brooding. Shajs in battle is cold, calculating and adaptable. Once, Shajs was a hedonistic criminal, and this as a whole echoes in his personality. He has some sympathy for more petty criminals, and overlooks minor crimes. Often, he chats with such criminals and lies to his superiors about it. On major crimes, however, Shajs acts quite a bit more brutal on the perps than his fellows. He is haunted with guilt over his past, and sees Marine service as his way to make up for his crimes. He also is phobic about gaining any power. As he feels such responsibilities would cause him to return to his cruel former self.
Skills: Shajs is a particularly skilled fighter. He can fight with his sword, punch and claw with his hands, and shoot quick and true. He is a skilled and experienced guerilla, and a decent leader. He knows well the methods and tactics of criminals, especially those of pirates. Due to past interests and training, he has a some knowledge in such varied fields as military engineering, naval tactics, fishing (Spearfishing, mostly) and cooking. Over the years, he has gained knowledge in Ga-Koroan law and poltical science, through training in the Marines.
Biography: Born a poor son of a fisherman, Mons Shajs didn't have much going for him. Spending his youth fishing the mucky waters of Zakaz, Shajs yearned for a better life. Instead of choosing the harder, legitimate path to it, he picked the easy way: Joining a gang of street thugs. The young Shajs spent years in the gang, under the nose of his parents. Finally, after he was caught trying to burglarize a neighbor's home, his father sent him to the local warlord's palace. There, he hoped, Shajs would straighten out.
For a while, that was the case. Shajs first served a myriad of odd jobs, cook among them, before coming under the wing of a Vortixx mercenary. The mercenary, hired by the warlord for his skills in military engineering, taught Shajs all he knew in six years. The young Skakdi proved to be quite talented, and had a promising career blowing up other Skakdi ahead of him. However, fate intervened. While on a gallepn headed to an outlaying isle occupied by enemies, Shajs and other soldiers of the warlord were cast into a storm. Their ship, the Tarakava, wound up around the seas of Mata Nui.
Seeing a small, rickety fishing boat, the other Skakdi realized that they were in a far more primitive island then Zakaz. And although they had hazy memories of their homeland, they did remember how to work the Tarakava's superior weapons systems. By popular vote, they became pirates. Shajs, still longing for the excitement and money of criminal life, was among the many that voted yes. After working two years as a gunner, cook and then first mate, he was made Captain when the previous holder was killed battle with other pirates. He took his new position to heart.
Over the twenty years of his reign as Captain Mons Shajs, he grew, month by month, into a cruel, despotic monster. Raiding of boats, be it military or civilian, increased spectacularly. Their crews were given the choice to join the crew, and no other. Those that didn't join he killed in ways other pirates wouldn't conceive. His habit of stripping ships of all items of worth, selling it in Xa-Koro, and giving each crewman a generous portion, kept his critics quiet. Shajs himself grew ever more fatter, ever more arbitrary, and ever more drunk. Until he reached a point where he was sober perhaps one day a month.
He reached a point, eighteen years before Makuta's defeat, that he was drunk enough, and cocky enough to attack Ga-Koro directly. The Marines, having sighted the Tarakava, and knowing quite well its reputation, attacked and sunk it. All but Shajs and five others perished under the sea. Dragged up to the docks, Kotu passed judgement upon them on the spot. But instead of executing them, she gave them a choice: Join the Marines against Makuta, or Hang. They all chose the latter. Shajs was very hesitant at first, and openly disobeyed his commanders, drank on the job, and fought with fellow privates. Until, one day, slumped on the floor and with a fairly bad hangover, he realized his horrors of his brutal, savage past, and how monsterous he had acted. Going into a mental breakdown over it, he ran into the jungle, and stayed their for three months.
Emerging a regretful, deeply penitent individual, he vowed to pay for his crimes by serving Ga-Koro. So, he gradually thinned in figure, became ever more sober, and became kinder, not softer, in personality. For eighteen years on, he has served Ga-Koro loyally. His service in the Great War was as a footsoldier, sailor, and one time, cook. In his tenth year of service, his capture of Makuta-serving serial arsonist earned him (To his tooth-and nail reluctance) the rank of Corporal. Continuing to serve for the war's duration, he defended Ga-Koro during the Great Rahkshi attack, and survived to enter the Akiri period. Recently, he has seen service on the Invincible, and in the troubled Xa-Koroan expedition.
Weaknesses: In addition to having a near-useless element, Shajs is weak to those with elemental powers. He also shows hesitation at accepting positions of power. He fears that with power, he might return to his cruel and tyrannical former self, and threaten the city he swore to protect.
Address/Home: 256 Dermis Lane, Fishmonger's Neighborhood. 256 is a small little one-room lily-hut. It has a firepit in the middle, bed to the right, kitchen to the left. Very simple, just as Shajs likes it.
Alignment: True Neutral
Faction: Onu-Koro, tacitly.
Occupation: Inventor, engineer, shipwright and businessman. He is semi-indepentent in his work, having a contract and funding from Onu-Koro, but not working solely for them.
Weapons/Equipment: Vulunos carries a protosteel stiletto for defense. Otherwise, he carries a wallet, golden pocketwatch, two powerful iStones, a pen and an ink bottle. His knife is hidden in his jacket.
Appearance: Vulunos is a short Matoran who looks borderline underweight. He has black armor, with khaki undertones, and dark green eyes. He wears a dark grey jacket, of fine cloth, and Muaka leather boots.
Personality: Vulunos is a moody, cynical and highly arrogant individual. At times he becomes highly affable, fueled by creative obsession and a frenzy to build 'revolutionary' inventions. These times, his mindset is rather grandiose. Other times, he becomes paranoid and reclusive, staying inside his home for long periods. Paranoid about intruders, the government, or Makuta followers coming to take his inventions. Most of the time, however, he is relatively normal, albeit rather prideful and alert. He has a dislike of governments and the Akiri. He won't, for instance, give his inventions away for the 'Good of the Koro' or advise the Akiri on any matters. However, if the government/military are customers, he'll hold back, somewhat.
Skills: Vulunos is primarily skilled in the design of ships, weapons, engines and vehicles. He has great knowledge of those, and other related areas. He also has some skill in metalwork, woodwork and mechanics, to let him build such things. Vulunos is also business saavy, being able to run a business well
Biography: Born into an old-money mining family, Vulunos was given the best education his parents could afford. He turned out to be an excellent student, going through several tutors before he came of age. After such, he shunned the opportunity to lead his father's company, and instead wanderered the island. There he sought to develop his talents in science instead of wasting himself in business. He honed his skills with blacksmiths and ship builders. When he figured his skills were developed enough, he decided to go the Ga-Koro and live out his days as a playboy tinkerer. His days were spent sailing in the morning and designing weapons in the evening.
He was however limited by the strictly monitored accounts his parents set aside for him. When they passed, however, Vulunos inherited their vast fortune. Getting out of playboy life, he devoted himself to invention, and selling his inventions. He did this during the waning years of the Great War, totally independent. But after Makuta was slain, Vulunos was forced to either sign a contract with Onu-Koro, or be forced from it. He then signed the most loose of the contracts. Nowadays, he mostly lives in Ga-Koro, but has a second home in Onu-Koro.
Weakness: Vulunos being a Matoran has a weakness to those with elemental powers.
-Sadzi Manor, 3 Coral Street, Ga-Koro: Located on an artificial platform fixed into the soil under Naho Bay, Sadzi Manor is connected to the streets by way of a fiteen foot rope bridge. It a large, two story building. The first floor is a pair of enclosed docks and workshop, seperated from a living/dining room and bathroom. The upper floor is a bathroom, master bedroom, guest bedroom and a huge study/lab.
-Room 89, Floor 2, Understone Apartments, 34 Bedrock Street, Onu-Koro: This small apartment is where Vulunos lives in when on business in Onu-Koro. It is one room bathroom, living room and kitchen.
Name: Sukot urn Voyuk
Alignment: True Neutral
Occupation: Mercenary (Prefers the term Soldier of Fortune)
Weapons/Equipment: Patero Launcher (Rifle-like), a rondel dagger, twin bamboo disks and a Shaska. As well as leather armor.
Powers: Iron and Accuracy.
Appearance: Tall and lean, with brown and gunmetal armor and green eyes.
Personality: Cynical, greedy and world weary, with a good side at times. He has a bit of honor in regards to killing, dislikes it, but has no remorse.
Skills: Skilled in war, and not much else. Decently intelligent and adaptable.
Biography: A former noble in a foriegn land. Sukot washed up on the shores of Ko-Koro years ago. Soon, he became a mercenary and plied his trade through the Great War. He served both the Koros, and the Makuta servants. But with only his service to the koros recorded, he got a job in Ko-Koro.
Weakness: Sukot is weak to Toa with Magnetic powers, and can be blinded by greed.
Wiki Page: For more information.
Name: Dastana Shivada
Appearance: A tall Dasaka, of medium build, with navy blue and and reddish gold armor. Shivada has light blue eyes, and wears her ancestral crystalline armor, which covers her forearms, legs, chest, shoulders and arms. It is made of purple crystal, with yellow undertones, and is smooth and seeming hugs the body. Above this, she wears a cape with the purple Imperial colors.
Caste/Clan: Menti, Clan Dastana.
Mask: Blue Kakama
Faction: The Imperial Guard
Weapons: A Naginata, Jian and Hachiwara. All with blades of yellow crystal honed to razor sharpness.
Powers: Speed and Willhammer Disipline.
Personality Shivada is a weary woman. Sick of the intrique and drama of the inter-clan squabbling, squabbling that got her into the position she is in. But she isn't one to complain aloud. Shivada is stoic, in many ways, suspicious and a rather tough boss. She believes the position of Imperial Guard to be a honorable, but useless one. She does have a softer side though, when in trusted company.
Biography: Sent to training at an early age. She fulfilled her familial expectations, and brought a degree of honor to her traditionally un-militaristic clan. After training, however, elders from her clan tried to put her into commercial positions, of which she failed rather spectacularly. This went along for nearly a decade, until she asked to join the Imperial Guards. Pulling some strings, her family got her into the small group. After much strain, she stayed in the Imperial Guard after war broke out between the Crown and Clan Dastana.
Weaknesses: The weaknesses common to willhammers.
Name: Jahagir Senavysh
Species: Dasaka, Taajar.
Appearance: A short, lithe Dasaka, with grey-blue and golden armor, and yellow eyes. Senavysh wears a hauberk of red crystalline chainmail, befitting a Jahagir of the lead clan, a leather cuirass studded red crystals, a bone-studded helm, embedded with large red feathers, and a white surcoat. She wears a red sari, with a checkered red-white sash and a circlet in formal occasions.
Caste: Menti, Toroshu (Jahagir in Taajar tongue)
Clan: Clan Angavur
Weapons: Senavysh's main weapon is her Clan's ancestral Long-Kris, Sunshard. It is has a wavy blade of transparent yellow, and has a hilt of carved ivory. She also carries an obsidian arm-dagger, a Katar of red crystal, twin throwing knives of similar substance, and a leaf-shaped shield, painted in the colors of Clan Angavur.
Powers: Astral Projection and Sighteye Disipline.
Skills: Senavysh is a highly skilled warrior. Having been trained in Taajar and Imperial combat techniques. She is also highly intelligent and well read. She also is trained in common Taajar skills, such as cooking and foraging, and has an eye for blade and armor quality. She is learned in tactics and leadership, but due to her youth, hasn't much experience applying it.
Personality: Being the highest ranking Taajar in their entire culture, Senavysh tries her best to represent the culture. Polite, tactful, sociable, and somewhat easy-going, she isn't hard to talk to. As a leader, she is highly cautious, and intent on keeping the Taajars free from the affairs of the island. However, having been isolated from it, she is highly curious about Imperial society and all its aspects. This clashes with her desire to remain true to Taajar culture. To others, she might seem at times rather easy-going and permissive compared to the Imperial Toroshu. Senavysh holds a somewhat idealized view of Imperial culture, and believes it is honorable and honest. Thus, she is painfully naive to the backstabbing-happy politics of the capital. In addition, she's awkward in regards to Imperial courtesy, in many regards. Senavysh also believes it is her duty to gain acceptance for the Taajars, and end the prejudices between them and the Imperials.
Biography: The Eldest child of a first son, Senavysh was a curious little child, deeply intriqued by the strange Imperials outside the village walls. Being a Menti, she and her sisters were confined to the village. Out of childish anger, she snuck out of the village, under an assumed name, and fled to a Saihoko caravan. There, she joined them in their nomadic trading. When the child's identity was discovered, however, she was returned to her home.
There, she was confined under guard 'For her own benefit', and taught by her Amukas. She was taught in the ways of battle, and the Sighteye disipline. When she came of age, she served as a sworn shield for her mother, the reigning Jahagir, until her passing. After taking the seat of power, she served her first several decades a pawn of her elders. But after asserting her power over the clan, she has passed several small reforms, mostly to help improve the image of the Taajar people. Nowadays, she alternates between the Imperial city and her home in Greywood Longhouse.
Weakness: Senavysh is not the most skilled in her disipline, being far more adept as a warrior. She is also naive and overly idealistic politically.
Alignment: Chaotic Good
Faction: Followers of Makuta (Formerly)
Occupation: Drifter, Trapper, Outdoorsman, Bodyguard.
Weapons/Equipment: Arvun carries a Protosteel Kaskara, a Kukri, and a Hunting knife for weapons. The sword is hidden in his cloak. Aside from it, he has a set of fur and leather armor, light and breathable, and a pair tall leather boots. Over all this, he wears a large grey cloak, with an equally large hood. He also carries a haversack with small traps, a lightstone, a medical kit, heatstone, maps, a canteen of water, and jerky.
Powers: Fe-Lesterin added endurance, resilience, and resistance to metallic weapons.
Foreign Tech: Arvun has a lenses in his helmet that can pop out, and extend to the front of his left eye. It allows him detect users of Hunas and Volitaks, by way of surrounding them in a blue or red aura, respectively. Approved by Emperor Whenua.
Appearance: Arvun is a tall, relatively fit Lesterin of average weight. His eyes are red and wary, and his armor is a dulled metallic silver, with coffee-brown as a secondary color. His armor is dented and scarred from years of abuse.
Personality: Arvun can be mildly caring, quietly benevolent, and fairly sociable, when with company he's at ease with. Otherwise, he maintains a cool, somewhat aloof persona. Arvun is also fairly snarky, lacks mercy towards enemies, and maintains a very cynical worldview. Arv is dead loyal to individuals who gain his trust, but maintains an intense hatred of authority figures and the government. He is secretive about his past, and his both haunted and conflicted about it. While he maintains a large degree of regret over it, he has little guilt for his past actions. Something that is a omnipresent part of his personality is a lingering sense of mourning over the loss of his love, Darvia. The reason why he wears his grey cloak.
Skills: Arvun is a capable fighter, trained with the sword and fist. And due to years making a living in the backcountry, he has skills in hunting, tracking, stealth and foraging. He is fairly intelligent as well. He can also bartend, oddly enough.
Biography: A former Makuta-servant turned drifter. Further detailed in wiki page below.
Weaknesses: Arvun is unskilled in ranged weaponry, has little knowledge of politics, and conflicts easily with figures of authority.
Wiki Page: With full Bio.
Name: Mahene Angavur
Species: Dasaka, Taajar
Caste and Clan: Menti/Zrupgar, Clan Angavur, Sokamaster.
Appearance: Mahene is a tall, athletic Toa, of medium weight. She has dark blue armor, with dull gold undertones, and green eyes. She wears a chainmail hauberk of yellow crystal, light leather armor, and tall riding boots. She wears a surcoat with a red-white checkerboard pattern.
Weapons: Recurve bow, a quiver of obsidian, crystal, and less than a handful of metal-tipped crystal-head arrows. She also carries a Talwar of yellow crystal.
Mask: Blue Sanok, mask of accuracy.
Powers: Mahene is a reasonable Mindarm, able to efficiently move larger objects.
Traits: Mahene is aggressive, stubborn, honest, and undiplomatic. Far from a kind soul. Politically, she is traditionalistic, believing firmly that the Taajar should stick to their old ways. However, she holds no ill will towards the Imperials. Socially, she isn't the easiest person to get along with, but can be a fairly good friend.
Bio: The younger sister of the Astyzyar-Jahagir, Mahene was a fairly hard-headed child. Her mother sent her and five other Angavurs to a clan of Soka-breeders as part of an attempt to improve relations between their clans. Coming back a highly skilled Soka-Rider, she steadily became a staunchly traditionalistic voice in the clan, in opposition to her sister.
Weakness: Mahene is perhaps a little too aggressive, and is a less capable fighter dismounted.
Pet: Rhosgu, a silver-skinned Soka, is Mahene's steed. He is a thoroughbred Soka, among the hardiest in the Taajar herds.
Name: Iolatra Angavur
Species: Dasaka, Taajar
Caste and Clan: Menti/Zrupgar, Clan Angavur.
Appearance: A small, wiry Dasaka, Iolatra, has odd sandy blue and gold armor. She wears a yellow pair of armor most days, with a checkered red-white cloak and brown boots.
Weapons: A pair of red-bladed Katar. Though, she can use all of the Taajar weapons, and will use the entire set if put to battle.
Mask: Rau, Mask of Translation.
Powers: Willhammer powers, unusually well-trained for a Taajar. Near to mastery.
Traits: Iolatra is calm, quiet, pragmatic and well spoken. Scholarly in demeanor, she nonetheless can lead if needed. She prefers books to people, but can socialize if needed. In regards to politics, she is progressive, but keeps such views to herself. She holds a positive, if somewhat wary view of the Imperials.
Bio: The cousin of Senavysh, young Iolatra was more of a sister to the Jahagir than Mahane. She was trained a young age by the Angavur's now-deceased Herupa advisor. Becoming the most psionically adept member of the clan, she also began to devote time to managing Greywood, and keeping track of the vast Angavur library. Iolatra is now trusted by Sena enough to be regent when she is gone.
Weakness: The weaknesses common to Willhammers. Iolatra is also less adept a physical warrior than most other Taajar.