Name: Arius Species: Ta-Matoran Gender: Male Affiliation: Mata Nui, Order of the Temple. Weapon: A gladius short sword, primarily a thrusting weapon, sometimes in conjunction with a parma, a iron round shield around 90 cm in diameter. with a round boss at the center. Appearance: Tall for a matoran, he wears simple but well maintained and polished armor, and over it wears white flowing robes to distinguish him as a holy man. Biography: Arius is a veteran of the wars against the Makuta's rahi beasts during the long dark periods before and after the coming of the Toa Mata. He lost his family and many of his friends in the interim between the first Toa's disappearance and Makuta's defeat at the hands of the Toa Maru, a time of which he still feels the pain and hopeless that troubled all through that time. Following the Toa Maru's triumph he felt what he took to be divine inspiration and left society behind for time, living as a hermit and spending his days in prayer and meditation, only now having returned to the outside world. Arius holds a strong faith in the traditional religion of Mata Nui, but is not a fanatic, he tries to understand stand the believes of others (With the obvious exception of Makuta's worshipers and cultists.) even if they are false, and the idea of using force to convert nonbelievers is repugnant to him, and also of little relevance since the majority of the island are already nominal members of the faith, requiring only a call to revival and action. He preaches that the Makuta, as the Great Spirit Mata Nui's opposite and evil brother, is not dead and will come again, and so the people of Mata Nui must be ready and what remains of the Makuta's influence purged. His hope that if the people of Mata Nui hold to his virtues and produce great acts of faith Mata Nui will awaken and cast down the Makuta forever, and plans on accomplishing this by rebuilding the Kini Nui, driving off the Rahkshi and other evil that lurks there, as well as inspiring the island's populace to renewed piety and zeal. He presents these beliefs in a passionate, but understated and matter-of-fact, manner, it is not his fault if someone refuses to accept the truth. They are obvious, even self-evident to him. While he believes himself to be one of whom Mata Nui has chosen to enact his will upon the earth, he remains humble, viewing himself as unworthy of the honor. He is calm and slow to anger, preferring to take a measured outlook and considering his words and actions. He is also, however, slow to forgive, and can bottle up rage or bitterness and let it fester without letting it pierce his pious exterior. Weakness: Being a simple matoran, he has no supernatural or magical abilities, unlike Toa or some of the other races now integrated into matoran society. Name: Enyo Species: Dashi. Caste and Clan: Saihoko, Taajar. Gender: Female. Alliance: Neutral. Appearance and gear: Average height and build for a Dashi, but lean and slightly on the underfed side. Her body is almost completely a middling green-blue color, with only a few streaks of gold lining crystal. Wears a faded dark red tunic that flows down to just beneath her knees and is belted at the waist, where a cheap crystal short sword hangs. When traveling Enyo also carries a simple pack on her back that contains miscellaneous belongings and some low mass item she might be currently trading in. Biography: Enyo has been a wonder from the beginning. The daughter of a wondering merchant, she was born and bred on the roads between the many scattered settlements on the island of Oki. Hard times and occasional violent embroilment in inter-clan conflicts has made her weary beyond her young years, but she still tries to be hopeful about the future. Coming from years of experience Enyo has developed a good trade sense and skill at brokering deals, and can defend herself with reasonably competence with the sword hanging from her waist if it called for, which she always hopes it will not; Bloodshed is nasty business, and should be avoided if at all possible. Weakness: Has neither the magic mask nor physic powers of a Dasaka or their equivalent. While she can up make somewhat for her average swordsmanship by fighting dirty and using any means necessary to achieve victory, a competent fighter can most likely best her. Name: Kethrye. Species: Toa. Element: Ice. Gender: Male. Alignment: People of Mata Nui. Power(s): Elemental Ice, Mask Power. Mask: Kanohi Tryna, Mask of Reanimation. Weapon(s): Longsword. Fighting-Style: Kethrye’s mode of combat is not particularly elegant, mostly consisting of hitting enemies as hard as possible with his sword. He usually tries to avoid melee combat, preferring to take out opponents with his elemental power if possible.Appearance: Standard size for a Toa. Basic design beings a more streamlined version of the armor worn by the Toa Mata with three ice spikes mounted on each shoulder. His armor is primarily colored white with areas of crystal blue scattered throughout. Biography: Kethrye is friendlier and more open then is stereotypical of Ice-associated beings. He is doggedly loyal to his friends and allies, but distrustful towards those who he considers dangerous. His sense of humor is a bit on the dry side, which isn't surprising considering he grew up in Ko-Koro. Kethrye was an early member of the Island Liberation Front, a group dedicated to fighting the Makuta's influence over the island. As the group grew he become gained the trust of the ILF's leader, a fellow Ko-Toa named Madrihk, and was promoted to de facto secondary in command of the group. In the last days before the Toa Maru triumphed over Makuta, the ILF's headquarters in Pala-Koro were attacked and almost completely devastated by an army of Makuta's followers, a battle in which Madrihk disappeared and Kethrye was forced into taking charge, and he did his best to keep the group together and rebuilt the village in the aftermath. After Makuta's defeat the ILF limped on for a time without real purpose of goals, until finally Kethrye and the others decided to part ways, as the group no longer had a real purpose to exist. Weakness(s): Kethrye, as a Toa of Ice, is not fond of overly warm climates. A being with Fire-related powers would counteract easily counteract his Ice power, forcing him to rely less on it. Name: Feondulf Species: Matoran Element: Iron Gender: Female Alignment: Chaotic Neutral Affiliation: None Power(s): The Parakuka Latched to her spine grants her the ability to make use of its’ energy reserves, granting her brief periods of increased speed, strength and agility. When active the Parakuka transforms her appearance into a hunched and more threatening-looking version of herself. Mask: Matoran Kanohi Kakama, Mask of Speed. Weapon(s): a cheap, basic protometal dagger; A smaller back-up knife that she hides in a pouch in her belt. Fighting-Style: Feondulf’s fighting style revolves around the use of her Parakuka, using it to increase her strength to end the fight as soon as possible. If a fight lasts longer then the time her Parakuka is active she will adapt a dodging, more cautious mode of battle (especially against more powerful opponents such as Toa or Skakdi.), in an attempt to whittle down her enemy’s strength. Appearance: She is taller and stronger than most Matoran on Mata Nui, her body is similar to those of the Metru Nui Matoran, albeit skinnier. Her skin is burn orange and her armor is primary metallic grey with some areas of Bronze, including her mask.Biography: Feongulf is the daughter of Fe-Matoran refugees who fled from darkness in their homeland to eventually find an uncharted island paradise. Of course, the paradise part was not completely true. The refugees soon found that the idyllic island had troubles of its’ own, the Matoran inhabitants were threatened by hordes of Rahi beasts and the island’s six Toa, heroes with a millennium of expectations behind them, had went forth to challenge the darkness gripped their home and then. . .disappeared.The family of Fe-Matoran joined some of the other newcomers in the frontier settlement of Xa-Koro, hoping to help build a place of peace. As their young daughter grew up corruption began to plague Xa-Koro, criminals and Makuta worshippers made the small city their own. Feongulf’s parents spoke out against them and hence were murdered in their sleep. Alone and without anyone to take care of her Feongulf made a living as a petty thief before eventually clawing her way up to a position of minor power within the gang run by Ferrin, an mayor Xa-Koroin crime-lord. Recently the Island Liberation Squad killed Ferrin and his gang collapsed Feongulf left the shambles of her former occupation and struck out on her own. She eventually encountered a strange, spiny creature that latched onto her back and knocked her unconscious. Feongulf awoke days later to find that the creature had bonded with her, granting her fascinating new abilities. This let to her into a brief stint as a follower of Makuta, later getting caught up in the sordid past of a fellow Matoran member of the Followers, Xerov. Feondulf prefers to avoid combat if possible, and will attempt to run or sneak way from most situations that involve combat. She’s a bit paranoid around others, a trait that has only grown since being latched by a Parakuka, she is still able to trust others (up to a point) enough to function in her line of work. Even with her paranoia she isn’t one to betray allies, better to keep the few you can get.She isn’t a very humorous person, and large amounts joking tend to gain her distrust. On Mata Nui the kind of people who keep a constant smile on their face are the same ones that will stab you in the back as soon as looks at you.She wears a cloak to hide the Parakuka attached to her spine, drawing it around her when she activates it. Life in Xa-Koro has taught her that it’s best to keep any advantage hidden, keeping your enemy unaware. Weakness: Feongulf, even with her Parakuka active, is still weaker than a Toa or other powered being.