Species: Toa (Maru)
Alignment: Lawful good
Appearance: Slim and well-toned, Leah embodies of the essence of the first Toa of water. However, the colours of her armour are more cerulean than dark blue, while her legs and arms have a hint of teal in their light blue. She wears a white tribal marking on her shoulder underneath the armour, hinting at her Le-Matoran past and showing her old rank in the Gukko-Force.
Weapons: A simple Bo-Staff, with a piece of red cloth tied around one end.
Mask: Kanohi Ruhaku, The Mask of Intent
The Kahoni Ruhaku allows its user to sense the intent of any other creature in the form of an aura around the being. The Ruhaku cannot tell the user thoughts or specify how the particular intent being sensed is to be carried out; it is merely lightly clairvoyant, telling the user or a target designated by the user what others are going to do or are already doing to him/her based on their emotions. The mask is always on at a low level. The aura and their corresponding intent are as follows:
Red – Angry/intent to attack
Orange – Lying/intent to deceive
Yellow – Afraid/intent to flee
Green – Helpful/intent to aid
Blue – Indifferent/no intent
Violet – Passionate/strong and unknown intent
No color - Mask is being blocked
Powers: Leah wields the element of water with the skill and nearly the power of a Toa Mata, having been transformed using the essence-stone of Toa Gali. In addition, she is extremely agile and fit due to constant work and training in her martial art.
Traits: Leah is among the kindest and most caring people one can encounter. Good-natured, quick to laugh and hard-working, she approaches life and her new duties on the Island with as positive an attitude as possible, reasoning that there is enough darkness on Mata-Nui already, without people adding their own unhappiness to it. Having been granted the power of a first Toa, she is aware that she now can now stand against that darkness. As a tamer for the Gukko-Force, she took pride in her work and approached it with a sense of duty and responsibility surpassing that of her peers. It was this devotion to the Gukko-Force and Le-Koro as a whole that earned her a promotion to First Lieutenant while she was still a Matoran, a rank she is still very proud of. She applies that same sense of responsibility to her newfound powers.She also knows that her duty includes the protection of her old home, Le-Koro, as well as her new on, Ga-Koro and the other villages, now more than ever. To that end, she continues to practice her martial arts with fervor, as the transformation has given her a great boost, turning a skilled Matoran into a full-blown fighter.Like most Le-Matoran she has a thing for humor and her bright laugh often helps the morale of the Toa Maru, though lately she has mellowed out a little. Though at first not entirely sure of herself in her new existence, she was always determined to give her best. After defeating Makuta, she fully embraced her role as protector of Ga-Koro, but the Toa Maru going more separate paths lately is weighing heavily on her.
Biography: Leah lived in Le-Koro, where she was a member of the Gukko-Force and in charge of the caretaking of the Gukko and Kahu in its service. When she was not at the headquarters she could be found practicing her martial art, or helping other Matoran around the village. She was and still is close friends with many of the other Gukko-Force members, most notably Sisk, as they had been colleagues for many years, before Sisk heard his call to adventure after the untimely death of Tamaru. After her friend's leaving, Leah was promoted to take over his duties as well her own, a task she faced head-on, being in charge of the tamer-teams and ground-crews for the birds after her promotion. However, adventure quickly caught up with Leah and she suddenly found herself at the front of the struggle against the Makuta, riding into battle and coordinating the support for the Gukko Force during the attack on the Rama-Hive, which revealed a strange Obelisk, whose importance she would only realize later. She spent a short time in Pala-Koro afterwards with Sisk, Lashev, Verdi and Lans, close friends of her, until she had to return to her duties in Le-Koro. One night, a Matoran named Stannis showed up on her doorstep, accompanied by four others, and told her of a prophecy that said they all had been chosen to become the successors to the first Toa and to defeat the Makuta in their stead. It wasn't an easy choice to leave her old life behind, but as Stannis had said: you cannot run from destiny. So she joined their company and together they set out to follow a trail of clues left by the late Takua, in order to retrieve six very special Toa-Stones: The Essence-Stones of the Toa Mata. Hunted by Makuta's minions and pressed for time, their quest led from the depths of the Sea to the heights of mount Ihu, collecting the stones from hidden places. And along the way, they made allies. The first was Joske: A former Kolhii-champion turned Toa, also mentioned in the prophecy. Yet his role was that of a vanguard, paving the way for the wanderer and his company. Next was Korero, a Ko-Matoran following his own destiny, now appointed chronicler of their company until they eventually returned to the Obelisk in the ruin of the Rama-hive - their own Suva. Still, surprises waited for them. It was revealed that Korero was not just to be the chronicler, but chosen to inherit the essence of Lewa as part of their team. Lepidran, who they had believed this role would fall to, departed. It was also revealed by Stannis that he saw Oreius betray them in a vision. But when all was said and done, they placed their respective stones in the Suva and they were transformed: The Toa Maru were born. Barely used to their new power and appearances, they were beset by Rahkshi, the first challenge of many to come. Traveling to the great temple at Kini-Nui, they found Joske again, who had beaten Makuta's first lieutenant in a duel and was opening the gateway to a semi-physical realm called the keeping place for them. Here the Maru were tested and completed their full transformation, emerging with new masks and ready to take on the Makuta itself. Together, they descended down into the Mangaia, where they faced off against the fearsome Manas, and - even more terrifying - the first Toa themselves, corrupted and turned to shadow versions of their former selves. Defeating the former heroes, they finally reached their target. Makuta attacked them physically and with dark visions, but through a united effort, the Maru drove the Makuta back in the end, allowing Stannis to banish him with the power of his mask. Victorious, but tired, the six heroes parted ways to bring the good news home to their respective Koro. It took Leah some time to get used to her new home, but she has done so very well and acted as Ga-Koro's guardian since her return. At first met with suspicion, she has earned the trust of Ga-Koro and Hahli since then. But their victory only lasted to the appearance of the Piraka and their attack on Ta-Koro. Driving off the Skakdi, Leah and Reordin followed them to their destination: Mangaia once more. Despite having sealed off the Makuta's lair after his defeat, the Piraka manged to gain entrance, Joined by Sulov, the Maru engaged their new enemies, but were unable to defeat them and their newfound horde of Rahkshi servants. Using most of her power, Leah flooded the cavern, allowing the Maru to escape and regroup. Tensions within the Maru reached a breaking point soon after, as Stannis revealed he had not destroyed Makuta, but merely banished him to another realm of existance. Fed up, the Toa turned from Stannis and went their own way. Returning to Ga-Koro to recouperate, Leah was present when another group of newcomers arrived on Mata-Nui's shores: the Dasaka. Despite this first contact going much better than initially feared, more bad news arrived when the remaining Makuta followers counquered all of Ko-Koro in a surprise attack. Together with Korero, Leah helped to bring the Maru together once more, but their team spirit had been shaken to its very core. Time will tell if they can reunite to stand as one against the dark forces trying to reclaim power.
Weakness: Despite her immense power, Leah is still a Toa of water. As such, heat and fire are her weakness.
Alignment: lawful good
Description: Standing a head above the average Toa, Agni is perceived intimidating by some in Ta-Wahi. His face is a study of hard edges and a chiseled-looking jaw and his orange eyes glow with a fierce determination. His dark red body is clad in strong, dark golden armour and mask with a brushed finish. The right shoulder-plate sports the red insignia of the Ta-Koro guard, which Agni serves in. Across his torso run two straps, holding the sheaths on his back in place, while he has a leather-bag hanging from his hip, holding various day-to-day items, like herbs, light-stones, food, etc.
Mask: Kualsi, Mask of Quick-travel
Weapons: Two short blades adorned with red flame-shaped inlays, which glow when channeling his fire-powers. Agni always carries them, stowed safely in the sheaths on his back.
Powers: Fire elemental power.
Personality: When Agni first started out, he was considered something of a "rookie", compared to Toa like Tahu, but those days are long gone. Agni is a veteran Toa officer with enough experience to face most enemies one-on-one. He is an expert swordsman, martial artist and guardsman. Agni is aware of the great responsibilities of being a Toa and his experiences at first turned him into a quiet and slightly cynic character, sometimes feeling close to disillusioned on bad days. However his heart is always in the right place and he gives all he's got to protect the Matoran of Mata Nui, doing the right thing when push comes to shove. Especially since the events in Ga-Wahi he's been determined to strictly adhere to the Toa code in order to atone for his shortcomings, something that strongly influenced his teaching of Toa Joske. Many get the impression that he is a curmudgeon at first, but that is not the case. He has lightened up a bit recently, something he blames on Joske and Dorian rubbing off on him.
Biography: Agni had been a member of the Ta-Koro guard even before he became a Toa. He did not like the feeling of being dependent on good fortune and the six Toa Mata to keep Ta-Koro safe, as much as he admired them. His service in the guard made him feel able to defend his people. On patrol near the Tren Krom break, it was apparent accident that a rockslide almost killed him. Badly bruised he dug himself out of the rubble, only to discover a Toa-stone had been sealed away under the now rock. He took the artifact to the Turaga for safekeeping, but the accident turned out to be destiny and Agni was turned into a Toa. Yet it seems that destiny played a trick on Agni as nothing happened after his transformation that would give him a call to action beyond that of his duty in the guard. And so, the young Toa resumed his post there for many years as an officer of the guard, pondering his fate while investigating crimes and fending off Rahi, often frustrated by the thought that there was nothing else for him that would justify his transformation. That is, until news of the Makuta eliminating the former chronicler's company began to spread and Agni met a Toa named Valria. Together they hunted down the slaver Telric. Hower, after loosing close friends to him they willingly broke the Toa code, leaving Telric to burn alive on his own ship after cornering him there. Back in Ga-Koro, the two Toa decided to part ways after their friend's funeral. Agni, though with a heavy heart, agreed, now aware what it meant to be a true Toa and feeling he did not live up to it. Agni vowed to do better, with Telric becoming his personal cenotaph. With this new knowledge and outlook on life, destiny finally came within reach when it decided to cross his path with that of a fresh Toa of fire named Joske and the Toa of water named Cael. Recognizing something of his past self in Joske he offered to instruct the rookie Toa in fighting and element, while Cael focused more on the psychological teachings, wich suited Agni just fine. Over the following months, the veteran was officially assigned to train Joske (a quasi-punishment for going AWOL) and while Joske's skills developed under his tutelage, the two became friends. And when Joske was called to aide the wanderer's company in their quest to defeat Makuta, Agni and Cael insisted in turn on helping him. Joined by Toa Angelus and Tuara, the group began to retrieve crystals from each of the Koro's temples, which Joske used to unlock the keeping-place for the Toa Maru. While they went below to face Makuta, Agni was part of the rear guard, defending the Kini-Nui against Makuta's Rahi-hordes and he later took part in the defense against the legion of Rahkshi. Then things went south and fast. In the wake of the Turaga's assassinations, Agni found himself assigned to the criminal Dorian on a mission to track down his former allies who had carried out the murders. They would never complete their mission however, as they encountered Joske once more and were drawn into a quest to find and stop Echelon - leader of the remaining Makuta followers and a far greater threat. Though their group managed to find Echelon in a hideout in Le-Wahi's jungles, the dark Toa escaped. Agni and his companions escaped with moderate injuries and new problems: Ko-Koro overtaken by Echelon's forces and Utu - his former mind slave. Despite severe arguments and differing opinions, Agni eventually found himself in Ko-Wahi, to both find Echelon's new hideout and to bring Utu home - which it turned out was only half the truth, as the former dark Toa was severly ill and passed away not long after arriving in his former village. Unable to move on together after yet another tragic event, Agni's companions split up once more, leaving only him and another veteran Toa of fire named Merror to eventually return to Ta-Koro.
Weakness: Water and cold, duh
Name: Commodore Ayiwah
Caste and Clan: Menti Caste, Clan Umbraline
Mask: Kanohi Arthron, mask of sonar, in the shape of a great Matatu.
Discipline: Soulsword. While the majority of Umbraline's Menti are powerful Willhammers, there are exceptions to their traditional clan-discipline. The Commodore is one of them. Trained since earliest youth, she has become a master soulsword and a fearsome duelist, so adept in her discipline that many an opponent have been defeated without her having to take one step, kept at a distance by her psionic rapier.
Weapons: Ayiwah carries no additional weapons to her psionic rapier, though she is skilled with traditional swords as well. As a backup she carries a crystal knife, a valuable tool on any sailing ship. Aside from that, the belongings that she carries on her person are a small first-aid kit, a compass and a spyglass.
History: Ayiwah's bloodline within Clan Umbraline is of some repute. Her mother was one of the few to have an offspring with Mune, a legendary Menti Soulsword and Sighteye, assigned as head-bodyguard to the previous Rora. Out of her blood-sisters (children of the same male Dasaka, not to be confused with clan-sisters), Ayiwah was one of only a few to show a similar talent to that of their father for the soulword. Eager to learn and showing promise in basic training, it was with the Toroshu's blessing that she was allowed to train her ability directly under Mune himself until his death during an attempted coup by Clan Fursic. Not content with merely having an exotic discipline within her clan, she pushed herself beyond the regular training of soulswords. Using physical weapons, Ayiwah prepared her mind for the requirements of psionic swordplay, from which she later developed a fighting style best described as psionic fencing. Already a skilled warrior, Ayiwah discovered another talent in the aftermath of her father's demise, while hunting down the instigators of the attempted humbling of the Rora: Sailing between the Archipelago's islands in an effort to find the hiding places of the coup's masterminds, she discovered a love for the high seas and tall ships. With her true calling found, she joined the imperial navy shortly after the end of the campaign against the Fursic. Putting the same amount of effort into her military career as she put into her discipline, Ayiwah soon rose through the ranks, until eventually being assigned the rank of Commodore, due to her proving herself to be an exceptional captain and strategist. Only answerable to her Toroshu and the Rora herself, she has been in command of the imperial naval forces for many years now.
Personality and Traits: Sailors within the imperial navy , naturally prone to yarn, sometimes claim that there is no Dasaka sailing the high seas, tougher than the Commodore. While she herself would humbly dismiss such claims, were you to ask her directly and in a position to demand an answer, there is, as usual, some truth behind these rumors. And indeed, there aren't many that rival her in her strict behaviour and no-nonsense attitude. This attitude also translates into her looks, posture and speech as well. Her armor and uniform are kept immaculate and she moves and speaks in an energized, yet controlled and precise manner. Valuing professionalism, thoroughness and attention to detail, she provides the baseline standard the sailors under her adhere to. She does not suffer fools nor insubordination and will consequently hand out fitting punishments for misdemeanour. Yet, she is not unjust. Her judgment is fair and can be very understanding. She does not demand perfection on first attempt, but rather the willingness of one to strive towards it. While at first glance, her demeanour may appear cold,distant and sometimes harsh, Ayiwah is very compassionate about her fellow Dasaka and her strict approach is merely as much a result of her upbringing as it is of being aware of her responsibilities. Some even claim that the Commodore possesses a sense of humor and has been known to smile and joke on the odd occasion.
Weakness: As a soulsword, Ayiwah does have very little she can put up against the other Dasaka disciplines of the mind. In addition, she has no protection against elemental attacks aside from her armor and fighting-skills.
Alignment: serving Makuta
Description: Tall like most of her species, this Vortixx stands a little over a head taller then an average Toa. Kohra is very slender in appearance, almost bordering on "sickly", despite being physically fit. With her black body and dark-blue armor and purple eyes, she still retains a lot of the attraction of a female Vortixx though, with the exception of her left arm. Touched by corruption it has transformed into a black sinewy appendage, almost as if belonging to a dead being, its hand ending in black sharp claws. This sudden change in appearance has its beginning on her left shoulder, also affecting her torso from the clavicle to the shoulder-blade. In addition, these areas are even stranger, since black feathers, almost oily in the way they reflect the light, grow on them.
Weapons: "Crow's Talon" This strange glove is a part of Kohra's arm and merges seamlessly with the seemingly rotten flesh. It is evil in its design, with what seems like teeth growing out of the knuckles and more black feathers near the wrist. Its origins remain mysterious but it grants Kohra abilities where she herself has no powers of her own. These abilities seem to root in telekinesis as it allows her to move small objects. The glove in combination with her clawed hand also allows her to literally slice through the air if swept hard enough, effectively creating razor sharp air-currents. This effect travels on for a short distance, damaging beings and organic objects in its way.
Energy-Crossbow. While exploring the treasures of the vault, Kohra found several weapons-grade parts and components, as well as a self-recharging energy-cell. Using her native knowledge of technology, the Vortixx salvaged these parts and constructed a weapon for herself that would give her greater range than her limited telekinesis.The result of her tinkering is a collapsible arm-mounted crossbow that fires energy-bolts. Generated by the energy-cell, there is no need to carry ammunition for the weapon. However: the longer the shot, the more energy is needed to cover the distance and the longer the recharge time before she can fire again. Thereare two alternate firing modes: A rapid fire mode, shooting three smaller bolts in quick succession; and a multi-shot, firing several weaker bolts at once in a spread. When stowed, the weapon folds up into a compact rectangle, which she can carry attached to her lower back. When in use, the two halves of the prod and iron sights flip open; the stock splits into two halves, with the grip, trigger and brace between them. When worn, the brace secures the crossbow to her lower right arm. This permits greater stability as well as making it difficult to disarm her.
Powers: None of her own, besides a natural affinity for technology inherent to her species and the powers granted by the glove.
Personality: Kohra is a corrupted soul. She thinks she is doing the right thing, with the ends justifying any means. In her twisted mind, moral values are opposite, good becoming evil just as evil is becoming good. Despite her loyalty to the cause, she does experience moments of doubt. If she is beyond redemption, nobody knows.
Biography: Kohra remembers fleeting shadows from her life before she woke up in a dark cave with an immense pain in her left arm and a weird glove attached to her hand. Back outside of the labyrinthine caverns underneath Mount Ihu, she found that this glove could not be removed and to her horror, that her arm was changing as well. Slowly at first, it seemingly decomposed over the next few weeks. And as the change took place, the whispers came. Whispers in the back of her head, so subliminal she didn't know if they were her own thoughts or somebody else's influence. They guided her ever since, promising her rewards and greatness while her actions were that of evil. Eventually she realized this had to be the Makuta's influence and with that discovery she pledged her allegiance to the master of shadows, as he was the only one looking out for her. She has used her dark passenger's help and her own cunning to actively work against the three virtues, in order to spread mistrust and divide the Matoran - starting with poisoning Po-Koro's water supply and flooding the great mine, always pointing to other Matoran as perpetrators. Faithfully serving the darkness, she was captured after the Makuta's defeat, which almost killed her. Without the connection to him she developed severe withdrawal symptoms that nearly drove her insane, until Echelon broke her out of prison. Joining forces, she soon became his second in command. Eventually they pulled off their greatest coup - conquering Ko-Koro.
Weakness: Kohra is addicted to antidermis. As long as she has a supply nothing is wrong, but without regular injections she will go into severe withdrawal and the accompanying, crippling pain.
Name: Sisk "The Tamer"
Alignment: Resisting Makuta
Description: A wiry Matoran of average height, Sisk is colored in the traditional Le-Koro green, with the addition of lighter tribal markings covering his mask, upper torso, shoulders and arms. Sisk is hardly ever seen without his backpack, a small versatile bag made from tough leaves, also featuring sheaths for his two batons on either side.
Element: none, despite a slight affinity for the Green
Mask: Non-functional Zatth (shape only)
Weapon: Two Bamboo-Batons for self-defense, however Sisk's prowess in one-on-one combat is that of an amateur. He has a talent for using items found in nature around him though in self-defense.
Personality: They don't call Sisk "the tamer" for nothing. Boasting about his adventures with the wild-life of Mata Nui, rumour has it that he once got a wipe-down from a Ghekula and the nickname stuck as means to counter his Ego. He is ambitious however and a willing risk-taker, just for the thrill. While Sisk is quite savvy in the knowledge of flora and fauna, he is socially awkward, which doesn't stop him from talking though.
Biography: Sisk has been on Mata Nui his whole life, which is almost as long as he has been assigned to take care of Le-Koro's Gukko, Kahu and Kewa. But at some point feeding seeds to tame birds simply wasn't enough anymore and Sisk started to venture into the jungle during his free time, with the goal to become an accomplished Rahi-tamer. It caught the note of his superiors, earning him a promotion within the Gukko Force. He studied the various Rahi found on Mata-Nui and knows a lot about their behaviour. Among his greatest accomplishments is the fending off of a full-grown Muaka, earning him the first of many scars. Despite the slightly humorous moniker given to him by his fellow guardsman, he has proven himself, both as a skilled tamer and Gukko-Rider. After Tamaru was killed in Le-Koro he requested and got permission from Kongu to travel with the heroes hunting for the killer, but when they faced them in Po-Wahi, his by-then friend Merror requested he should try to find and protect Kapura and the other members of the chronicler's company. He joined up with the Ga-Koro Marines in Ta-Koro, who had the same goal, yet Kapura proved too elusive. However, Kapura was not elusive enough for the Makuta and Sisk, who'd promised to protect him, only heard of his demise days later. Devastated at first, he regained his composure and together with Lans, Verdi and Lashev, they formed the "Rahkshi-hunting squad". They aided in the attack on the Rama-hive led by the island liberation front and later during the battle for Pala-Koro, after which they immediately got caught up in the defense of Le-Koro. It became clear that Makuta wasn't the only one threatening the safety of the villages, but that others were trying to carry out their evil schemes as well. It became apparent that the villagers were loosing trust in the ability of the guards to protect them following the death of Turaga Matau. Sisk, together with Commander Skyra, began to help the village rebuild, winning back hearts and minds. Shortly afterwards, he assisted in evacuating civilians from the Koro when Makuta's Rahkshi-Legion attacked. After recovering from the battle, Sisk has been in and around the village of air, helping out where he can, but looking forward to take to the skies again on Skyscratcher, his tamed Gukko and constant companion.
Weakness: With no elemental control, no mask-powers, no protection against them either except a heightened resistance against the green, life isn't easy for Sisk. He has to rely on his wits mostly to get him through his adventures. Despite him trying to tame various Rahi, he has little chance to put up a real fight against an opponent with access to powers.
Alignment: Neutral Good
Appearance: Rhow's appearance mirrors her attitude: tough, brutal and scarred. While she is not as buff across the shoulders as male Skakdi she is still extremely ripped. Her spine is lined with long fins that have worn over age. Her face has the characteristic Skakdi grin, framed by a noteable jawline and prominent cheekbones. Two bright neon-green eyes with slitted pupils scan her environment for prey or foes.Her armour is dented and scratched, often dirty, but still recogniseable as dark blue. She also carries a leather pouch on her thigh.
Element: Water (in combination with another Skakdi)
Vision power: Thermal Imaging
Weapon: A sharp piece of steel with a crude handle that Rhow salvaged sometime before her coming to Mata Nui, it looks as brutal as the owner in appearance. Without any special properties, it is a barbarian tool, unclean and deadly, akin to the tooth of some large predator, cast in metal.
Personality: Rhow is as wild and tough as the stormy seas, and just as moody. Regarded as something of a savage even by her fellow Skakdi she has a hard shell and a harder core underneath. However, at that core lies a heart the strives to do good. An old warrior without a home, Rhow started to long for something more in life than just bloodshed. And when the Horde formed, that thought took form. Sill making decision with an iron will , Rhow wants to ultimately keep the peace, living together with the Matoran.
Biography: Rhow washed up on Mata-Nui's shore one grey morning. Since then,she has forged herself a way to survive on the Island in the forests on the foothills of Mt. Ihu along the border between Ga-Wahi and Po-Wahi. Staying on the move she hunted Rahi and at one time even an unlucky Matoran. Anything weaker than her is possible prey and anything stronger is just prey that will weaken in time. On her route-less travels she has ventured into the Motara desert as well as up the flanks of Ihu. A brief encounter with the Hordika Lantz brought her to Le-Wahi. They split again shortly after, and Rhow wandered aimlessly for some time, until she found the site where a Matoran had been trapped and killed. There she was attacked by a Toa serving the Makuta, yet the arrival of Rahkshi and the ensuing battle ended the fight quickly and she retreated. This was her first encounter with any other beings, save for Lantz, and she began to realize there were bigger things at stake. Shortly afterwards, she met Iraanus, another Skakdi of water, and they traveled to Le-Koro. Together, they founded the Skakdi-group dubbed "the horde". While in Le-Koro, they attended a meeting informing them of the activities of an organization merely known as "the peers". Asked to help, they returned to Ga-Koro to inform the authorities there, however upon their arrival during Turaga Nokama's funeral they discovered that Ga-Koro was facing more problems and they got caught up in the fight between the Toa Daedra wrestling for control over the village, which ended when a legion of Rahkshi attacked the village. They helped in the defense and have since made Ga-Koro their surrogate home, serving as mercenaries while running a bar and restaurant in the village, called the "great Takea".
Weakness: Rhow isn't much of a thinker in terms of combat. She isn't stupid by any means, but she does not think ahead much in the heat of battle. After all, she didn't need to until now, her brute strength has been enough.
Name: The Traveler
Appearance: At first glance, he is overlooked by many, which suits him just fine. But take a closer look, and you see a man who's eyes tell a thousand stories of deeds good and bad and who's lifetime of hardship, travel and fighting have left their traces and scars on the quiet Toa merely known as the traveler. Yet, he moves with purpose, carrying himself with all the finesse of a fighter skilled in the art of wet work and knows how to conceal it. Underneath the traveler's attire there is a wiry body that belies the skill and strength inhabiting it. A Toa of air, the traveler's body is a rich and dark green, jade to emerald in it's hues, while the armour covering it is mostly black, but worn with time and definitely showing signs of use. Rounding out the ensemble is a dark three-quarter long, hooded but sleeveless cloak ,made from durable cloth and providing protection from the elements. It is worn half under and half over the armor. The hood semi-conceals his face, casting and magnifying the hard shadows of the Volitak underneath, which is in stark contrast to his eyes, which appear steely grey at first, but reveal a hint of neon-green if looked at closely. However, he does change his attire from time to time, if the circumstances require it.
Mask: Kanohi Volitak, the mask of stealth.
Weapons: - His primary Toa-tool is a sword carried in a sheath on his back. The sword has a distinct profile, with the tapered blade being much broader and thinner at the point than at its base, with a protruding spikelet along the flat side of the tip and a bifurcated hilt which is believed to represent a mythical creature's open mouth.
In addition to his sword, he carries two Karambit-Daggers, cleverly hidden in small sheaths on his belt, where they appear as a mere fashion-accessory. These daggers are curved like crescent moons at the bottom, with a finger-ring at the end of the handle.
A shiv , cleverly hidden on the inside of his leg-armor. It's not a weapon used in combat and only a self-defense measure, in case he ever gets imprisoned by somebody.
Personality: The Traveler superficially seems like a he's the traditional 'lone ranger' type of character, but his quiet demeanor hides a sharp and calculating mind. He speaks in a very precise, controlled manner which translates to his body-language as well, making him difficult to read. He wears this mask of false feelings and cold demeanor to leave as little an impression wherever he goes as to not attract attention to himself and his work. He does this so well, that very few can remember distinct details about him once he has left. What his job precisely is varies - and does so quite often. Some say he is an assassin, a mercenary, a thief and scoundrel, while others know him as a friendly stranger, a helping hand or a true Toa hero. In his own words, he is "merely a man that makes things happen." But what ties all these traits together is the cold and efficient approach taken. Whether he sets out to make someone disappear or to obtain secrets, he does it with cold calculation and careful planning. Though operating alone, he has a way of getting all the information he needs to complete a task through unknown contacts. Despite this, the Traveler is not a man without a conscience. And though he uses ever dirty trick available to succeed in his line of work, he greatly values life, since he knows that it is easily extinguished and acknowledges its nature as fleeting at best.
Biography: To some, the Traveler might just have appeared on Mata Nui, but his knowledge of the island suggests that he has been around for a while. For how long is not known, but an extensive local knowledge suggests that he's a former native of the island that disappeared below the radar for a time. Whether this is true and where exactly he originally came from is as much a mystery as his real name. He has recently resurfaced, showing up in the villages here and there. Since the Makuta's fall, there have been little uses for his true talents, except for hiring himself out as a sellsword or bodyguard and 'business-facilitator' to broker deals between the wealthy that need a more forceful touch. But with tension between the villages rising and speculation about the Mangaia vault and its contents spreading, he has started to keep a close ear to the ground, sensing his services will soon be required again.
Weakness: While he is a master of both his weapons and his element, the traveler is still just a Toa of air and susceptible to the other elements and physical attack.
In the circle of stones, six Toa stood silently, the only sound the wind softly howling through the ancient archways. Their figures at first were like the shadows, dark silhouettes, faces obscured by hoods they wore. Yet where light hit them, it revealed the slightest shimmer of colour. As other Toa before them, they were united by a single purpose: To drive back the evil force trying to seize power. Long had they fought towards that goal, to restore the balance of light and dark in the universe. But to truly understand their enemy and defeat them, they had entered the twilight. Absorbing a tiny portion of the essence of evil itself, they have become tainted -and able to sense the same corruption in others nearby. It is a gift and a curse, as for all its usefulness, once intertwined with their being, the darkness will try to bind them...
The Aitua are a team of Toa hailing from a distant Island, "south of here", as they describe it. Shaped like a crescent moon with a high ridge of mountains rising along its center line, its regions differed greatly, depending which side of the mountains they were situated on. Not unlike Mata-Nui and just as dangerous, many Matoran went missing, never to be seen again. But a prophecy spoke of six Matoran, destined for greatness. Summoned by their elders, they each came from one of the Island's regions. The Turaga showed them tablets speaking of a place of power that they would need to find. Aparangi gladly took to the task, quickly establishing himself as a leader. After a long search, they finally came upon a hidden path leading into the mountains. This was the last time the six were seen as Matoran. Not long after their departure, seismic activity caused an earthquake that shook the whole Island. As the villages recovered, a Toa appeared in each of the Koro, helping where they could with previously unseen powers. The six had returned, now transformed. Once the rebuilding was complete, the Turaga summoned them again and named them Aitua - Spirits - , in light of their unexpected return, as if from beyond the grave.
The six took to their new roles with fervor and for a time there was peace. Until Matoran began to disappear again, in greater numbers than before. Trying to solve the mystery, the Toa eventually discovered a living shadow abducting the Matoran. Despite their best efforts, the creature managed to escape. Seemingly impossible to track, it was as if it could anticipate their every move. Confused and frustrated, the Aitua turned to the Turaga for guidance, but even with their help they failed to stop the abductions. Tired of chasing after a being that seemingly outsmarted them at every turn, they eventually did the exact opposite of what the Turaga had advised as a test. And as if by chance, they walked right into a small village that was haunted by the very monster they chased. But once again their adversary slipped away without a trace.
Enraged, Aparangi confronted the Turaga about their supposed guidance. But instead of aiding them, the elders scolded them for their disobedience. Confounded and worried, the Aitua held a secret meeting, suggested by Tupua. The quiet Toa shared a terrible suspicion: the Turaga were involved in the abductions and they had lied to them. None of them liked these terrible implications. But being desperate for a way to stop the shadow, they decided to at least investigate if there was any truth to them. Secretly abandoning their hunt and with a heavy heart, they turned their attention to their own elders. Tensions ran high between Aparangi, who felt he was failing the Matoran with inaction, and Tupua, leading the investigation into the Turaga.
After weeks of doubt and stalking their elders, the Turaga unwittingly led them to a secret meeting. Gathered around a pool of living darkness, they revealed themselves to have been the living shadows abducting the Matoran. Sacrificing the villagers to a so-called master in order to become stronger, they had killed the original Turaga long ago and assumed control of the Island. When the Aitua's arrival had been prophesied, they had sent them to what they had believed to be certain death. And when their plan failed, they continued in secret, misleading the Toa until their work was complete. Demanding what their master intended with the death of so many innocent Matoran, the only answer was laughter. Betrayed and enraged, the Aitua engaged the shades in battle. It was a close fight, barely won by combining their elements in time.
But before the Aitua could celebrate their victory, cataclysm struck. As the Island crumbled around them, the evil Turaga made a final escape. Out of time and torn between saving what was left of the villages or going after the Turaga, they made a terrible choice: To find the shadows wherever they went, they willingly tainted themselves with the living darkness. Now they were changed - no longer Toa, but something darker. When they awoke again, they were on the beach of their Island, which was tearing itself apart. Without traditional elements and with new masks, the Aitua were forced to flee, together with the few surviving Matoran of their homeland. Watching their Island getting swallowed by the sea, they swore they would hunt down the servants of darkness and destroy them, wherever they might hide. Since that time Aparangi and his fellow Toa have traveled the known and unknown lands, using the infection within them against its source, seeking out corrupted beings and putting them to rest in order to restore the balance of dark and light. Now their quest has led them to Mata Nui, though they do not know how. And the shadow on Mata Nui will soon learn of the spirits of the lost Island.
Alignment: Chaotic Good
Appearance: On first glance, like the other Aitua , Aparangi's armor is completely black. But shine a light on it and you will see that they each have a highlight-colour. In his case, red. In his default form Aparangi is a regular Toa: tall, strong and broad-shouldered; a fact emphasized by his armor: a shell of interlocking plates with large shoulder-protectors. He often wears a black hood attached to his armor, concealing his face - safe for his glowing red eyes.
Weapons: Claws, Arms that turn into blades, spinal spikes etc. are all possible forms Aparangi can use, but they're not the only weapons he can form and his full arsenal is limited only by his imagination.
Mask: Hau, Mask of shielding
Powers: Body-Alteration: Aparangi can transform himself at will, to a certain degree. E.G.: turning his hands into claws or growing spikes for better protection. However he cannot alter his physical appearance completely and is locked to the main shape of a Toa.
Traits: Aparangi's spirit is one of determination and tenacity. But a strong will like his often only sees one approach to a given problem. As such he often seems rash and stubborn, sometimes even unreasonable - a trait often leading to friction with the other team-members.
Biography: Aparangi, as a Matoran, lived in the southern, volcanic region of his homeland. Full of grey and twisted trees, sulfurous puddles on the plains and a perpetual mist rising from cracks in the ground - but also rich in minerals and other buried treasure, something the Matoran built an economy on. Aparangi was assigned to protect the workers from Rahi and other threats. When one of the Turaga had a vision of him and five others, he answered the summoning call. There he first met the rest of what was to be the Toa Aitua .
Weakness: His stubbornness can often lead him to take risks that might endanger him or the team. He can be hurt by physical and elemental powers.
Alignment: Chaotic Good
Appearance: Tupua is wiry, a strong but not-as-bulky version of the average Toa. His armor matches this design, with the exception of a high neck protector and broad shoulder guards, that give his silhouette a very straight edge. Like the other Aitua , his armor appears black, minus his mask, which is painted with a white skull-like pattern, from which his ice-blue eyes glow piercingly. He also wears a black hood to obscure his face.
Weapons: A Scythe with a specially designed blade, which can be folded down and fastened onto the handle, turning it into a Volgue.
Mask: Tryna, Mask of reanimation
Powers: Regeneration. Tupua is able to recover from physical injury. The regeneration is very fast, with superficial injuries disappearing within minutes to hours, depending on severity. Yet the power only allows for rapid healing of epidermic biomechanical tissue. A broken bone or injury to internal organs is just as dangerous to him as to any other being.
Traits: Tupua is cold, solitary and often silent. He is very aware of his own abilities and realises the responsibilty they impose on him. He prefers a calculated approach, most times with the persistence of a glacier and applying a ruthless calculus to complex problems. He is aware of the changes that he and the others underwent and he tries to use their new appearance and abilities to strike fear into the hearts of their enemies.
Biography: Tupua was living in a Koro situated in the mountains of his home-village. It was there that the first abductions began and Tupua investigated them even before becoming a Toa. When Aparangi became the leader of the Aitua , he initially disliked the idea of having to work with the stubborn Toa, but realized over time that they needed somebody as driven as him leading them. Since the destruction of their homeland, his introvertness has only increased. It is often hard to figure out how he feels, a fact that he likes. It saves him from many conversations he regards as pointless, as well as questions about his Kanohi Tryna. At first he refused to accept the immoral mask as his own, but he soon realized that they had already done worse things much more unbecoming of Toa than wielding a Kanohi that could raise the dead. Now Tupua walks side by side with his fellow Aitua, using his abilities to bring down creatures of shadow wherever he finds them.
Weakness: Tupua's regenerative abilities do not make him invincible or immortal. Despite being able to take more punishment than other beings, he can still be injured by all physical and elemental means. While his solitary nature is often his strength, it can lead him to taking on challenges too great for him alone.
Alignment: Chaotic Good
Appearance: Mariko is the shortest of the team, with a lean body and muscles defined through endless hours of physical training. He is the only Aitua to wear armor that is truly black. Like that of his bretheren, it also features a hood, revealing only his dark green eyes when worn. The armor itself is tailored to support his close-quarters style of fighting, with additional smaller plates fitted onto what otherwise regular Toa-armor. His vambraces are thick on the outside, as they have to house his extending blades.
Weapons: Katara-like blades, extendable from compartments in his forearm-protectors.
Mask: Matatu, Mask of Telekinesis
Powers: Mariko's power is strange by any standard. When activated, prolongued proximity to him will cause the subject to suffer mental fatigue. Starting with a mild headache the effects will soon become full-blown nightmares and eventually the exposure will cause the target to loose consciousness. The closer one is, the more rapidly the effects take hold. To fully utilize this ability, Mariko has trained long and hard to become an accomplished martial artist, engaging enemies in close combat to quickly wear them down.
Traits: Just as his mask allows him to move objects in a certain direction, Mariko knows that there are multiple ways to approach any situation. Due to his ability he is often the voice of reason in conflict, both within the team and in other instances, as he can diffuse situations rather quickly if necessary.
Biography: Before becoming a Toa he lived in the eastern region of his island, a Koro situated in the foothills of the mountains, thriving on mining. He was the most opposed to the idea of becoming tainted, but willingly followed the other Aitua after the cataclysm destroyed their home, knowing the importance of their task. Since then he has always harbored a feeling of guilt over the decision, often wondering whether or not they made the right call. As such, he tries to keep the team as honorable as possible, to counter their often dark deeds.
Weakness: His high-risk, high-reward style of combat can be dangerous, as he has to rely solely on his mask for ranged engagements.
Alignment: Chaotic Good
Appearance: Rewera has the steeled body of an athlete, clad in a set of perfectly fitted armor, to give her the range of movement she needs. Her armor is also black, but has a blue-green highlight-colour. She also wears a hood, leaving the glow of her yellow eyes as the only discernable feature.
Weapons: Rewera's main-weapons are a set of gloves and small attachments to her feet with retractable claws. She uses them both while fighting and as tools for climbing. Additionally she is a skilled wielder of the Nagamaki-blade, which is stowed in a sheath on her back.
Mask: Mask of Psychometry, The ability to see the past of an inanimate object through touch.
Powers: Since becoming tainted, Rewera's natural senses have become so powerful, that she's been compared to predatory Rahi on occasion. Very agile, she is a fierce opponent, able to hear, see, smell, taste and touch better than most other Toa.
Traits: Wild and untameable, but wise at the same time, Rewera is the most empathic of the Aitua. Her powers have taught her to see things from very different points of view, leading to her being the most willing to compromise. But by Aitua standards, that doesn't say much. Her time spent using her Rahi-like senses often cause her to use instinct instead of reason. If angered enough, her fury can be even greater than Aparangi's stubbornness.
Biography: Rewera hails from the Northern village of her homeland, a Koro based on fishing and the building of boats, not unlike Ga-Koro, a similarity she greatly appreciates these days. Her village was not as affected by the abductions as some of the others, but took a terrible toll on her community. When she became a Toa, she thanked Mata Nui for his wisdom to give the Aitua the power to defend the Matoran. She had always had a great interest in Rahi and she is quoted in saying that observing the animals taught her some of her most valuable lessons.She was the first to discover her new powers after the destruction of the Island; a loss that affected her so deeply that she is sometimes overtaken by the memories. On such bad days, one can often find her alone or in the company of Rahi, as it is easier to cope that way.
Weakness: Rewera's power results in her having a heightened fight or flight instinct, making her more fierce, but also less calculating and more prone to react irrationally.
Alignment: Chaotic Good
Appearance: Physically, Kehua is the strongest of the Aitua. Towering over the average Toa and packed with muscle, he is an intimidating figure. His armor is black with a brown tint and reflects his ability to absorb physical damage. The design is asymmetrical, with the right arm being thicker armored for greater protection and to use his own body like a ram. Due to his style of fighting, his armor is a history wall of scratches, scuffs and dents.
Weapons: A pair of Meteor-Hammers with extendable chains, that can be connected at their end to either form a double-headed variant or kept separate to form two morning-stars. When not in use,he wears them slung across his body.
Mask: Mask of intangibility
Powers: Kinetic Absorption. Kehua can absorb punches, kicks and the momentum of attacks, shrugging them off as if he was made from rock.
Traits: Kehua is something akin to a force of nature. He is an emotional anchor for the rest of the team, as he is not swayed easily and keeps a level head. This makes him seem laid back and even indifferent at times, but his is far from apathetic or unfeeling, quite the contrary. His collected demeanour has resulted in him developing a very dry, laconic humor.
Biography: Adjascent to the Fire-village was a Koro specialized in all techniques of building, a Koro Kehua proudly called home. When earth needed to be moved and construction was to be done, they were there. For hundreds of years, their craftsmanship allowed the island to live in relative comfort, despite its harsh conditions.Having lived with a builders mindset for so long, he has developed a very simple philosophy, applicable to almost every situation in life: First, that every problem has a solution and second, that there is no damage, physical or otherwise, that can not be mended. He has been called naive more than once for his views, but it helped him to cope with the loss of his home and it has made him a source of strength for the other Aitua, as his unwavering optimism rubs off on those around him.
Weakness: While resistant to blunt physical force, he is not invincible. A sword will still cut, though the impact is lesser.
Alignment: Chaotic Good
Appearance: Hailing from a forest village thriving in the soil of his homeland, Taipo is used to climbing, an activity that shaped his physical appearance. He is of average height, with a very strong back that is used to vertical movement. His armor black with a green tint and designed in line with his swordsmanship. His non-dominant left arm features a larger vambrace and shoulder-guard than his sword-arm while the back-sheath of the torso-armor features a thick neck-piece. On his back, he wears a flat backpack made from strong leaves and leather, which also features a secondary sheath for his sword.
Weapons: A Kampilan-Style Sword. The blade is narrow near the hilt and it gradually swells in width into an almost trapezoidal profile at the end. As Taipo's personal weapon, the whole length of the blade is engraved with a pattern common to his home-village. The handle is relatively long to balance the weight of the blade itself. The pommel is shaped to represent the open mouth of a dragon. Taipo carries the weapon attached to his thigh, in a scabbard made from soft wood. If needed, he can draw the weapon without unsheathing it.The blade will then simply cut through the wood. Since the scabbard is so disposable, he has a secondary sheath strapped across his flat backpack, made from tougher material.
Mask: Mahiki, Mask of illusion
Powers: Air. He is the only Toa of the team not to loose control over his element, though why is not known.
Traits: Taipo's spirit is one of fun and mischief. Sharing the often muted approach to the showing of emotions of his brothers and sister to outsiders, he is still very fun-loving and open to a certain degree, making him one of the more accessible members of the Aitua. Being the only Toa in the team not to loose his elemental power in exchange for an ability given to him by the taint, some of the others, especially Aparangi and Tupua often view him with jealousy, except for Rewera, who was and still is his closest friend.
Biography: Taipo came from the western forests of his island, a strip of land dominated by large evergreen trees. His village specialzed in logging and other related activities. Taipo himself used to be a climber, inspecting and finding trees either old enough or sick enough to be cut down. Spending so much time up in treetops and out of sight led to him developing an affinity for practical jokes and scares of his fellow Matoran. While unnerving at times, his high spirits made him a favourite among his fellow Matoran...until the Island sank. Even after hundreds of years, the loss is still fresh in Taipo's mind, something he and Rewera share. But while she has found and outlet, he was often found drunkenly causing mischief in the taverns along their way. Despite this, he is trying to do good when he can, often sharing Mariko's reservations about the things they are forced to do. Shortly after arriving on Mata-Nui, Taipo was kidnapped by shadowy creatures. His current whereabouts are unknown.
Weakness: Taipo's discomfort in using his element often causes him to look at options that do not involve an elemental attack first, even in cases where it would be preferable.