[color=#000080;]Species: Toa (Maru)[/color]
[color=#000080;]Alignment: Lawful good[/color]
[color=#000080;]Appearance: Now a Toa of water, Leah's body retained and amplified many of its physical attributes, like her fitness. Slim and well-toned, she embodies of the essence of Gali. However, the colours of her armour are more cerulean than dark blue, while the lighter armor of her legs and arms have a hint of teal in their light blue. She still retains a white tribal marking on her shoulder underneath the armour though, that shows her old rank and position in the Gukko-Force. [/color]
[color=#000080;]Weapons: A Bo-Staff, that she wields with great skill.[/color]
[color=#000080;]Mask: Kanohi Ruhaku, The Mask of Intent[/color]
[color=#000080;]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:[/color]
[color=#000080;]Red – Angry/intent to attack[/color]
[color=#000080;]Orange – Lying/intent to deceive[/color]
[color=#000080;]Yellow – Afraid/intent to flee[/color]
[color=#000080;]Green – Helpful/intent to aid[/color]
[color=#000080;]Blue – Indifferent/no intent[/color]
[color=#000080;]Violet – Passionate/strong and unknown intent[/color]
[color=#000080;]No color - Mask is being blocked[/color]
[color=#000080;]Powers: Leah wields the element of water with the skill and near the power of a Toa Mata, having been transformed using the essence-stone of Toa Gali. In addition, she is extremely flexible and fit due to constant work and training in her martial art.[/color]
[color=#000080;]Traits: Leah is among the kindest and most caring people hailing from Le-Koro 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 the people adding their own unhappiness to it. Having been granted the power of a first Toa, she is aware that she now has the ability to drive out much of that darkness as well. 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, their Gukko and Kahu, as well as Le-Koro in general that earned her a promotion to First Lieutenant while she was still a Matoran, a rank she is still very proud of. And she applies that same sense of responsibility to her newfound powers.[/color][color=#000080;]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 fervour, 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 felt a lot calmer, a side-effect of the essence of Gali. The full realisation of what these changes all mean has not sunken in completely yet, but she is determined to give her best, whatever may come.[/color]
[color=#000080;]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, looking after the birds, she could be found practicing her martial art at home or helping other Matoran around the village in any way she could. She was and still is close friends with many of the other Gukko-Force members, most notably Sisk, as they had been working together for many years, before Sisk found his personal 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 fully embraced, being in charge of the tamer-teams and ground-crews for the birds after her promotion. In the time afterwards, however, adventure quickly caught up with Leah and she suddenly found herself at the front of the struggle with the forces of 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. It wasn't long afterwards, until a Matoran named Stannis showed up on her doorstep, accompanied by four other Matoran and told her of a prophecy that said she and the others 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 can not run from destiny and 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 short on 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, whose name was 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, who was appointed the 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. At the Suva, it was revealed that Korero was not just to be the chronicler, but that he was the true chosen one to inherit the essence of Lewa, while Lepidran, whom 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 no longer Matoran. The Toa Maru were born.[/color][color=#000080;]Barely used to their new power and appearances, they were beset by Rahkshi, yet each new Toa defeated a son of Makuta alone, before traveling to the great temple at Kini-Nui, where Joske, the vanguard had beaten the Makuta's first lieutenant in a duel and was opening the gateway to a semi-physical world called the keeping place. Here the Maru were tested and eventually, completed their full transformation, emerging with new masks and ready to take on the Makuta. Together, the Toa Maru descended down into the Mangaia, where they faced off against The Makuta's fearsome Manas, and - even more terrifying - the first Toa themselves, corrupted and turned to shadow, before fighting the master of shadows[/color] [color=#000080;]himself. Makuta attacked them with dark visions and his own darkness, 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 afterwards to bring the good news home to their respective Koro.[/color][color=#000080;]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. [/color]
[color=#000080;]Weakness: Despite her immense power, Leah is still a Toa of water. As such, heat and fire are her weakness. [/color]
[color=#800000;][font="helvetica, arial, sans-serif;"]Name: Agni[/color][/font]
[color=rgb(128,0,0);][font="helvetica, arial, sans-serif;"]Gender: Male[/color][/font]
[color=rgb(128,0,0);][font="helvetica, arial, sans-serif;"]Species: Toa[/color][/font]
[color=rgb(128,0,0);][font="helvetica, arial, sans-serif;"]Alignment: lawful good[/color][/font]
[color=rgb(128,0,0);][font="helvetica, arial, sans-serif;"]Description: Standing a head above the average Toa, Agni is perceived intimidating by some in Ta-Wahi when they see him, thanks to his appearance. 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 armour, , which used to be matte black, due to prolonged exposure to the soot of Ta-Koro, but is actually made of a dark gold with a brushed finish. The same was true of his Kanohi. Both have recently been cleaned and polished to revert them to their original appearance. The right shoulder-plate sports the red insignia of the Ta-Koro guard, which Agni serves in. Across his torso run two leather-straps, holding the sheaths on his back in place, while he has a small leather-bag hanging from his hip, holding various day-to-day items, like herbs, light-stones, food, etc.[/color][/font]
[color=rgb(128,0,0);][font="helvetica, arial, sans-serif;"]Mask: Kualsi, Mask of Quick-travel[/color][/font]
[color=rgb(128,0,0);][font="helvetica, arial, sans-serif;"]Weapons: Two short gunmetal-grey blades adorned with red inlays along the blade in shapes of flames, which glow when used to channel fire-powers. Agni always carries them, stowed safely in the sheaths on his back.[/color][/font]
[color=rgb(128,0,0);][font="helvetica, arial, sans-serif;"]Powers: Fire elemental power.[/color][/font]
[color=rgb(128,0,0);][font="helvetica, arial, sans-serif;"]Personality:[/color][/font][color=rgb(128,0,0);][font="helvetica, arial, sans-serif;"] [/color]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, strategist and leader. [/font][color=rgb(128,0,0);]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 code in order to atone for his shortcomings, something that strongly influenced his teaching of Toa Joske.[/color][color=rgb(128,0,0);]Many get the impression that he is a pessimist at first glance, but that is not the case and rather a result of his dry humor. He has lightened up a bit recently, something he blames on Joske's personality rubbing off on him. [/color]
[color=rgb(128,0,0);][font="helvetica, arial, sans-serif;"]Biography: Agni had always been a member of the Ta-Koro guard, even before he became a Toa, as he did not like the feeling of being dependent on good fortune and the six Toa Mata, as much as he admired them. His service in the guard made him feel able to defend his people, despite the lack of elemental control or access to great Kanohi.[/color][/font][color=rgb(128,0,0);][font="helvetica, arial, sans-serif;"]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 crumbled rock. He took the artifact to the Turaga for safekeeping, but the accident turned out to be no accident, but destiny and Agni was turned into a Toa by the power of the stone, which even bore his name carved into it. [/color][/font][color=rgb(128,0,0);][font="helvetica, arial, sans-serif;"]Yet it seems that destiny played a trick on Agni as nothing happened after his transformation that would give him a call beyond that of his duty in the guard and so, the young Toa resumed his post there as an officer of the guard, pondering his fate while fending off Rahi, often frustrated by the thought that there is nothing waiting for him that would justify his transformation into what should be a hero.[/color][/font][color=rgb(128,0,0);][font="helvetica, arial, sans-serif;"]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 a villain named Telric. Hower, that hunt cost them both good friends and they willingly broke to code, leaving Telric to burn alive on his own ship after cornering him there.[/color][/font] [color=rgb(128,0,0);]Back in Ga-Koro, the two Toa decided to part ways after their friend's funeral, to put some distance between them and the previous events. Agni, though with a heavy heart, agreed. The adventure not only taught him the difficulties and responsibilities of leadership, but also the importance of what it meant to be a true Toa. And Agni resolved to never break the code again, Telric becoming his personal cenotaph, a lesson learned the hard way. And with this new knowledge and outlook on life, he finally came closer to his destiny when fate decided to cross his path with that of a fresh Toa of fire named Joske Nimil and the Toa of water named Cael.[/color] [color=rgb(128,0,0);]Recognizing his past self in the newly transformed Joske he offered to teach the young Toa the ropes of his new calling and element, while Cael focused more on the psychological side of the training, wich suited Agni just fine after the recent hardships. Over the following months, the veteran was officially assigned to train Joske (a quasi-punishment for going missing without informing the guard during the previous adventure) and while Joske skills developed under the intense tutelage, the two became friends.[/color] [color=rgb(128,0,0);]And when destiny called upon Joske to aide the wanderer's company in their quest to defeat Makuta, Agni and Cael insisted on aiding their friend without hesitation. Joined by Toa Angelus and Tuara, the group began to retrieve the crystals from each of the Koro's temple, which Joske used to unlock the keeping-place at Kini-Nui, in order to allow the Toa Maru to fulfill their destiny. Together with Joske, Agni aided in defending the Kini-Nui against Makuta's Rahi-hordes and he later aided Ta-Koro in the defense against the Rahkshi-legion. [/color] [color=rgb(128,0,0);]Since his return to the village of fire, Agni has resumed his old duties in the Ta-Koro guard, while preparing for a more special mission.[/color]
[color=rgb(128,0,0);]Weakness:[font="helvetica, arial, sans-serif;"] Water and cold, duh [/color][/font]
[color=rgb(0,0,205);][font="Arial;"]Name: Commodore Ayiwah[/color] [/font]
[color=rgb(0,0,205);][font="Arial;"]Caste and Clan: Menti Caste, Clan Umbraline[/color] [/font]
[color=rgb(0,0,205);][font="Arial;"]Gender: Female[/color] [/font]
[color=rgb(0,0,205);][font="Arial;"]Mask: Kanohi Arthron, mask of sonar, in the shape of a great Matatu.[/color] [/font]
[color=rgb(0,0,205);][font="Arial;"]Discipline: Soulsword[/color] [font="Arial;"]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 childhood, she has become a soulsword of the highest order and a fearsome duelist, so adept in her discipline that many an opponent have been defeated without the Commodore having to take one step, kept at a distance by her psionic rapier.[/font] [/font]
[color=rgb(0,0,205);][font="Arial;"]Weapons: Ayiwah carries no additional weapons to her psionic rapier, except for a crystal knife, a valuable tool on any sailing ship. Aside from that, the belongings that she almost always carries on her person are a small first-aid kit, a compass and a spyglass.[/color] [/font]
[color=rgb(0,0,205);][font="Arial;"]History:[/color] [font="Arial;"]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 discipline. Eager to learn and showing promising progress at a very young age, it was with the Toroshu's blessing that she was allowed to train her ability under Mune himself after completing basic soulsword training in the Yards, 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.[/font] [font="Arial;"]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.[/font] [font="Arial;"]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.[/font] [/font]
[color=rgb(0,0,205);][font="Arial;"]Personality and Traits:[/color] [font="Arial;"]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.[/font] [font="Arial;"]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.[/font] [/font]
[color=rgb(0,0,205);][font="Arial;"]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.[/color][/font]
[color=rgb(0,128,0);][font="helvetica, arial, sans-serif;"]Name: Sisk "The Tamer"[/color][/font]
[color=rgb(0,128,0);][font="helvetica, arial, sans-serif;"]Gender: Male[/color][/font]
[color=rgb(0,128,0);][font="helvetica, arial, sans-serif;"]Species: Le-Matoran[/color][/font]
[color=rgb(0,128,0);][font="helvetica, arial, sans-serif;"]Alignment: Resisting Makuta[/color][/font]
[color=rgb(0,128,0);][font="helvetica, arial, sans-serif;"]Description: A Matoran of average height, Sisk can be described as wiry. His body is colored in the traditional Le-Koro green, with the addition of dark green tribal markings covering his mask, upper torso, shoulders and upper arms. Another thing of note is the white tribal design on his right shoulder-joint.[/color][/font][color=rgb(0,128,0);][font="helvetica, arial, sans-serif;"]Away from his work with the Le-Koro birds, Sisk is hardly seen without his backpack, a small versatile bag made from leather and very tough leaves, also featuring sheaths for his two batons on either side.[/color][/font]
[color=rgb(0,128,0);][font="helvetica, arial, sans-serif;"]Element: none, despite a slight affinity for the Green[/color][/font]
[color=rgb(0,128,0);][font="helvetica, arial, sans-serif;"]Mask: Non-functional Zatth (in shape only)[/color][/font]
[color=rgb(0,128,0);][font="helvetica, arial, sans-serif;"]Weapon: Two Bamboo-Batons for self-defense, however Sisk's prowess in one-on-one combat is merely that of an amateur. He has a talent for using items found in nature around him though.[/color][/font]
[color=rgb(0,128,0);][font="helvetica, arial, sans-serif;"]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. [/color][/font]
[color=rgb(0,128,0);][font="helvetica, arial, sans-serif;"]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.[/color][/font]
[color=rgb(0,128,0);][font="helvetica, arial, sans-serif;"]Biography: Sisk has been on Mata Nui longer then he cares to remember, 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 and tactics to scare them off as well. 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. [/color][/font][color=rgb(0,128,0);][font="helvetica, arial, sans-serif;"]After Tamaru was killed in Le-Koro he requested and got permission from Kongu to travel with the Toa and other 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. [/color][/font][color=rgb(0,128,0);][font="helvetica, arial, sans-serif;"]He joined up with the Ga-Koro Marines in Ta-Koro, who had the same purpose, yet Kapura proved to elusive to track for them and he traveled on with the marines. However, Kapura was not elusive enough for the master of shadows and Sisk, promised to protect the Ta-Matoran, only heard of his demise days later, when he joined forces with Lans in Ta-Koro, after an attack on the hospital there. Devastated at first, he quickly regained his composure, thanks to the nature of Le-Koronans. Together with lans, Verdi and lashev, Sisk formed the "Rahkshi-hunting squad". Together, they aided in the attack on the Rama-hive led by the ILF and later helped during the battle for Pala-Koro itself, after which they immediately got caught up in the defense of Le-Koro, which was attack right afterwards. It became clear that Makuta wasn't the only one threatening the safety of the villages, but that others from inside the villages were trying to carry out their evil schemes as well. After it became apparent that the villagers were slowly loosing trust in the ability of the guards to protect them, after the death of Turaga Matau, Sisk, together with Commander Skyra, began to help the village rebuild, to win back hearts and minds. Shortly afterwards, he assited in evacuating civilians from the Koro when Makuta's Rahkshi-Legion attacked. Sustaining an injury, Sisk has been in the village since, helping out where he can, but looking forward to take to the skies again on Skyscratcher, his tamed Gukko and constant companion.[/color][/font]
[color=rgb(47,79,79);][font="helvetica, arial, sans-serif;"]Name: Rhow[/color][/font]
[color=rgb(47,79,79);][font="helvetica, arial, sans-serif;"]Gender: Female[/color][/font]
[color=rgb(47,79,79);][font="helvetica, arial, sans-serif;"]Species: Skakdi[/color][/font]
[color=rgb(47,79,79);][font="helvetica, arial, sans-serif;"]Alignment: Neutral Good[/color][/font]
[color=rgb(47,79,79);][font="helvetica, arial, sans-serif;"]Appearance: Rhow's appearance mirrors her attitude: tough and brutal, but battered and scarred as well. While she is not as buff as her male bretheren and can be distinguished as a female she is still sturdy and muscular. Her spine is lined with longer fin-like protrusions that have worn over age and now bend to the sides.(Imagine Vezok's spine, but with that free willy bent fin). Her face has the characteristic Skakdi grin, however the chin is not as dominant, however the cheekbones are very prominent. Bedded on either side of the protrusion running from the forehead all the way to the point where the spine begins, two bright neon-green eyes with slitted pupils scan her environment for prey or foes.[/color][/font][color=rgb(47,79,79);][font="helvetica, arial, sans-serif;"]Her armour is dented and scratched, dirty with mud, yet a hue of dark blue with a hint of green can still be made out. If one looks closely, one can see she also carries a small leather bag on her, hanging from her thigh.[/color][/font]
[color=rgb(47,79,79);][font="helvetica, arial, sans-serif;"]Element: Water (in combination with another Skakdi)[/color][/font]
[color=rgb(47,79,79);][font="helvetica, arial, sans-serif;"]Vision power: Thermal Imaging[/color][/font]
[color=rgb(47,79,79);][font="helvetica, arial, sans-serif;"]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 barbarians tool, unclean and deadly, akin to the tooth of some large predator, cast in metal.[/color][/font]
[color=rgb(47,79,79);][font="helvetica, arial, sans-serif;"]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. [/color][/font]
[color=rgb(47,79,79);][font="helvetica, arial, sans-serif;"]Biography: Rhow washed up on Mata Nuis shore one grey morning after a night of storms. Since then, Rhow has forged herself a way to survive on the Island in the forests on the foothills of Mt. Ihu forming the border between Ga-Wahi with Naho bay and Po-Wahi. She has stayed on the move ever since, hunting Rahi and one time even an unlucky Matoran. Anything weaker than her is possible prey and anything stronger 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, bent on survival.[/color][/font][color=rgb(47,79,79);][font="helvetica, arial, sans-serif;"]Abrief encounter with the Hordika Lantz brought her to Le-Wahi, where the two of them 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 the sons of Makuta and the ensuing battle ended the fight quickly and she retreated until the battle was over. This was her first encounter with any other beings, save for Lantz, and she is beginning to realize there are bigger things going on on Mata Nui, that may concern them all. [/color][/font][color=rgb(47,79,79);][font="helvetica, arial, sans-serif;"]Shortly after she met Iraanus, a male Skakdi of water, with whom she traveled to Le-Koro. Together, they formed a group of Skakdi dubbed "the horde" while in Le-Koro. While there, they attended a meeting informing the group of the activities of an organization merely known as "the peers". Asked to help, they traveled to Ga-Koro to inform the authorities there, however upon their arrival during Turaga Nokama's funeral they soon discovered that Ga-Koro was facing it's own problems and the Skakdi got caught up in the fight between the Toa Daedra, 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, call the "great Takea". [/color][/font]
[color=rgb(47,79,79);][font="helvetica, arial, sans-serif;"]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 strenght has been enough. This limits her ability to recognize strategies or to think about the bigger picture.[/color][/font]
[color=rgb(105,105,105);]Name: The Traveler[/color]
[color=rgb(105,105,105);]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. For underneath the traveler's attire there is a wiry body that belies the skill and strength inhabiting it. [/color] [color=rgb(105,105,105);]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. It is comprised of strong, overlapping plates, to allow for stealth and flexibility while providing optimal protection. [/color][color=rgb(105,105,105);]Rounding out the ensemble is a dark red three-quarter long, hooded but sleeveless cloak ,m[/color][color=rgb(105,105,105);]ade from durable cloth and providing protection from the elements. It[/color][color=rgb(105,105,105);] is worn half under and half over the armor, bound around the waist by the straps holding the plates in place. Below the waist, it splits into two halves, allowing for a wide range of motion. 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.[/color]
[color=rgb(105,105,105);]Mask: Kanohi Volitak, the mask of stealth.[/color]
[color=rgb(105,105,105);]Weapons: [/color][color=rgb(105,105,105);]- His primary Toa-tool is a hybrid Kampilan-style sword, not quite as large as a long-sword but not as short as a standard single-handed weapon., which is carried in a sheath on his back and can channel his air-powers. [font="sans-serif;"]The [/color]sword[font="sans-serif;"] has a distinct profile, with the tapered blade [/font][font="sans-serif;"]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 [/font][font="sans-serif;"]which is believed to represent a mythical creature's open mouth.[/font][/font][color=rgb(105,105,105);] [/color][color=rgb(105,105,105);]-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-accessoire, instead of an assassin's close-quarter weapons. These daggers are curved like crescent moons at the bottom, with a finger-ring at the end of the handle. When drawn, the index finger is hooked through the ring while the hand closes around the rest of the handle, the blade protruding forward from the underside of the fist, making them effective and deadly close-quarter weapons. When held the other way around, they also double as effective climbing-hooks to scale wood and rock-surfaces. [/color] [color=rgb(105,105,105);]-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.[/color]
[color=rgb(105,105,105);]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, as well as a wicked sense of humor that shines through on rare occasions. And when it does, it is hard to tell if it is because he genuinely is amused or merely distracting from how he truly feels, a skill he has mastered to perfection. 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, which suits him just - and his job requires it.[/color] [color=rgb(105,105,105);]What that job precisely is varies and does so quite often. Some say he is an assassin, a mercenary, a thief and scoundrel, while there are others that know him as a friendly stranger, a helping hand or a true Toa hero. In his own, humble words, he is "merely a man that makes things happen." But what ties all these traits together though is the cold and efficient approach taken. Whether he sets out to make someone disappear or to obtain secrets, he does it with cold calculatio 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, t[/color][color=rgb(105,105,105);]he 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.[/color]
[color=rgb(105,105,105);]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 very long 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. [/color]
[color=rgb(105,105,105);]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.[/color]
In the circle of stones, six Toa stood silently, the only sound being the wind softly howling as it passed through the ancient arches. Their figures at first were like the shadows, dark silhouettes, their faces obscured by the hoods they wore, yet where the light hit them, it revealed the slightest shimmer of colour. As other Toa had been before them, they were here, 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 in order to bring about its defeat, they had entered the twilight. Having absorbed a tiny portion of the essence of evil itself, they have become tainted, leading to an inherent ability in each of the six to sense the presence of the 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...
Alignment: Chaotic Good
Appearance: On first glance, like the other Aitua, Aparangi's body is completely black. But shine a light on their armor and you will see that they each have a highlight-colour. In his case, red. In his normal appearance, 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 hood concealing his face, safe for his glowing red eyes, which is attached to his armor, also dark in colour and featuring a standing collar.
Weapons: Claws, Arms that turn into blades, Spikes like the Spine of a Rahkshi or Skakdi , which he can grow on his body are all possible forms Aparangi uses in fights, 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 his own will to a certain degree, for example turning his hands into claws or growing spikes for better protection. However he cannot alter his physical appearance too much and can mostly only alter one bodypart at a time and he always remains in the form of a Toa.
Traits: Aparangi's spirit is one of determination and tenacity. But a strong will like his will often see only one approach to a given problem. As such he often seems rash, sometimes going so far in hisstubbornness that he becomes unreasonable, a trait often leading to friction with the other team-members.
Biography: 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 the arch near the center its regions differed greatly, depending on which side of the mountains they were situated. It was not unlike Mata-Nui in many ways and just as dangerous and often Matoran went missing, never to be seen again.Aparangi, as a Matoran, lived in the southern region, a part dominated by volcanic activity. The trees were grey and twisted, sulfurous puddles were spread across the flat regions, while a perpetual mist rose from cracks in the ground. But it was also rich in minerals and other buried treasures, Something the Matoran of that region 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. The Turaga showed them prophecies and tablets speaking of a place of power and that it would be their task to find it. Aparangi gladly took to the task, an escape from his boring day-to-day life. After searching all over the Island, they finally came upon a hidden way that led into the mountains. This was the last time the six would be seen as Matoran. For not long after they journeyed into the mountains, seismic activity caused an earthquake that shook the whole Island. As the villagers recovered, a Toa of the classic elements appeared in each of the Koro, helping where they could with previously unseen powers, never truly explaining their origin.But it was clear the six had returned, in new forms. Once the rebuilding was complete, they were summoned again by the Turaga and were named Aitua, in honor of their unexpected return, as if resurrected as spirits. Eager to take the initiative, Aparangi soon became the leader of the team and for a time, there was peace. Until more Matoran began to go missing. Investigating the disappearance, they found a living shadow was taking the Matoran, one that seemed impossible to track, as if it could anticipate their every move. Confused and frustrated, they turned to the Turaga for guidance, but the elders advice brought them no closer to stopping the abductions of what had become dozens of Matoran. Eventually, tired of chasing after a being that outsmarted them every time they seemed to gain on it, Aparangi led the young Toa in the exact opposite direction than the Turaga had advised. And as if by chance, they walked right into a small village, terroized for days by the very thing they were after. They fought as best as they could, but whatever their adversary, it soon ran, rather than to stay and fight. Enraged, Aparangi confronted the Turaga about it, but instead of aiding them, they were chimed for not following instructions.Confounded, the Aitua held a secret meeting, a suggestion made by Tupua. It was there that the quiet Toa revealed his suspiscions, that the Turaga were involved and that they had played them for fools. They didn't want to believe it, but in the desperate search for a way to stop the shadow, they decided to at least investigate if there was any truth behind Tupua's claim. Heavy-hearted, they secretly abandoned their hunt and instead focused on their own elders.After weeks of doubt and high tension between Aparangi, who felt like he was failing the Matoran by remaining inactive and Tupua, leading the investigation into the Tuaraga, their suspicions were finally confirmed.The Turaga unwittingly led them to a secret meeting of their own, a black mass. Gathered around a pool of living darkness, they revealed themselves to have been the ones to have captured the Matoran, sacrificing them to their master, in order to become stronger themselves.They were the living shadows, that had killed the original Turaga long ago and assumed control of the Island. When Aparangi and the others had been revealed to be chosen to become Toa, they had sent them to what they had believed to be certain death. But when their plan failed, they tried to continue their work in secret and to mislead the Toa until it was complete. Aparangi demanded to know what their master would gain from all this, but laughter was his only answer.Betrayed and enraged, the Aitua engaged the shades in battle. After a long and brutal fight, they were eventually destroyed by their combined elements. But before the Aitua could begin to realize their victory, cataclysm happened. As the Island crumbled around them, they were faced with the prospect of the darkness escaping to do to other Islands what it did to theirs. Out of time, the Aitua made a terrible decision: To find the darkness wherever it went, they touched the pool, becoming tainted with the very thing they fought, losing consciousness as the process began. And as they became familiar with it, they were changed, from pure heroes into something darker.When they awoke again, they were on the beach of their Island, which was seemingly tearing itself apart. Without their traditional elements and new masks, the Aitua were forced to flee, together with the few surviving Matoran of their homeland. And as they watched their Island getting swallowed by the sea, they swore they would find the servants of the darkness and destroy them all. Since that time and with newly discovered powers, Aparangi and his fellow Toa have traveled the known lands, using the infection within them, seeking out the corrupted beings and putting them to rest, 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.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 best described as wiry, a strong but not-as-bulky version of the average Toa. His armor is constructed along the same-lines, with the exception of a high neck-protector-piece and straight-shoulder-guards, that give the slope from his trapezoids to his shoulders a very straight edge. Like the other Aitua, his armor appears mainly black, minus his Tryna, whose front is adorned with a white pattern, giving it a skull-like appearance from which his ice-blue eyes look out of. He also wears a black hood to obscure his mask and while traveling.
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 to a degree where he can quickly from wounds in battle, an ability that has served him well, especially in combination with his mask. The regeneration is very fast, with bruises and small cuts healing within minutes and deeper cuts gone within an hour or more, yet the power only allows for superficial healing of biomechanical tissue, while a broken bone or injury to internal organs is 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,often resulting in putting his will against Aparangi and sometimes even Mariko and Rewera, as he applies 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 so, Tupua, in his free time, did small investigations into them on his own, 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 over time he has recognized that they needed somebody as driven as him leading them. Since the destruction of their homeland, his introvertness has only increased, leading to him becoming a very silent character. It is often hard to figure out how he feels about certain issues, a fact that he secretly likes. It saves him from many conversations he regards as pointless, as well as curious questions about his Kanohi Tryna. At first he never fully accepted the immoral mask as his own, treating it with great care, but realizing that they had already done worse things unbecoming of Toa than to wield a Kanohi that could raise the dead.Now Tupua walks side by side with his fellow Aitua, often called "Toa of death", using his abilities to bring down creatures of shadow where 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 sometimes taking on challenges too great for him alone.
Alignment: Chaotic Good
Appearance: Mariko is the shortest of the team, but still well-proportioned and a lean body, the muscles defined through endless hours of physical training. He is the only Aitua to wear armor that is truly black. Like that of his brethren, 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 is the regular Toa-armor. The vambraces are relatively thick on the outside, as they have to house the extending blades he uses.
Weapons: Katara-like blades, extendable from compartments in his forearm-protectors.
Mask: Matatu, Mask of TelekinesisPowers: Mariko's power is strange by any standard. When activated, prolonged 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 victim 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. While down to earth, he still can think quickly on his feet.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: Even during their hunt for the shades, Mariko always tried to be the voice of reason for the team, stepping in when Aparangi and Tupua argued, time after time. Before becoming a Toa he came from the eastern region of his home-island, a Koro situated in the foothills of the mountains, thriving on mining for precious stones in the roots of the mountains. His village was the one with the least abductions yet hewas the one who first found the secret passageway that led the six Matoran into the mountains on their quest, as he knew the terrain well. During their fight with the shades, he was the most opposed to the notion of actually allowing the darkness to become one with them, but after the cataclysm, he willingly followed the other Aitua, knowing the importance of their task.Since then he has always harbored a feeling of guilt over their decision at the time, 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: Can be injured or killed by all conventional and elemental means. His high-risk, high-reward style of combat can also be dangerous, as he has to rely solely on his mask for ranged engagements.
Alignment: Chaotic Good
Appearance: Rewera has the slim body of an athlete, with defined muscles of protected by a set of armor following her curves perfectly, to give her the range of movement she needs. Her armor is also black, but has a sort of blue-green highlight-colour. Like Aparangi, she often wears a hood over her mask, 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 fighter 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 object through touch.
Powers: Since becoming tainted, Rewera's natural senses have become so powerful that she has once been compared to a Rahi stuck in the body of Toa. Very agile, she is a fierce opponent, able to hear, see, smell, taste and touch better than any other Toa known to her.
Traits: Wild and untameable, but wise and kind at the same time, Rewera is the most emotional of the Aitua, even though as a group they maintain a cold outer appearance. Her powers have taught her to see things from very different points of view, leading to her becoming a mediator in conflicts, trying to find the solution that works best for all the parties involved. But her time spent using her Rahi-like sensesoften 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 the number of missing Matoran was still enough to know something was wrong on the Island. When she and the others were called and turned into Toa, she thanked Mata Nui for his wisdom to chose Champions to defend the Matoran. She had always had a great interest in Rahi and she is quoted in saying that observing the animals was something that taught her the wisdom she is attributed with.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 grief. On such bad days, one can often find her in the company of Rahi, as it is easier to cope with the feelings 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.She can be harmed by all elemental and conventional means.
Alignment: Chaotic Good
Gender: MaleAppearance: Physically, Kehua is the strongest of the Aitua. He stands half a head taller than the average Toa and is very muscular, making him an intimidating figure. His armor is black like that of his brethren, but with a brown tint and reflects his ability to absorb physical damage: A heavy shell of protosteel. The design is asymmetrical, with the right arm being thicker armored, especially the upper arm, allowing Kehua greater protection and also to use his own body like a ram, to bring down doors and other obstacles. Due to his style of fighting, his armor is more scratched than that of the other team-members.
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 with their chains.
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: Down to earth and rock-solid, much like his appearance, Kehua is something like 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, even if events affect him emotionally. Sometimes this can make him seem laid back and even indifferent, but it is a trait that allows him to focus in tough situations. However, this does not make him apathetic or unfeeling, quite the contrary. His collected demeanor 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 Kehu proudly called home. When earth needed to be moved, they were there. When walls needed to be raised,they were there as well. 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 thereis 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 an emotionalanchor for the other Aitua, as his unwavering optimism rubs off on those around him.
Weakness: Kehua can be hurt by elemental powers. While resistant to physical attacks, he is not invulnerable to them. A sword can still cut, though the effectiveness is lessened.
Alignment: Chaotic Good
Appearance: Hailing from a forest village, not unlike Le-Wahi on his home-island, except for the trees being ever-greens thriving in the soil of the land, Taipo is used to