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Trydahk’s Rahi
(Note: Trydahk is my replacement name for Tridax, because his name is otherwise way too similar to Teridax’s in terms of spelling.)
Trydahk was a collector who delighted in the bizarre, the eccentric, and the unusual. He liked things that stood out, and he enjoyed keeping track of them; He was infamous for having an unusual ‘collection’ of various antiques and artifacts, with miscellaneous histories and functions tied to them.
These interests manifested in Trydahk’s Rahi creations as well. Trydahk enjoyed creating unusual Rahi, unique for the sake of it- While still being interesting enough to warrant their uniqueness as well. He devised many one-of-a-kind species, and collaborated with Mutran on a couple of projects in the past. Trydahk enjoyed elusive cryptids, and he liked creating Rahi that came in a wide variety of colors, patterns, and other individual differences. His Rahi bred variety amongst their numbers, and it was always a fascinating hobby for Trydahk to catalogue these various breeds and sub-types of Rahi, and even collect a few for his own personal collections in stasis.
Trydahk once devised a species of Rahi with complex patterns, with no pattern ever being quite the same amongst any individual. Then there was a species of butterfly with extravagant wings that came in gorgeus arrays of colors, constantly shimmering with just the slightest differences here or there. Many Rahi had variations amongst their kind, as a result of regional adaptations- If Trydahk’s Rahi could not naturally adapt to their environment, then he would make the occasional adjustment here or there to a group accordingly. He was one of the few Makuta who tolerated Mutran’s habit of altering others’ Rahi without their permission.
He was particularly interested in accidental Rahi and creations not intended within the designs of anyone, as well as Rahi not created by the Makuta; The Protocairns were delightful to him, and despite being sapient, Trydahk had added quite a few Zyglak to his collection. Trydahk was a collector at heart- And a collection needs to be able to last. He was well-versed in the power of Stasis, and his desire to store, preserve, and reliably transport things led to his invention of the Trydahk Pods; Space-warping storage containers that could hold more space on the inside than their outsides would suggest. With his Rahi, while not all of them had a longevity… There were a couple that did, such as a microscopic species of tardigrade that could go into extended periods of hibernation, and then awake centuries later as if nothing had happened. Trydahk also created a species of fish that would bury itself into the mud prior to a drought… The drought would dry up the mud with the fish inside- But when the rains returned, the mud and the fish within would rehydrate, and continue on their business like nothing happened.
Hibernators were amongst Trydahk’s portfolio, with some creatures capable of undergoing unprecedently extended periods of time by generating their personal stasis fields. Trydahk once made an insect that could even survive fossilization… Its cells and components would have the ability to reverse petrification. Others couldn’t recover from this, but they managed to lay microscopic eggs that would survive. Once, a volcano had buried an entire region underneath a layer of ash, and many of the buried victims were a species of Trydahk’s. When the ash was unearthed centuries later, the fossilized remains were left behind; But microscopic eggs still within the pouches of those deceased Rahi remained, and when exposed to water and decent conditions, were able to hatch anew as if nothing happened!
Aside from preservation, Trydahk also dabbled in microscopic Rahi, more than most… He enjoyed testing his limits, creating creatures that were tinier and tinier. He had dominion over Space and was able to warp it to teleport and access other locations, as well as ignore/alter size. Trydahk utilized his specialties well to create microscopic species, and designed a fair amount of Rahi that could adjust their sizes. He once worked with Bitil to create the Protodites, and collaborated with his partner and Antroz to design the prehistoric Kikikori Nui.
Even some of Trydahk’s Rahi displayed his obsessive penchant for collection- Such as a bird Rahi that frequently picked up odd trinkets here or there, and compiled them into its nest. Often times this species would display its collection in order to impress and attract mates. Trydahk had a few primates with a natural curiosity for unusual things, who would steal from passing-by travelers and hold onto these souvenirs with a stubborn might. With Teridax and Kojol, Trydahk had made a few creatures, such as a species of bird, which effectively utilized primitive tools and materials from its environment to access resources.
A few of his creations were masterful escape artists, able to disappear at a moment’s notice, such as by turning invisible and/or camouflaging… While others were incredibly difficult to capture and hold down, such as a species of slipper, elastic eel. Trydahk knew the art of evasion well, and it was a big reason as to why Teridax had entrusted him with overseeing Destral during the Destiny War… Although even his best efforts weren’t good enough, according to Tobduk.
Amidst Rahi-creating, Trydahk was also a fan of cataloguing various species. He went out of his way to record the variations and different types of Rahi his brethren had made, and was intent on learning of some of Kojol’s mysterious, secret Rahi… Oftentimes he would collect a unique specimen here or there for his own collection. Trydahk would often go on extensive escapades into unknown territory, such as in the Southern Straits, in search of the unusual and bizarre, and the rumored.
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Xian Characters, Features, and Landmarks (Pt. 1)
Roodaka- Roodaka is the ruthless CEO of Vortixx Industries, having secured a practically permanent position there from a young age after she scaled The Mountain. A cutthroat business-dealer, she helps direct the company’s actions, oversees stocks, and surveys the occasional experiment or investment, providing a personal hand of involvement every now and then. She has done business with just about every major power in all of Xia, and is among the Powers That Be. With an eye for potential, she has led Vortixx Industries to the top of Xia’s arms-manufacturers, and is not just content with her current success either. Roodaka is an opportunist, and will and has back-stabbed others and crushed enemies for the total domination of Vortixx Industries.
She is cold-hearted and ruthless, and believes whole-heartedly in the idea that might makes right. Roodaka has been conditioned both by experience and by others that only the most powerful have the authority to lead; If one cannot prove their merit and mettle, then they are a liability and must be cast out, not to be trusted by neither peers or even themselves. Regularly Roodaka does puzzles and tests her intelligence, reflecting on and questioning her own progress. And despite being a noble, Roodaka despises most other aristocrats like herself, seeing them as pompous, lazy fools who have become atrophied from resting on their laurels. A sharpened wit is the key to victory for Roodaka, and she sees challenges as the ideal whetstone for her mind.
She has no intent of letting herself become weak and arrogant, and seeks to do more with her life and purpose than just a live a pointless, meaningless life of hedonism. For Roodaka, she wants something more; More than what the other rich fools on Xia typically have to offer. She has no intention of living and dying like any other fool, and for that she sees little difference between most of Xia’s upper-crust and its lower-class. Control is all Roodaka cares about, and she prizes the ability to strike fear in one’s minions in order to keep them in line.
Roodaka herself is not necessarily a fighter, and is thus often flanked by a trio of Exo-Toa Lerahk, machines she helped oversee the design and construction of. But even without her bodyguards, Roodaka is not entirely defenseless- She has access to a Rhotuka Gauntlet that allows her to spawn a wheel of energy, one that drastically mutates whatever target it comes into contact with. Roodaka possesses a cruel sense of humor, and has used her Mutation Rhotuka to dispatch enemies of hers, often leaving them to suffer their cursed forms as ruined outcasts of society. Roodaka herself is highly intelligent, able to read and understand others well, and is a master-manipulator and complex schemer.
Sidorak- Known as the ‘Visorak King’ in some sectors of Nynrah, Sidorak was once an esteemed, celebrated war general with a wide collection of medals on his chest to honor him. However, his boldness eventually got him in trouble with one of the Powers That Be; And incensed, the powerful individual had Sidorak exiled to Nynrah as a death-sentence. Stripped of his title, rank, and badges, most would have despaired and left themselves to die in Sidorak’s place- But Sidorak himself continued forging on, making a new path for himself in Nynrah.
He eventually came into contact with a pack of Visorak Spiders, and recognizing that the creatures wanted to be free from their Nynrah Ghost masters to hunt as they pleased, Sidorak offered them freedom. He defeated the Visorak Spiders before letting them know that underneath his command, they could have total freedom and impunity to hunt and kill as they pleased; And having been won over by his strength, the spiders obliged to Sidorak’s offer. Ever since, Sidorak has slowly begun to amass a Visorak Horde of spiders under his command, and has become an enemy of the Nynrah Ghosts for providing their creations an outlet with which to go rogue.
Now, Sidorak frequently roams Nynrah with his packs of Visorak spiders, leading them on hunts for prey. A bold, charismatic commander, he has won the loyalty and respect of his soldiers, and is now adorned with a ‘medal’ made up of webs, gunk, and other unsavory materials that he treasures as a personal token of comradery. Sidorak is a true commander, personally leading his armies into battle and fighting alongside them. He desires to help his Visorak spread and hunt as they please, and this has put him at odds with multiple Vorox Clans.
Sidorak is a skilled combatant and a brilliant strategist. He wears a breathing apparatus over his lower-face, covering his nose and mouth in order to protect himself from airborne pathogens and other contaminants. On his left arm, he wields the Herding Blade; A powerful artifact that can cast a brilliant crimson light that will summon and herald Sidorak’s armies to himself. As for Sidorak’s right arm, it is cut off at the elbow; Instead, it has a mechanical implant. Hovering slightly beyond this implant is a mechanical tri-claw that can shoot energy-beams from its palm, or Rhotuka that instill loyalty and obedience within targets. Sidorak can launch this cybernetic arm of his forward, latching it onto surfaces before using it as a grapple to pull himself forward with the electro-magnetic connection it has with his implant.
Turaga Dume- Once a lowly errand-boy in the Artidax District, he has since risen to power as a totalitarian dictator controlling most of the region. Dume is strict and harsh, believing in the evils of free will, and desires total control as a means of peace; He has command over the Vahki to enforce his will and the laws that he passes. Local powers frequently ally with Dume, letting him use his Vahki as a replacement for traditional law enforcement, allowing Dume a wide reach over Xia. He is the island’s head of security, and is responsible for cracking down on dissidents and punishing them, as well as brainwashing and encouraging the Xian population to become mindless, obedient workers for all of eternity.
Dume has a stern, tall face, and angular shoulders, constantly walking with his back hunched forward and his arms folded behind him. He wears a clean, dark-red uniform, with a coat, hat, and black boots to match. Dume believes in total discipline over himself, and can be found frequently strutting the halls of a Vahki Hive, allowing zero reprieve in the face of his duties. He oversees all actions and data from his Vahki and frequently collaborates with Xian powers on suppressing riots, unions, and other forms of rebellion.
The Shadowed One- An ancient warlord and the leader/co-founder of the Dark Hunters. The Shadowed One has no known origin nor name; His earliest appearances were as far back as the War of Six Kingdoms, at least. Back then, he led a cruel mercenary organization known as the Dark Hunters alongside his lieutenant and co-founder Ancient. Centuries of success on various missions and assassinations have earned him Xia’s most powerful crime organization. The Shadowed One operates from within the Odina Fortress, having a hand in brutal murders, thefts, and other various crimes as he seeks to consolidate power for himself.
Prideful to a fault, he is a twisted and charismatic individual with a cruel sense of humor. In his quest for power, The Shadowed One has employed researchers and invested others in the creation of unique and dangerous assets for his Dark Hunters. Recently, he has attempted to gather the six fragments of Makuta’s Mask of Life, all of which are inexplicably on Xia, hoping to recreate the world-ending artifact. What exactly he has planned for it is unknown, but knowing him, it certainly can’t be any good.
The Shadowed One can conjure powerful eye-beams that disintegrate and deconstruct anything they touch on the molecular, even atomic, level, granting the warlord the ultimate offense. He wields a staff capable of summoning and creating crystalline formations that he can control and carry through the air as if by telekinesis, and The Shadowed One has used many gems to slaughter enemies or subdue them. In addition to this, he can conjure a Rhotuka; One that temporarily inflicts devastating madness of any sort onto victims. The Shadowed One is a skilled, experienced combatant, and with his skills combined with his powerful abilities, he is an unstoppable opponent.
He possesses one additional, terrifying ability as well; Those foolish enough to challenge The Shadowed One in his own throne room will sometimes find themselves unable to move from their positions upon confronting him, as if their own feet were attached to the floor. By the time his rebels realize this, it is too late- The Shadowed One will unleash his eye-beams, vaporizing them all as they cannot move out of the way. Whatever the nature of this invincible ability, it is the final seal on the apparent unstoppable power of the mercenary-king.
Spiriah- A brilliant and disgracted scientist, Spiriah was once a member of the Nynrah Ghosts. However, his own incompetence and poor handling of the Nynrah Incident, in addition to being somewhat negligent in containing the leak of VISORAK, led to his reputation being tarnished. Even so, he retained membership amongst the Nynrah Ghosts, until a botched experiment involving the Skakdi Clan of Zakaz resulted in them becoming far more dangerous, temperamental, and difficult to control than intended.
With the Skakdi incident as the final straw, Spiriah was exiled and disgraced from the Nynrah Ghosts. Cast out and bitter, Spiriah quickly found work from The Shadowed One, who was eager to employ his skills. Spiriah happily performed experiments with the intent of furthering the Dark Hunters’ power, proving his intelligence and hidden potential. With Spiriah clearly a viable researcher, The Shadowed One eventually entrusted him with Makuta’s notes, gathered from the Mask Hoarder’s abanoned lab by Dweller. With additional resources straight from Okoto, Spiriah set to work dissecting and discerning the very nature of Life energy itself, eventually implementing his findings into various experiments, many of which became Dark Hunters themselves.
Having turned his life around after his past failures, Spiriah went on to help lead experiments on the Kanohi Dragon alongside Vortixx Industries. However, he disappeared after going on an expedition to Nynrah, hoping to gather resources and intel; Attempts to locate him (or his body) have failed, and the Dark Hunter Tracker has been unable to find anything sufficient enough with which to track down Spiriah. Presumably, he has been killed by the Vorox- Or perhaps by the Nynrah Ghosts, who did not want their academic knowledge to be shared amongst the Dark Hunters, regretting their exile of Spiriah?
The Shadowed One himself in unsure… Regardless, Spiriah was an innovative individual who could’ve unlocked many more forbidden secrets of Life had he not disappeared- Perhaps, with the proper resources, he could’ve even gone on to rival Makuta himself! Not that it mattered, because Makuta, too, has perished…
Trydahk- The leader of the Nynrah Ghosts and its ‘high priest’, Trydahk is considered the most brilliant and esteemed member of the group. His intelligence and work has helped spawn and pioneer multiple Xian inventions, including the lethal VISORAK, or the Zamor Launcher. The space-warping Trydahk Pods are named after the Nynrah Ghost himself, and he desires to unlock the secrets of reality at any cost; No matter how many innocent lives must be sacrificed, or how much destruction he must cause. To him, understanding everything is the only thing that matters, and Knowledge is his peace of mind.
Intriguingly, Trydahk has been around since the very inception of the Nynrah Ghosts, several decades ago. And yet, he does not seem to be any older than he currently is, despite his age back then meaning he should be dead by now. Who knows what experiments he performed on himself to allow this?
Nektann- A brutal Skakdi warlord, Nektann was named after the powerful Xian war-machines that plagued Zakaz alongside other machinations of destruction. An unstoppable brute, Nektann quickly rose to power amongst the Skakdi, challenging other warlords and defeating them in combat. Now, he has practically reunited the Skakdi clans back into one, promising his brethren glory and conquest upon the rest of Zakaz.
Tall and thuggish, Nektann is nevertheless cunning enough to have earned control over the Skakdi. He wields an ornate Crescent Scythe in combat, and is a loud and boisterous individual who will happily partake in carnage. Unsurprisingly, Nektann is seen as ‘undignified’ by other Xians, but he doesn’t let this get to him. He knows the Skakdi are looked down upon as modified ‘freaks’, but he figures that will change when he marches upon Zakaz and becomes one of the Powers That Be.
Nektann frequently rides to combat, leading his armies on mobile war-machines and vehicles. He himself rides a large one equipped with a massive grinder-wheel on the front. Additionally, he has a pet Muaka adorned in spiked armor. He got the beast after buying it off of the Dark Hunters, who themselves got it from Umarak on a whim. Nektann is proud of his exotic pet and likes to boast of its foreign, mysterious origins, but some Xians doubt the validity of his claims- They believe the Muaka is just another manufactured bioweapon, an assertion that greatly angers him.
#bionicle#bionicle rae#xia#roodaka#sidorak#dume#the shadowed one#spiriah#tridax#nektann#trydahk#nynrah ghosts#vortixx#visorak#skakdi
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Visorak
These biomechanical spiders are considered synonymous with the mutagen they carry in their fangs; VISORAK, short for Virus of Reconstitution and Killing. The Visorak Horde is comprised of multiple packs that serve their creators, the Nynrah Ghosts, but have also proven to be rebellious and strong-willed in the past themselves. Programmed to enjoy hunting, all Visorak spiders have the innate urge to track down prey before paralyzing and injecting them with venom, and finally cocooning their victims to eventually mutate.
Created early in the Nynrah Ghosts’ tenure, the Visorak served multiple purposes as guard-dogs, personal protectors, security, enforcers, etc. Their primary function however was to manually carry out the mutations of VISORAK by injecting various test subjects out in the wild with the virus, and then hauling back the infected to be analyzed by the Nynrah Ghosts. Prior the Nynrah Incident, Visorak spiders would be sent out into packs -usually with a designated squad leader- into what few areas of wilderness existed on Xia.
Dispersing within the wild, the packs would randomly target prey –sometimes a specific species depending on the task of the day- and paralyze them with their Rhotuka spinners. From there, a victim would be injected with VISORAK, before being wrapped up into cocoons and hauled back to one of the Nynrah Ghosts’ laboratories.
Cocooned victims are kept in a separate part of the facility. Sensors keep track of subjects’ life processes, with the cocoons providing an ideal environment for the most drastic of transformations. Some subjects are unable to survive their mutations, dying in the process; Such failures are dragged off by the Visorak spiders and thrown down a chute, to be processed into bio-matter. This fate occasionally applies to Vorox too weak to emerge from their cocoons without help, although some examples are still salvaged for analysis by the Nynrah Ghosts, just in case.
Upon completing a mutation, the transformed victim tears their way out of the cocoon. Sensors and cameras monitoring patients’ activity notify the Nynrah Ghosts, who send down a Visorak pack to surround the cocoon, Rhotuka ready. From the webbing emerges a freshly-mutated, and often hostile, Vorox; Before the creature can fight back, the Visorak paralyze them with their Rhotuka, before dragging the subject to a secure prison cell to be analyzed and studied.
Due to the randomized, drastic nature of VISORAK mutations, many retrieved experiments have yielded fascinating biologies and abilities, many of which have given the Nynrah Ghosts insight into the nature of Life itself. Many bioweapons have been genetically reverse-engineered from Vorox mutations, with the Nynrah Ghosts taking frequent inspiration from the wide variety of organisms that have resulted from VISORAK.
As the main carriers of VISORAK, the biomechanical spiders are the ‘face’ of the mutagen, and meant to unlock the virus’ full potential by consistently infecting and carrying back subjects in a generally-controlled procedure. For a while, the Visorak Horde worked in the wilds, hunting without impunity, although some would continue their task even when given the order to head back home. Aside from the occasional uprising here or there, the Visorak Horde remained obedient.
Some packs with skilled experience on their belt would be assigned with hunting down enemies of the Nynrah Ghosts, sometimes merely to paralyze and retrieve; Other times to mutate as well. However, there have been incidents of targets being mutated despite orders dictating otherwise- Such is the flaw of the innate programming of these creatures, meant to result in highly-intelligent pack hunters that can strategize and cooperate with one another, while also needing to hunt in order to feel satisfied.
When the Nynrah Incident first began, packs of Visorak spiders were sent out to neutralize and contain infected citizens, before transporting them back to the Nynrah Ghosts’ facilities. As cases quickly sky-rocketed, nearly all Visorak packs were sent out onto the field at unprecedented rates, and the ability to keep track of all of them began to wear thin. Inevitably, as with their aforementioned rebelliousness, some Visorak packs got high on the hunting spree; So many Xians, some transformed and others still in the process, were available for them to pursue!
Many of these packs became so immersed in their hunts that some even began to target non-infected Xians, mutating them; Some Vorox were even given a second dosage. The Nynrah Incident was a nightmare for many, but for the Visorak, it was paradise. And with their creators distracted and more permission to hunt than they had ever received in their lives, some packs of Visorak inevitably chose to defect from their masters. Most had never spent so much time beyond the facilities, allowed to rampage, with so much time between orders; They felt the allure of self-determination and couldn’t imagine leaving it behind.
These rogue Visorak contributed even further to the Nynrah Incident, infecting more Xians and leaving their cocoons behind to eventually hatch horrific Vorox. The credibility of their Nynrah Ghost creators was called into question; Many Vahki were sent in to apprehend and control these rogue Visorak, to varying success. A few loyal packs were assigned with bringing back their defecting brethren; But upon encountering them, were quickly convinced to also rebel. Growing packs began to actively seek out loyal groups and induct them into their ranks.
It was a disaster for the Nynrah Ghosts, and it eventually culminated in the district’s complete and total quarantine. As the dust began to settle and the trapped inhabitants of Nynrah adjusted to a new, chaotic lifestyle, many of them would continue to fear the Visorak Horde; Be it those serving the Nynrah Ghosts or operating under their own terms, either possibility was incredibly dangerous.
After adapting to Nynrah’s downfall and even embracing the situation, the Nynrah Ghosts had their Visorak spiders operate almost entirely within the district. Packs would be sent out to mutate non-infected survivors, or even try injecting already-transformed Vorox with new strains of virus and mutagen. Deadly plagues would be tested upon the various monsters roaming Nynrah, while others would be captured and sent back to the Ghosts for analysis. It was a lifestyle that the Visorak Horde quickly enjoyed.
For the rogue packs, many resisted attempts by the Nynrah Ghosts to recapture them; Such missions were usually carried about by non-Visorak servants, such as the bio-weapon Bruisers, a mechanical Slizer or Exo-Toa, and even a mercenary here or there. Trydahk set a new policy; Either detain and capture rogue spiders, or else kill them entirely so they won’t interfere with field-studies and experiments.
The rogue Visorak continued their hunting sprees as they pleased, often meeting resistance from bands of Vorox; But otherwise they were unhindered, infecting and cocooning the non-mutated and even those who were already Vorox. Many Vorox, unable to handle a second dosage of VISORAK, have entered comas or even died from within their cocoons. Many of these rogue Visorak have also settled for outright killing their prey in wanton massacres.
When the esteemed general Sidorak was banished to Nynrah, he adapted to the fallen district and seized control of a Visorak pack. Earning their respect as a leader and honorary ‘Visorak’, Sidorak was given a commemorative badge, hand-made by his troops to signify his newfound status. From there, Sidorak went on to incorporate other rogue packs into his growing army, using either diplomacy or force. Beneath Sidorak’s command, many rogue Visorak have defected from the Nynrah Ghosts, drawn to the allure of a lifestyle where one can hunt and kill as they please.
Sidorak’s growing horde has gone on campaigns against enemy Vorox clans, as well as the Nynrah Ghosts, sabotaging facilities, creations, and experiments. Clans led by the likes of Malum or Kabrua have come into conflict with the Visorak, who seek to exterminate them and vice-versa. Since Sidorak’s tenure, his rogue Horde has engaged in repeated guerilla warfare against their enemies, and hope to one day topple the Nynrah Ghosts. Doing so would not only establish freedom for all Visorak spiders, but grant the Horde access to the resources needed to create many more of their kind…
When The Shadowed One transported Xia to Okoto, the walls of Nynrah were heavily-damaged by the ensuing quakes, collapsing in multiple areas. Led by Sidorak, many of these rogue Visorak have escaped out onto not only Xia, but Okoto as well.
As of the Xian-Okotan War, Visorak both loyal to the Nynrah Ghosts or Sidorak are now being employed by the Barraki as a brutal asset against their enemies. Under his master Makuta’s command, Sidorak is now leading his Visorak Horde against the Okotan Alliance, working with the Nynrah Ghosts he once fought against; The Nynrah Ghosts themselves are unhappy with Sidorak’s continued reign, and want him brought to justice.
But as an esteemed Brotherhood of Makuta member with continued victories, Sidorak is allowed to operate. And as his successful campaigns have begun to stack up, more Visorak spiders are being made and transferred beneath his command under the Barraki and Makuta’s orders. Even spiders loyal to the Nynrah Ghosts find themselves working alongside these rogue packs, and are now beginning to question their current way of life.
The Nynrah Ghosts are naturally anxious about this, and fear Sidorak will seize control of the entire Visorak Horde from them, converting the spiders into the Brotherhood of Makuta’s army. The Ghosts suspect this of being Makuta’s true intentions, and are considering having Sidorak assassinated; Such treacherous ideas are discussed in secret, and are being cautiously shared with Roodaka, CEO of Vortixx Industries…
In the meantime, the Visorak Horde is greatly enjoying new hunts on the exotic island of Okoto, and find the change of scenery to be a welcome vacation. An entire islands’ worth of new species has been made available for them to hunt, and many Visorak spiders are invading to their hearts’ content. Many others are adapting to a new lifestyle of formalized warfare against the Okotan Alliance and Xian Revolution, but ultimately enjoying this as well.
Since their arrival on Okoto, many Visorak have taken to targeting the mythical Rahi, putting them at odds with the shape-shifting Krahka. Attempts to capture the Kardas Dragon have all resulted in utter failure. As Okoto’s natural landscape is razed and damaged by the Visorak, many of its wildlife have taken to fighting back, putting up more of a fight than most of Xia’s beasts. The success of certain species has varied, with Rock Raptors and their Spiny Stone Ape allies faring well; Others, like the Kikanalo, are suffering devastating losses, whilst creatures such as Sea Skimmers are outright huntingthe Visorak for sport!
The Visorak themselves are also curious regarding their Brotherhood allies; Many are fascinated by the Skull Warriors’ undead, indestructible nature, while others withhold the urge to hunt and mutate animals controlled by the Skull Spiders. The Visorak and Energy Leeches are hostile towards one another, and have gotten into spats in the past, with varying victories on either side. Energy Leeches that have developed into stronger stages tend to handle Visorak with ease, draining their spinners mid-air. The Visorak are both mortified and fascinated by their rivals’ strength, and wish to openly fight with the Energy Leeches despite being less numerous.
Visorak are massive, biomechanical spiders, with each one about the size of a fully-grown adult and more than capable of subduing humans on their own. Armed with an armored carapace and crest on their heads, Visorak have the standard eight legs of spiders, with their front pair acting as forelimbs. Visorak have massive, metallic mandibles with which to attack prey and handle objects; Their venom is injected through a smaller pair of syringe-like fangs.
Built within the abdomen of a Visorak is a Rhotuka launcher. As a result of their manmade status, the Visorak are able to rotate through a variety of Rhotuka powers at will; Their standard Spinner paralyzes prey by shutting down multiple parts of the nervous system, while enabling vital organs to continue functioning. Other abilities include activating the nerves to transmit signals of pure, agonizing pain; Bloating the bodies of victims, causing them to float to the surface of water; Absorbing nutrition and directly transmitting it back to the Visorak; And acid that can melt through even steel.
In addition to this wide variety of abilities, Visorak also possess many other traits as well. They can see in total darkness, and possess enhanced senses to detect prey. Their tracking and hunting abilities are potent, and they’re adapted for long-distance hunts. Visorak have potent camouflaging abilities that make them nearly invisible, and can slow down their life-processes to just short of death, making them hard to detect; This ability also enables Visorak to enter periods of rest and hibernation should sustenance remain scarce.
The armored head of a Visorak can temporarily harden to become resistant to physical harm, enabling the spiders to charge forward like living battle rams. Disturbingly, the Visorak can also perfectly mimic sounds and voices, and will often echo the voices of trusted allies to confuse and disorient enemies, lulling them into a false sense of security or greatly unnerving them; It is not uncommon for a felled Visorak to deter an enemy by begging for its life in the voice of a loved one.
Visorak are able to naturally skate on the surface of water, although they can deactivate this ability to pursue underwater targets. Luckily, they are poor swimmers; If a Visorak wishes to return to the surface, their bodies can synthesize buoyant gases that will cause their bodies to float upwards, before releasing them from the mouth.
A Visorak’s living components consist of protodermal tissue, which is more durable and longer-lasting than regular organic fibers, and yields greater strength. As a result of their protodermis-based bodies, Visorak are immune to their own venom, as well as certain other poisons; Protodermis is more inflexible than flesh and thus resistant to change.
Their green, protodermis-based webs are strong and powerful, thicker and more durable than a typical spider’s. These webs sometimes spew a fog that conceals the surrounding area, obscuring it for ambushes; Visorak often mark their territory with these webs, wrapping up entire areas within them. These webs are sticky and cling, but Visorak are able to climb along them with ease.
Visorak also use their webs for hunting, laying traps for prey, or shooting strands from their mouths or abdomen. A message-system has been incorporated by the Visorak with these webs, with mile-long strands strewn across areas; Visorak can message and signal one another by tapping along these webs in a manner similar to morse code. Nests and hideouts are often sealed with barriers of webbing that are easily torn-apart by Visorak and then replaced, and the Horde’s fortifications can be found containing cocooned victims as a form of morbid hunting trophies.
As a result of their programming, both genetic and technical, the Visorak are highly-aggressive pack hunters. A social species, they tend to organize themselves into groups, often deferring to a leader decided through a contest of strength. Visorak are remorseless, ruthless individuals who want only to hunt as they see fit, mutating or killing all in sight.
This desire is innate, a natural part of their programming to create the perfect hunter; But it can also backfire as well. Many Nynrah Ghosts have found their Visorak difficult to handle, as they desire to hunt even when ordered to go home; Due to their respect for powerful authority, the spiders will often contest and question the strength of their creators. They can sense weakness, and will often act upon it.
Visorak will only yield to those they see as strong, possessing rebellious wills. Even without the influence of Sidorak, many chose to defect against the Nynrah Ghosts, while others even plotted to overthrow their creators. To keep them in line, the Nynrah Ghosts have relied on methods of pain, force, and fear. Many packs have chafed greatly beneath the strict control of their masters, and resent them for it.
Despite their hostility, the Visorak are capable of loyalty and respect. As mentioned before, they value strength and powerful leadership; Those who serve under Sidorak do so loyally, valuing the general for his brilliant tactics and comradery with underlings. Sidorak has often personally commended a Visorak and rewarded them for success on the battlefield, and it is beneath his command that many spiders enjoy thrilling hunts on a regular basis.
When left to their own devices, Visorak will sometimes wrestle with one another using their mandibles, to pass the time- They are patient when hunting, but restless otherwise. Sometimes Visorak torture prey with their Rhotuka, acting on their natural love of torment. These attitudes of sadism and respecting power are preconceived notions, programmed into the Visorak to make them both potent hunters and brutal exterminators.
In regards to their minds, Visorak are highly-intelligent creatures, able to strategize and coordinate effectively to hunt, and even anticipate the actions of prey. They possess their own language, referring to themselves as ‘Stealers of Life’ and ‘Poisonous Scourge’ in their tongue. Visorak are borderline-sapient, although they lack much of a discernible ‘culture’ due to their sole interest in hunting, nor are they able to read. Despite this, Visorak can perfectly understand orders and even ‘speak’ by mimicking voices. They are curious creatures, and require stimulation.
Personalities exist and vary somewhat amongst the species, with some more pre-disposed for leadership than others. Visorak can argue and question loyalties, exercise creative problem-solving, and potentially even consider their place in the universe. All feel genuine emotions, from hatred and fear, to thrill, and even respect- They may even be capable of happiness and genuine love. Visorak possess the personal concept of names for one another and themselves, further contributing to the argument for their sapience. They can be instructed to build entire structures by webbing together pieces of debris, and craft complex web-systems across their territory.
While Visorak are undoubtedly creatures with a natural hostility towards all, there are some who consider and even argue for their right to exist as living creatures; However, their manmade status and threat puts this right into question. The Visorak cannot be blamed for their pre-programmed natures, but they nevertheless act upon them; However, it is not like they have ever had access to an environment that would not only allow, but even encourage peace and pacifism.
And despite their general aggression towards outsiders, exceptions have been made not only for individuals but even entire species; The Visorak exist in symbiosis with the bioweapons known as Venom Flyers, with the latter often acting as scouts and air-support for the swarms, in exchange for food ensnared by the spiders. Similarly, ant-like Colony Drones regularly provide Rhotuka spinners containing energy edible to the Visorak- Though it should be noted that the Visorak keep the Colony Drones alive for sustenance, and that their good relations are likely programmed.
Colony Drones are an invention of the Nynrah Ghosts specifically made to feed the Visorak and keep them in line; Sidorak managed to gather many of them to feed his rogue Horde. Visorak can also feed themselves through the draining-power of their Rhotuka, which was programmed as a failsafe should the Colony Drones be compromised- This method does not yield as much nutrition as a Colony Drone’s spinner, however.
Curiously, the Visorak have been observed to spare Silver Chute Spiders, passing over and sparing the arachnids completely; The Nynrah Ghosts have no explanation for this, and are certain this behavior was not programmed. Perhaps it is a fluke in the programming, or maybe the Visorak feel a comradery with these spiders- They also seem to respect the rarer Fikou Nui bioweapon as well. Regular Fikou and other spiders are not nearly as lucky with the Visorak, paradoxically enough.
Amidst the brutal Xian-Okotan conflict and Core War, nobody really has the patience nor resources to test theories of co-existence with the Visorak, and the Horde cares little for the opinions of others. If the war comes to an end, the spiders will likely be exterminated, or else placed into indefinite stasis. For now, the Visorak remain an infamous threat that is both feared and hated by enemies and allies alike.
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Kraata Powers in YaBr
So for YaBr (Yet another Bionicle rewrite), I’m gonna cut down the number of Kraata powers drastically. My reasoning is that a lot of the Kraata powers are fairly redundant and can be lumped together to become even stronger, or are simply too OP; Likewise, it’s for balance. It’s fine when it’s just OUR Makuta who has forty-two powers, but then there’s an entire species of them, and… That’s just too OP for me.
I’ll go into more detail later in this post, defending my decision to cut down the number of Kraata abilities for the sake of power-scaling… Though since some abilities are just combined, the selection is arguably mostly the same in all but name. But for now, let me list the ones I’ve settled upon as well as their colors, numbering at a total of twenty-five (this list is subject to change);
-Anger (White)
-Fear (Red)
-Hunger (Black)
-Disintegration (Blue)
-Shattering (Brown)
-Poison (Green)
-Lightning (Silver)
-Confusion (Spring Green)
-Vortex (Gold)
-Density Control (Black and Lime Green)
-Gravity (Copper/Bronze)
-Illusion (Magenta)
-Invulnerability (Gray)
-Magnetism (Light Gray with Red and Blue accents)
-Telepathy (Lavender)
-Plant Control (Dark Green and Dark Brown)
-Plasma (Keetorange)
-Sound (Purple)
-Healing (Dark Blue)
-Rahi Control (Orange)
-Shapeshifting (Tan)
-Sleep (Maroon)
-Slow (Yellow and Light Blue)
-Stasis (Aquamarine)
-Teleportation (Pink)
My reasoning for the removed abilities being;
Accuracy I took out because I think it’s simply way too OP; An Accuracy Rahkshi can be given a lethal poison dart, and be guaranteed to take out its opponent pretty much immediately… The same can be said for the Makuta as well. Being able to strike even the smallest target, from a huge distance under any condition- Too easy to exploit.
Adaptation also feels either overpowered, or too vague to me, kind of like the Mask of Conjuring; I feel like its parameters aren’t set specifically enough and are likely to blur, plus it kind of matches with Shape-shifting anyhow. This is arguably just lumped in with Shape-shifting to be honest, so probably not even a loss to begin with.
Chain Lightning and Electricity are the same. It’s just called ‘Lightning’, and those at higher stages have the ability to make their bolts jump from target-to-target.
Chameleon is replaced by Illusion. It’s made entirely redundant by the latter.
Cyclone is sort of lumped in with Weather Control and Vacuum as part of the new power Vortex, I’ll explain later; But no matter which route I take with this trifecta of powers, Cyclone is always going to be made redundant by one of them.
Darkness, I actually agree with what @rebuiltbionicle said, that as basically the element of Shadow –which all Kraata are linked to anyhow as spawns of the Makuta- it should be kept more exclusive to the Makuta in particular, or to trained individuals like Roodaka. It is clarified to be a sub-power of Shadow, but overall I jive with that logic.
Dodge is like Accuracy, in that’s too overpowered for me, too liable to be abused to make it impossible to defeat a Makuta- And it also makes Trydahk’s (my new name for Tridax, too similar to Teridax for me) anticlimactic death by Tobduk even more ridiculous to me.
Elasticity is one I actually like and am personally biased towards, and for a while it WAS its own thing… But as I thought about it, I figured the parameters of shape-shifting made room for Elasticity, so I lumped them together. So specifically, a higher-level Shape-shifting Rahkshi can use their powers to make themselves rapidly elastic; Otherwise, changing shape is a bit of a concentrated and arduous process.
Fire and Ice Resistance are in with Limited Invulnerability, which is just Invulnerability now. It feels redundant to keep them separate, it feels intuitive to mash together the temperature resistances, as well as with Invulnerability (which in canon is ALSO resistant against extreme temperatures and thus makes the Resistances redundant). Plus, imagine being a Rahkshi of Ice Resistance. Everyone else has a cool and devastating ability and you’re just really hard to freeze. WAY too conditional and kind of weird with Adaptation, which I brought up earlier.
Heat Vision and Laser Vision are the same, the difference is SO minute and frankly pointless, it really is just padding to create more collectables. Not only that, but I’m lumping the two Visions together into Plasma… Because when I stopped to think of it, both involved shooting beams of hot energy, it’s just one did it from the eyes, the other did it from the staff. So I’m lumping them in together; Plasma Rahkshi of later stages can shoot beams of plasma from their eyes.
Insect Control and Rahi Control are lumped together. The distinction feels arbitrary and pointless.
Mind Reading, I actually expanded into Telepathy! This is a power that actually gets an upgrade, because it’s cool. Mind Reading itself might be a later ability for higher stages, but as a Telepathy Rahkshi, they can also contact others mentally the way a Makuta can.
Molecular Disruption is just Disintegration. Redundant, and while it can also make objects intangible… Density Control allows you to bypass solid objects anyhow. Sure it’s more inclusive for others who don’t have that ability, but in the end, kind of pointless.
Power Scream I’m lumping in with Sonics (now Sound), similar philosophy to Plasma getting the Visions. Might be a later ability for Rahkshi, though as Kraata, screaming is how they express their power.
Quick Healing is just Healing. I’m not really changing it for the record, just the name- Though I might add the ability to heal certain irreparable wounds, but I’m not sure how to specify. Being able to regenerate makes a Makuta even harder to kill, and yes, Healing Rahkshi can also aid the Spherus Magnans.
Silence is one I deliberated upon, because for a while I actually WAS kind of happy to keep it separate, as its own power… But in the end, I’m thinking of just lumping it in with Sound. Aside from lessening the padding, part of the motive for lumping Kraata powers together is to make them stronger on their own as a result, instead of more specialized as a support ability.
But now, for the one that’s most controversial, even to myself, and thus most likely to change… Weather Control (and by extension Vacuum, I’ll explain later). I LIKE Weather Control, but a part of me feels like it’s more of a combination of elements Water, Air, Ice, and Lightning. Like with Adaptation, I think the parameters for this one are a bit harder to define, and thus easier to exploit- So for now, it might just be best to remove it entirely. Again, this is one I’m reluctant towards, but if you can summon a mini-blizzard, why not just have Ice?
An easy answer is of course that a Toa’s control is always greater than that of a Rahkshi, and so it’s kind of hypocritical for me to keep in Magnetism for example… But on the other hand, I do kind of vibe with the idea that Makuta doesn’t have any of the elements of the Toa Nuva. So if there’s no Rain (Water), Blizzard (Ice), or Wind (Air)… Then there’s no Weather Control as its own power. And as I said, Lightning is its own separate Kraata power.
So then I think- Okay, I guess we’ll just go with Vacuum? I think it’s sort of similar enough to Cyclone, but not creeping too close to Air- It relies on the principle of a complete void that things rush in to fill, plus Lehvak-Kal is an actual canister set with his ability present in the comics and everything. It was cool seeing all of the Bohrok-Kal have their powers represented by Makuta. And using Vacuum to suck in a huge amount of air, creating a cyclone directly leading into the vacuum- That can combine Cyclone, and sort of invoke Weather Control.
At which point, I might just call this new power Vortex; It’s basically Vacuum and Cyclone in one, creating a Vacuum that in turn summons a cyclone surrounding itself, dragging people in. The idea is that a Vortex Rahkshi’s staff will spin like helicopter blades, which of course adds to the danger of being shredded at the end of this cyclone.
I am a bit concerned that it’s creeping a bit close to Air, which is why I have to emphasize that the cyclone is a byproduct of the vacuum, not a specific power created from it- A Vortex Rahkshi can’t generate a gust of wind, and really only uses its powers to pull others in, or itself towards others, and spin its staff around like a blender. It can also ‘neutralize’ attacks and projectiles by absorbing them into the void at the center of its vortex, pulling dangers away from itself or others.
(Hmm... at this point, maybe I should just keep the name Vacuum.)
In the end, I’m kind of open to rescinding my take on Weather Control, simply because I think it’s just really cool; Plus, the Gold color scheme of its Rahkshi is great, and I have vivid memories of reading about the Golden Weather Control Rahkshi from The Darkness Below. So there’s a personal nostalgia and bias for this ability as well.
…To be honest, I still think Shattering makes Disintegration kind of redundant; But by the end of the day, some things are too iconic, and too sacred, to change. Sure, we never saw Guurahk use its Disintegration powers in the film, but it was a classic canister set. I’m taking liberties with a lot of these other extraneous powers because nobody really cares for them; We don’t see most of these powers present as actual Rahkshi, or even by Makuta… So it doesn’t matter to anyone but a really dedicated fan. They weren’t in the story we were familiar with, nor the sets.
By the reverse of this principle of course, that means Disintegration and Shattering are together, as their own separate powers. And as I said, bias towards powers with actual presence in the story is why I feel more warm towards Weather Control. And with Heat Vision, I arguably made it cooler by adding Plasma to it, so there’s that.
I also changed the Rahkshi colors too… And Kraata colors; For the sake of simplicity, Kraata powers match their Rahkshi colors, more or less. And again to make things easier to keep track of, each Rahkshi has its own unique, full-body color, to help it distinguish and stand out more. There are exceptions, for personal reasons; I made Plant Control (AKA Jungle) Dark Green and Dark Brown, simply because it just feels like a good fit.
For Slow, I actually like the Yellow and Blue coloration (plus it’s the only one with Yellow, Plasma is Keetorange), mostly because I imagine it having a similar jagged, lightning-bolt pattern and coloration to the Quick Ball from Pokemon, which is also related to Speed, and of which I love. Density Control is Black and Lime-Green, the same coloration as Gorast- That’s how I always imagined that Rahkshi’s appearance as a kid when reading The Darkness Below, complete with Gorast’s black-and-green claws to boot. Magnetism got additional Red and Blue accents including its eyes, solely because I like that visual pun for all Magnetic characters; Even Gahlok-Kal sort of fits this!
And in regards to colors, some I tried to keep accurate, while others were given entirely new colors, for the sake of avoiding confusing color combos, with the biased exception of Slow Rahkshi of course- Insect Control is part of Rahi Control, but it’s Orange because of nostalgic bias from, again, The Darkness Below. It’s called Sound but it’s Purple like Power Scream, because it had the cooler and more simple coloration between the two. So on, and so forth.
But, that’s about it! For Rahkshi, at least… For those who stuck through or skipped ahead just to read my justifications on reducing the Makuta abilities;
I do plan to reframe the powers of the Makuta as various spells they have access to, as mages- I do think that better fits their range of abilities into a more reasonable perspective, while still terrifying, but also suggests specialization that keeps a Makuta from being too powerful… Besides those such as Teridax, Miserix, Icarax (that’s a lot of X’s) of course.
But overall, it needs to be believable that the Toa Nuva can defeat an entire team of Makuta, and I don’t want every member to have instant, effortless access to a Stage 6 ability from the get-go. It doesn’t really fit with how some Makuta are relatively easy and anticlimactic to kill, such as Spiriah or Trydahk. Even if Spiriah is specifically a loser, I still want the Makuta to have some gravitas and danger, while not being either monstrously overpowered, or outright incompetent for forgetting various powers.
Plus, a lot of these powers aren’t really removed, they’re just lumped in with other abilities- So still present, it just won’t externally manifest as its own separate Rahkshi. And I want each and every Rahkshi to be a viable threat of its own, hence why powers have to be combined for some (again, imagine being a Rahkshi of Ice Resistance). So any Makuta can still shoot lasers from their eyes, while also having Plasma powers, they’re just technically part of the same ability, but expressed in different ways. Splitting them into Forty-Two creates redundant Rahkshi and makes the variety for Makuta sound way more impressive than it actually is… Which seems in-character, but for simplicity, I’m narrowing it down.
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Nynrah
Once a prosperous district, Nynrah was the home of Xia’s most esteemed and elite scholars. Academics would find education in its prestigious colleges and universities, and Xia’s next generation of their finest, most brilliant minds were hosted here. Experiments into the very nature of the universe and life itself were conducted in order to unlock the secrets that conducted reality itself.
One particular group of scientists emerged, known as the Nynrah Ghosts for their reclusive nature and pale masks. These Nynrah Ghosts were the most elite scientists and researchers in all of Xia, and were dressed in identical, uniform cloaks and outfits to prevent contamination and protect themselves during experiments. The Nynrah Ghosts did not care for ‘ethics’ or anything else they saw as hindering their search for the truth, and their forays into science and their various experiments. The homeless and prison populations were frequently sent to them to be tested upon, and they helped design a wide variety of deadly weapons, such as Rhotuka, the Hagah Plasma Cannon, Destructors, Zamor Launchers, and even the Vahki themselves.
Graduates and other students who showed promise in the field of study would be inducted into the Nynrah Ghosts, led by their leader Trydahk, creator of the space-warping Trydahk Pods he named after himself. As the Nynrah Ghosts helped lead multiple technological advancements, they also began to experiment with biology, with the anatomies of Xians and other organisms. In particular, they found interest in Viruses, volatile, energy-based substances that had a wide variety of effects and reality-warping natures.
Demand for their Bio-Weapons, organic creatures bred specifically for warfare and combat, rose in areas such as the Zakaz District. Biomechanical creatures meant for killing and assassination were devised, and horrific mutagens were created and tested within underground facilities. The Nynrah Ghosts operated with total impunity, and eventually created their most infamous mutagen of all; VISORAK, the Virus of Reconstitution and Killing. VISORAK’s powerful mutagenic properties, when applied to a victim, would randomly recode and reprogram their genetic sequence, mutating them into just about anything.
Experiments on test subjects with VISORAK allowed the Ghosts to examine a wide variety of mutations they never could’ve imagined, and if a discovery was made with a particular mutation, it’d be studied, analyzed, and potentially even replicated and enhanced if considered potent enough. Waves of Bio-Weapons were designed after curious Visorak mutations, with those altered by the virus dubbed as ‘Vorox’. Intelligent, biomechanical spiders loyal to the Nynrah Ghosts, with a penchant for hunting and an immunity to Visorak, were designed to carry the venom within their fangs and inject it into victims.
The Nynrah Ghosts initially operated discretely and illegally, sending their Visorak Spiders out to capture Xians and animals in the dark of night and deliver them to labs, where they’d be cocooned and injected with nutrients to help facilitate a mutation. Some Vorox were too damaged by their mutations to emerge from their cocoons, and were deemed failures and thrown amongst the bio-waste. Those that did emerge would be stunned and paralyzed by the Visorak spiders’ Rhotuka, to be properly contained and studied by the Nynrah Ghosts.
Horrific experiments continued as usual, until one day, an incident happened. A Xian Heart was detonated, and while the exact details behind the accident are uncertain, it led to the destruction of a facility as various Bio-Weapons escaped and fled out into the surrounding district of Nynrah. Civilians were attacked, and rogue Visorak spiders fled, forming into packs to hunt and mutate as they pleased and desired.
The Vahki were sent in to contain the incident, but more accidents began to happen, a chain-of-events, a horrific butterfly effect. Vorox accessed the water supply, dying as Visorak leaked into the waterways and was spread throughout Nynrah’s various canals, contaminating the water supply. This was only worsened when another facility was damaged and breached, and Visorak and other Viruses were released into Nynrah’s drinking water, with disastrous results; Many Xian residents were horrifically transformed, with some dying from the mutations, and others becoming destructive monsters devoid of conscious thought, acting only on murderous instinct.
A few airborne plagues were accidentally released as the damage worsened. Riots ensued as Dume, Xia’s Head of Security, attempted to instate a mandatory quarantine and curfew, only for citizens to get infected anyway. Xian corporations focused on protecting their stocks over providing for those trapped in their homes, and resources dwindled as citizens became desperate. Xians fought over the remaining supply of food and clean, bottled water, even as Vahki violently suppressed riots and Vorox and other Bio-Weapons began to overtake Nyrnah. Mutations were spreading rapidly, and at this rate, it seemed almost the entirety of Nynrah’s water supply was infected.
Chaos and anarchy began to descend as monsters and outbreaks spread out. The Nynrah Ghosts desperately attempted to quell the damage, but it only worsened as rival gangs and crimelords fought one another openly and deployed powerful weapons of destruction, including another few Xian Hearts. The Nynrah District began to actively collapse as cities burned and mobs of infected monsters roamed about.
Dume became desperate to contain the incident, and announced a mandatory quarantine of the entire Nynrah District. Although some citizens managed to escape Nynrah before it was fully enstated, far too many were instead trapped when the Vahki erected massive, towering walls that surrounded the entire district. The coast was sealed off with giant Sea Gates to prevent the leakage of Visorak, mutagens, and other Viruses into the ocean surrounding Xia itself. Any and all travel from Xia was completely banned, and anyone and anything, from Vorox, to Bio-Weapons and Visorak spiders, and even uninfected Xians, that came too close to the border would be shot on sight by the Vahki, with stun staffs set to lethal.
The horrific series of accidents, outbreaks, and the utter collapse of what was once the most prosperous Xian district, would later become dubbed the Nynrah Incident. The district was almost completely sealed-off, with heavy protection in the form of battalions, turrets, and even a few artillery cannons stationed along the walls. Entry and exit from Nynrah was expressly-forbidden by Dume.
Those Xians trapped inside had a few options, most of them unpleasant. Some were outright skilled; Others were mutated. Some continued living cutthroat lives, gathering into groups and competing with one another for resources, while fending off rogue Vorox and roaming Visorak spiders.
As for the Nynrah Ghosts? Most of them operated relatively safely from the underground safety of their bunkers and more secure facilities, examining the situation through cameras. And while some were horrified by what happened, others… Were interested.
Because you see, it now appeared that they could examine in witness, in real-time, exactly how many of their horrific inventions and Bio-Weapons would function on the field. The Nynrah Incident yielded valuable, precious combat data on the effectiveness of some Bio-Weapons, of Visorak’s potency, and provided countless fascinating mutations for the Ghosts to study. When the district became quarantined, the Vahki effectively abandoned the region, interested only in regulating passage into and from Nynrah; Everything within the borders was essentially lawless.
And because of this, the Nynrah Ghosts had free impunity to openly operate, sending out Bio-Weapons onto the surface to test their effectiveness, having Visorak Spiders kidnap Xians to experiment on, and even openly testing inventions on the remaining civilians, in broad daylight. Yes, it was a lawless, chaotic environment and post-apocalypse wasteland… But to Trydahk and his Nynrah Ghosts, the incident was a blessing in disguise.
For just about everyone else, however, it was the end of the world, and even the end of one’s life. Amidst the roaming Vorox and escaped Bio-Weapons of various sizes and lethality, some maintained or even gained sapience and gathered into tribes, fighting over resources and tending to one another.
As of now, the Nynrah District consists of ruined, post-apocalyptic cities, long in disrepair. Mutant Vorox roam the streets, and the water supply has long been infected and contaminated. Most uninfected Xians come from outside the district; It is not uncommon for powerful Xians to get rid of those they are displeased with, by having them exiled into Nynrah as a death sentence of sorts. Likewise, while the Vahki are ordered to guard the walls, they are more concerned with keeping things in Nynrah, than keeping others out of it; And with bribes and deals from the Nynrah Ghosts, a ready-supply of Xians can be transported within the district to be tested on, or released onto the surface for ‘field studies’.
The canals have long-since been clouded with sludge, viruses, and various other pollutants, and unimaginable monstrosities dwell within them and the sewers. In one area of Nynrah is the Botana Forest, a jungle of mutated trees and flora that hosts massive Bio-Weapons and other Vorox. Often, if the Nynrah Ghosts are unhappy with a Bio-Weapon, they will either recycle its flesh and mechanical components, or else just let it loose onto the surface to do as it pleases. Acid rains are not uncommon, burning away at those unfortunate to be caught inside, and the storms can get powerful and intense, further spreading infectious substances throughout Nynrah. In some rivers and lakes, boats and cruise ships drift afloat, overtaken by Vorox.
Vorox and Xians scavenge for remaining resources, such as leftover components from a Vahki hive, radio parts, discarded weapons and ammunition, and so on and so forth. The infected are unafraid of feasting on other Vorox, even sapient ones, for survival is dangerous and brutal. Some areas leak brutal, burning radiation, while others spew poisonous gases and airborne plagues. Horrifice lifeforms dwell about, hunting and stalking.
Visorak Spiders prowl across Nynrah. While some continue to operate on the Nynrah Ghosts’ orders, others have broken free to hunt and mutate as they please, too intelligent and willful for their own good. Many of them have fallen underneath the leadership of the disgraced general Sidorak, who remains uninfected thanks to a special mask, and valiantly leads his spiders on hunts to their pleasure. Sidorak the ‘Visorak King’ and his spiders frequently come into conflict with Vorox clans, including ones led by the exiled Glatorian Malum, or the first-generation victim Kabrua.
Outside of Nynrah, beings considered too dangerous or ‘undesirable’ for Xia, such as others mutated by outside sources, are quickly captured and released in Nynrah. Escape is just about impossible, with the Vahki programmed to always shoot first, and then keep shooting afterwards. The walls are impossibly high, and the waters off the coast only go off for a while before being blocked off by the Sea Gates.
Life is dangerous in Nynrah; Vorox and other Bio-Weapons are constantly hunting, sometimes for sustenance, sometimes just for the ritualistic sake of it. Visorak spiders constantly hunt, paralyzing prey with their Rhotuka before injecting them with their venom, wrapping them within cocoons, and seeing what emerges, if anything; Those led by Sidorak simply kill the Vorox that do come out. Meanwhile, the Nynrah Ghosts have drones flying about, monitoring the entire situation as they pluck unfortunate wanderers and experiment on them, conduct ‘field studies’ where inventions will be unleashed on the populace, and so on and so forth. While the Zakaz District may be a war-torn hell, Nynrah is a mutated, desolate hellscape and far beyond any saving. Some residents, depressed by their living conditions, will resort to drugs and even pump themselves full of unknown chemicals as a thrill-seeking Russian Roulette.
#bionicle#bionicle rae#nynrah#xia#nynrah ghosts#visorak#hordika#vorox#sidorak#malum#kabrua#worldbuilding#lore
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The Archives
Located within Voymari, this massive underground vault-system is lined with protosteel to ensure that nothing can damage or penetrate the bunker. The Archives consisted of several of these indestructible vaults and bunkers, all contained within one massive, mega-bunker in the rockier areas of Voymari. Its Protosteel walls’ insides are lined with powerful energy-grids and fields designed to detect and disrupt even the likes of an Intangibility Kraata.
The Archives serves a simple purpose- The preservation of important specimens, information, data, and other worthwhile things from Xia. Multiple specimens of just about every known Xian species can be found here, perfectly preserved within stasis for scientists and Nynrah Ghosts to observe, as well as extract a few precious DNA samples from. Quite a few species, once-thought extinct, barely cling to life in the form of what few specimens are kept alive within the Archives.
Not only that, but the Archives holds physical records of just about all data and information in Xia that is normally found within Artidax’s databanks. Meant as a backup in the event of Artidax’s downfall, this vast library of physical records holds countless transactions, records, and news sources, and would be a precious source of knowledge for many; Alas, underneath orders from Dume, such resources are heavily restricted and kept from public sight. Not even PDFs and the like are allowed.
Physical contracts and constitutions are signed and preserved on display within the Archives. Notable artifacts, trophies, and keepsakes of Xian past are kept here by nobles that wish to preserve them for all time; Indeed, quite a few aristocrats have placed items of their own within the Archives. A few have even ‘donated’ the perfectly-preserved bodies of loved ones, or even themselves, hoping to keep them around for all of eternity. Some aristocrats, not trusting the banks, have also placed large quantities of their gold and wealth within vaults and safes in the Archives.
Just about every major Xian power has a hand in stake in the Archives, and everyone agrees that it is neutral territory that absolutely must not be compromised, at any costs. The Archives is patrolled only by Vahki units, with the most up-to-date, advanced AI, software, and firewalls to prevent hacking. Such units are constantly on the lookout, with enough to keep an eye on every possible square-inch of the Archives, at all times; If one Vahki was to be compromised, all others would be alerted. Additional Vahki units are also contained as backup as well. Cameras are set up everywhere, and nothing can be removed from their technological vaults without the action being recorded.
The thick, protosteel walls of the Archives are meant to block off any and all transmissions, and are designed to withstand the power of numerous Xian Hearts detonating at once. Everything is surveyed, cleaned, and pristinely maintained- Despite being incredibly dark inside, not a single speck of dust is to be found. The inside of the Archives is sterile, and any and all living things are to be killed off- Highly-toxic, gases regularly flow through the inside of the Archives, with all items inside protected by their secure containers and Trydahk Pods. Laser-grids and deadly traps can be found on every corner, and passwords and DNA tests are heavily involved for every step of the process.
The Archives has two main points of access to the outside world; One is a broad-casting tower built into the side, able to receive and transmit messages. It is not connected to the main camera-systems and other security features of the Archives whatsoever, for safety. The other is the main entrance, the only other aspect of the Archives accessible from the surface. This heavily-guarded gate is coated within thick walls of protosteel and constantly on-guard by numerous advanced Vahki models and Exo-Toa Kraahkan. Power for everything within the Archives comes entirely from Lightning Kraata that have been completely conditioned and robbed of any thought whatsoever, ensuring that not even Kratakal can compromise the energy source.
Entry into the Archives is incredibly strict. Regular Xians and most aristocrats are not even allowed access within the Archives- They can only arrive at the entrance to drop something off, and that’s it. The only exceptions are the highest, most powerful amongst the Powers That Be…
Even so, if one were to approach the Archives, they must first bypass the massive gates and force-field surrounding the entrance. A person will be inspected to a full body-check and inspection as they enter and exit; Such a body-check is extremely thorough and leaves no room for error whatsoever. Items to be deposited, or withdrawn, are carefully scanned multiple times throughout the procedure. No exceptions are to be held, and everything within the Archives themselves are handled carefully by mechanical porters.
Potential threats are scanned for underground through powerful seismic sensors. If there is even the possibility of a guest not complying, or a potential threat or breach in the distance, the Archives will go into lockdown as protosteel doors cut off all hallways within at various points. Lockdown will continue for twenty-four hours after the potential threat is dealt with, just to be safe. For miles outside the Archives, everything is additionally surveyed from the air by flying Scouters 24/7.
Once something is accepted by the guards, it is taken past the main gate and into a chamber to be analyzed, handled, and prepared. The item in question is subject to major scrutiny, and if its fully properties and abilities are not known, it can potentially be rejected as a potential liability to everything else within the Archives. In order to access the containment part of the process, items that are manually, mechanically shipped go through multiple gates that open and close right after the tramway. This open-closing system continues just about every step of the process. Regular screenings and inspections are held within the Archives. The complex programs for Archives Vahki ensures that they cannot develop any free-will to rebel with whatsoever. Maintenance is all done mechanically, manually, and on-hand. Any new guards are disassembled and inspected before being reassembled, to scan for any threats.
It is not an exaggeration to say that if the island of Xia were to be razed entirely, the Archives would be the last thing remaining. It is easily the safest, most secure location in all of Xia, and even groups such as the Dark Hunters are hesitant about attempts to infiltrate the area; Any and all attempted intruders will be subject to public torture of the most obscene and graphic variety as a warning, after they are of course interrogated for any and all information through Artidax’s mind-scans. It is not uncommon for some to attempt to protect themselves by going to the Archives to be preserved; But an eternal life in stasis there can hardly be called a life, no?
In terms of authority, the Archives is operated by Vahki; But these Vahki have no particular loyalty to Dume, with their programming prioritizing the protection and maintenance of the Archives over everything else. It is more or less independently-operated by these Vahki, with components and funding coming from all corners of Xian society to ensure its safety, creation, and operation. Their intention is to serve Xian society as a whole, and thus they make no exceptions for anyone, save for, again… The most powerful and secretive, amongst the Powers That Be.
For all of the countless security precautions and measures taken for the Archives, with not a single expense spared, there has not been a single breach in the entirety of the facility’s existence.
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Xian Weapons
Force Blaster- A cylindrical cannon, it was created after analyzing and reverse-engineering the Force Sphere phenomenon that occurred within Chutes. Force Blasters recreate the conditions of a Chute within their cylindrical forms, before weaponizing the electro-magnetic energy to create a miniaturized Force Sphere that is fired at targets. These Force Spheres possess powerful pulls, pulling in anything they pass by or through; Metal is particularly subsceptible to their attraction. Once inside the Force Sphere, any materials quickly fold up and compress, imploding whatever was caught within and vaporizing it in an energy blast. Against objects too large and durable to fully absorb, a Force Sphere will collide with it, tearing off portions of the target and causing it to implode before detonating, leaving a scorched crater where it struck.
Rail Gun- Rail Guns come in a wide variety of sizes, but most are hand-held weapons meant to be held in one hand. A battery stores energy and sends it travelling through a pair of ridged tongs, before the energy concentrates into a small sphere within the curved ends of the tongs. The energy-sphere shoots forth a deadly beam, causing it to dissipate as a target is struck. The larger a Rail Gun, the longer it takes for shots to charge and fire. Consequently, hand-held Rail Guns are very fast and responsive weapons, but still require a brief second of cool-down before re-firing. Handheld varieties have some popularity within gladiator matches in Zakaz, and are the most prolific of Xian weapons.
Disk Launcher- Razor-edged disks are loaded into specialized launchers. These launchers use electro-magnetic force to rapidly rotate a disk and launch it forward, turning the disk into a spinning buzzsaw whose edges then heat up to enhance cutting ability. After being launched and slicing through an enemy or missing them, the launcher can call back the disk using its electro-magnetic force. The spinning disk in turn boomerangs back, tethered by an electro-magnet core within, and neatly slots back into the launcher. Disk Launchers already function as lethal ranged weapons with a boomerang functionality, but a user can use them for melee combat as well, spinning the disk within the launcher and keeping it in place as a lethal buzzsaw.
Trydahk Pods- These space-warping storage units were named after their creator Trydahk, the leader of the Nynrah Ghosts. Trydahk Pods are circular spheres, a little bit bigger than a bowling ball, and consist of multiple plates that make up the hollow sphere’s surface. When activated, the pieces of the Trydahk Pod will separate and surround whatever the user wants to contain. Once in position, the fragments will course their space-warping energy throughout one another and begin to close in, shrinking the very space surrounding the object they are wrapping around. To the unobserved eye, it as if the object is being shrunken down into a smaller size before the pieces finally fit back together and lock in, recreating the Trydahk Pod. Trydahk Pods can store things much larger than them by manipulating space, and are invaluable both for storage reasons, but also as bombs that can be deployed and release any manner of dangerous threats. If a Trydahk Pod is sufficiently damaged while containing something, it will fall apart as the space within it bursts and releases the contained contents. Countless Trydahk Pods have been used to store invaluable artifacts, data, and other precious things within the Archives.
Nektann- These turrets come in two forms; Mobile or Immobile. Immobile Nektanns consisted of dome-shaped platforms built into the ground, with a hole in the center ringed by spikes and blades that face upwards. Upon detecting an intruder, the Nektann builds up energy and shoots it out in the formed an arced beam that travels towards the target, striking it. Due to the curved shape of its beams, this allows Nektanns to bypass various obstacles and barriers by utilizing a 3-D path towards enemies. Mobile Nektanns are sphere-shaped and move on four, claw-tipped legs surrounding their bodies. They fire laser-beams from an eye on their surface, and when damaged, will deploy a small swarm of nano-machines that will set to work repairing the Nektann by sealing gaps, reattaching limbs, covering weak points, smoothing out dented armor, and so forth. While Immobile Nektanns are typically deployed as guards and sentries around key locations, Mobile Nektanns are utilized as shock troopers in combat.
Gatling Cannon- These large, silver-barreled cannons are able to hold up to six explosive rocket-rounds. Upon being fired, these rockets are fired in quick, rapid succession as the barrel rotates, obliterating anything in its path before rapidly reloading once all shots have been unleashed. Gatling Cannons are incredibly heavy-duty, powerful weapons normally found affixed to larger machines and structures.
Nynrah Ghost Blaster- Named after their infamous creators, the Nynrah Ghost Blaster was designed after the capture of the Dark Hunter Thok, whose unusual wraith-like properties were studied, analyzed, and replicated before he eventually escaped. The Nynrah Ghost Blaster operates on the same principle as beings like Thok, or the Kraata to a lesser extent; It has a battery cell that contains a Life energy ‘spirit’ of sorts that when fired, strikes a target. Upon hitting its target, this energy-wraith promptly possesses it, enabling the user to control what they have shot through a complex interface that is able to analyze their intent and transmit it to the energy wraith. Although useless on mundane tools and solid objects, the Nynrah Ghost Blaster truly shines when used on complex machinery; The energy-wraith it stores is able to interact with and control the machine it possesses, enabling the user to essentially hack into any form of machinery they encounter without needing to physically touch it or even understand how it works. The Nynrah Ghost Blaster can hijack and control the likes of Vahki, although it is useless against Exo-Toa, not quite able to replicate the energies and wavelength of a Kraata. When used against someone with cybernetic limbs, it can possess the robotic limbs and turn them against the owner.
Zamor Launcher- Zamor Launchers consist of a specialized launcher that is compatible only with its ammunition, the crystalline Zamor Spheres, and vice-versa. Zamor Spheres are hollow spheres made up of a malleable, programmable crystal that can form holes in their surface to store contents, and act as natural conductors that can capture and preserve forms of energy. Fire, electricity, explosive energy, and so forth can be properly contained within a Zamor Sphere. Upon striking something, a Zamor Sphere will form an opening directly into the surface of its target and release its contents in a pressurized, concentrated explosion that is funneled into a precise pillar of destruction. These concentrated explosions are able to pierce heavy armor, able to more precisely wield the explosive power of a regular grenade and thus making the Zamor Sphere far more lethal. The Zamor Spheres work even more brilliantly in conjunction with their intended launchers; A launcher will locate and track down a target, recognizing and analyzing it before transmitting the information of that target into the Zamor Sphere. Once the Zamor Sphere is launched, it will fly through the air; Once it is close enough to the designated target, an opening will form pointing directly at them, sending forth a pillar of released energy at a victim. If the Zamor Sphere strikes them directly, then it functions as it normally would without a launcher to guide it. Due to Zamor Launchers’ powerful precision, they are able to almost eliminate the need for any basic aiming skills used in ranged weaponry. On their own, Zamor Spheres are a more reliable containment unit for non-solids and forms of energy than a Trydahk Pod.
Destructor- These are bipedal, hunched-over robots with digitigrade legs and spindly arms for grabbing onto targets. Their bodies mainly consist of a large, mechanical syringe, as well as jet-boosters in the back to enable powerful, rapid jumps towards targets. Upon reaching a target, the Destructor will pierce them with its sharpened needle, before injecting a lethal micro-bomb into the target. Once the bomb is deployed, the Destructor flees in the brief seconds it takes for the bomb to detonate, tearing apart a victim from the inside out. The Destructor was developed as a direct response to powerful forms of armor that protected weaker insides, and is invaluable in killing rogue bioweapons of impenetrable hides. Destructors utilized by the Nynrah Ghosts are sometimes given trackers instead of bombs, to keep track of the movements of a creature they are monitoring.
Twilight Blade- These thin, sharpened blades have every square-inch of their surfaces covered in complex light-panels. Beneath these panels is a powerful computer program that analyzes the light in the area and how it reflects off of the Twilight Blade; Depending on the user’s setting, the program will then guide the light panels into either bending and distorting any light that strikes them, rendering the Twilight Blade itself totally invisible; Or instead have them reflect all light that hits them directly into the eyes of an opponent, blinding them and giving the wielder an opportunity to strike. Due to the incredibly complex and precise nature of its use and programming, the Twilight Blade is a select and rare product.
Hagah Plasma Cannon- Sporting a distinctive yellow-and-purple coloring, this large cannon (created and distributed by the Hagah Co.) has a deployable stand, that turns the weapon into a manned turret; The Hagah Plasma Cannon is also able to retract its stand for use as a handheld weapon for particularly large and powerful owners. Upon being aimed, its laser-scope will focus in on a target, and the Hagah Plasma Cannon fires at the flick of its handles’ switches. Briefly it will charge a powerful, super-heated round of plasma before shooting it forth as a thin, narrow beam. Upon hitting a target, the plasma detonates as a slowly-building sphere of pure, concentrated plasma that directly eats away and burns at whatever is in its vicinity. Things struck by the Hagah Plasma Cannon are left with perfectly sphere-shaped openings where everything caught within the blast radius has been totally incinerated and vaporized. The Hagah Plasma Cannon is able to slowly but surely burn through any form of defense and impenetrable armor, and is incredibly expensive as a result.
Scouter Drone- These small, silver bipedal robots are equipped with rotos on their backs and have swiveling heads, each tipped with a pair of laser-cannons. Mostly used for reconnaissance, these Scouter Drones will fly overhead, utilizing enhanced eyesight and audio sensors to record data before relaying it back to their commanders. Their thin, spindly legs assist in the process of landing and taking off, as well as moving forward on land, and their laser-cannons act as a diminutive yet adequate form of defense. When flying overhead, they can also utilize searchlights to better enhance their vision and point out potential targets to others.
#bionicle#Bionicle RaE#xia#nektann#zamor#nynrah ghost blaster#nynrah ghosts#kanoka#hagah plasma cannon#tridax pods#zamor launcher
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Coliseum Atero
One of the most important structures in all of Xia, this giant arena is the largest in all of Xia and serves as a uniting point for the island, located at the center and meeting point of all six districts.
Said to have been around since the very beginning of Xia’s industrial age, the Coliseum Atero is a massive, metallic stadium lined with massive spires that curve into the air, as well as a giant tower in the very middle of the arena. The arena floor is comprised of countless, hexagonal pillars made of protodermis that can rise up or sink down, in order to change the environment for various purposes.
Functioning almost as a capital for Xia, the Coliseum Atero is where the most prestigious nobles, aristocrats, and members of the Powers That Be gather for parties, events, and tournaments. The most auspicious and grand of ceremonies and events are held here, with audience members watching from the stands. Massive speakers and screens transmit audio and videos, helping to show messages from broadcasters and display what is going on in the arena floor below.
The Coliseum Atero was initially built to honor the system of gladiator fighting, as well as the title of Glatorian, with a statue of the hero Certavus set up in front of its entrance. Here, the most prized and famous Glatorian champions duel, occasionally to the death, as spectators watch. It is a luxury stadium, with tickets and seats generally being the most expensive in all of Xia, and the Coliseum Atero is intended for use mainly by the Xian elite; Although certain, select occasions will allow the commoners to attend as well. Special, cut-off areas and boxes amongst the seats are set up, with clear windows to divide the elite from the common-folk as they enjoy pristine air-conditioning and are attended to by servants, with plush luxury seats to rest upon.
Unsurprisingly, the perimeter has multiple guards of mechanical and living origin, as well as a couple of Exo-Toa. There are six main entrances, one pointed in the direction of each district; Certavus’ statue is located in front of the Zakaz entrance. Lines to go inside of the Coliseum Atero can be incredibly long, with most nobles ordering privileged seats in advance while regular Xians have to buy tickets up-front. Ticket prices are usually high, but if the Powers That Be intend for an event to be seen by many, they will be lowered.
There are also additional entrances, for fighters, workers, performers, and other staff to enter the Coliseum Atero through. Once inside the walls, there are many rooms to filter out and send audience members to the stands. Multiple shops selling food and souvenirs can be found, acting as a small mall. The backstage areas are of course cut off, and the clean, dark hallways of the Coliseum are regularly cleaned and kept polish. The Coliseum Atero is meant for the elite and the champions, and so its appearance must reflect this.
Multiple events are held within the Coliseum Atero. There are gladiator matches, with Glatorian fighters prepped backstage before entering to the cheers of thousands. Some fights are battle royales, others are duels; And others can include beasts and bioweapons, to liven things up as a hazard. There are control panels that workers can operate to direct the formation of pillars; They can rise up to form a wall, provide places to climb up, hinder fighters, and so forth. Pillars can be lowered to reveal pitfalls, or else serve as entrances for other fighters and beasts to be lifted into the arena through.
These protodermis pillars can also perform a ‘Sea of Protodermis’ formation, where rows rise up and retract, one after the other to create a brutal ‘wave’ in the arena floor. Again, this is all for the sake of creating challenges as fighters compete for victory, while athletes show off their physical prowess in tournaments. Akilini competitions are held amongst raised-pillars, high above the ground. The flexibility of the protodermis pillars allows for just about any event, and they can form walls around fighters and beasts to keep them contained should an event end.
Beneath the arena and its walls, hordes of equipment, as well as barracks and stations for guards and Vahki units, are held. Here, pipes hold hazards such as poisonous gases or water to flood the arena, and Trydahk Pods contain any manner of surprises. Cages hold beasts of combat, as well as the occasional bioweapon designed by the Nynrah Ghosts.
Only the most esteemed Glatorian are allowed to compete in the Coliseum Atero, in front of Xia’s most prestigious upper-class, and even the Powers That Be. They will go through a wide variety of challenges, both for entertainment and to show just how skilled they truly are. Tournaments and gauntlets are held for gladiatorial matches, as well as for sports events involving athletes. Island Cups are almost always held in the Coliseum Atero, and it continues to be a popular tourist site of attraction. Famous celebrities and characters have regularly posed in front of the Coliseum Atero, or even performed in it, such as Kratakal himself! Performances and shows are also common here, with the pillars helping to enhance the experience.
For particularly chaotic matches, a dome-shaped, clear force-field will be generated to protect the audience from any rogue dangers. Otherwise, they are totally safe as they cheer on contestants or performers, or even boo and jeer at them, sometimes throwing food and trash at ‘losers’. If a loser is not slain, the area they are on will be lowered symbolically, while victors are raised high above all others in glory.
Accessible from beneath the arena is the Coliseum Atero’s central tower, a massive spire that is visible and prominent amongst Xia’s skyline alongside the stadium itself. The tallest structure in all of Xia, in terms of height this tower is rivalled only by The Mountain itself. Here, only the Powers That Be, alongside select esteemed guests, can visit and access the rooms in this tower. Some contain control-panels and security rooms, while many other chambers are for partying and include pools, bars, massage-areas, and so forth. Luxurious bedrooms are available for invited guests, while only the most loyal and proven of servants are allowed to work here.
Within the tower, beautiful parties of the highest degree are held, reserved only for the elite of the elite. Here, it is said that one can see the most powerful and mysterious of the Powers That Be, and even interact with them; But from a distance, of course. Very few know what is exactly at the top of the Coliseum’s tower, but supposedly it contains the personal living quarters for the highest Powers That Be, who regularly hold and attend meetings here, discuss stocks, and make other plans as they survey all of Xia from one-way windows. Rumors and outlandish stories of what goes up there are inevitable, and some describe the tower’s peak as the closest point in Xia to heaven itself. To be invited to perform services in the tower is one of the greatest honors in all of life.
On the outside of the tower is an elevator-platform, from which the Powers That Be can personally watch events, make announcements, and hold the occasional party. This massive platform can climb all the way up to the very top of the tower, and each ‘stop’ connects it to one of the floors on the tower. This platform is also granted an invisible force-field to protect those inside, and supposedly, the Powers That Be will hold some of the finest celebrations in Xian history on this platform, as it is raised to the highest possible setting near the skies. They say at the top of the tower, one can pass their fingers and almost grace the sky itself…
The Coliseum Atero is joinly-owned by the Powers That Be, but its most powerful members possess the most control. It is not uncommon to see the likes of Turaga Dume give out fanatical speeches of propaganda to the Xian populace, while others narrate and enjoy from afar the brutality in the arena below. Athletes are subject to a wide variety of increasing challenges, while Glatorian are sometimes subject to an endless gauntlet of animals, bioweapons, and lesser fighters to take down and defeat. The cheers are loud and rampant amongst the rafters, and everytime a major victory is held, it is not uncommon for gold flakes to be pumped out of machines and shower the champions. There are also public executions, alas, and in such situations the common Xian will be allowed to enter for free just to watch.
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Zyglak
The Zyglak are a powerful race of dangerous beings, artificially made and considered unnatural by almost all who know of them. Feared by even their creators, the amoral Nynrah Ghosts, the Zyglak were an unintended mistake and rejected by just about everyone they have come across. Being blamed for something they have no control over –their own birth and existence- the Zyglak are understandably in a lot of emotional pain, rage, and aggression towards all outsiders as a result. Conditioned to see everyone as an enemy by experience and trauma, they are of the mentality to strike first, killing and then asking questions later. This mindset, naturally, only further feeds into the view of Zyglak as monstrous savages with no redeeming qualities and personhood.
The first Zyglak were created decades ago, when the Nynrah Ghosts amassed their bio-matter waste and dumped it all together. Amongst this waste was flesh and cells infected with VISORAK and other discarded mutagens; Left to their own devices, the clumped-together bio-matter began to coalesce, mutate, and grow, feeding off of one another as shapes began to arise…
From this mutated bio-matter were born the Zyglak; Large reptilian beings with a hideous appearance, powerful strength, and a deadly plague etched into their very flesh that they were immune to. Burdened by the sudden pressure of existence, the confused Zyglak spread out from their birthplace, only to encounter their Nynrah Ghost creators, who were shocked.
Attempting to adapt, the Nynrah Ghosts immediately had their Visorak attack the Zyglak, attempting to round them up. Some managed to escape further into the facility they came from; Others were contained. Experiments and analysis yielded intriguing results, but the Zyglak themselves proved too stubborn, willful, and temperamental to enslave.
They displayed powerful regenerative abilities to the surprise of the Nynrah Ghosts, but this also made them difficult to kill; Even worse, the plague in their flesh was highly-contagious, and discovered to be of a rapidly-devouring, flesh-eating variety. Realizing they had a genuine liability and biohazard on their hands, the Nynrah Ghosts made the decision to destroy all Zyglak and incinerate them.
Unfortunately, the Zyglak proved rather resistant to high temperatures and fire, and attempts to freeze them did little, as the creatures were able to easily break through their frozen bonds; It would take incredibly low temperatures to freeze them, and their own cells rapidly recovered from crystallization.
Trydahk became concerned; The Zyglak had been made prior to the Nynrah Incident, so there was an entire district of Xia’s finest scholars and students outside, vulnerable to the Zyglak and their plague. Eventually, he came up with the reasoning that if the Zyglak could not be killed, and if containing them was also risky… Why not banish them?
Thus, the Nynrah Ghosts gathered all of their Kahgarak, and had the bio-weapons open portals to the Zone of Darkness with their Rhotuka, hurling the captured Zyglak through them. It was a long and arduous process, but eventually the Ghosts succeeded in rounding up every single Zyglak and banishing them. Afterwards, the facility they were in was quarantined, and eventually sterilized through a Xian Heart of Fire, just to be safe.
While the Zyglak remaind out of sight and mind for their creators, the creatures themselves were still troubled with their own existences. Their very recent experiences and trauma, combined with their relative youth and inexperience, left them permanently scarred in just about every way possible. Hurt, abandoned, and dejected, the Zyglak quickly grew bitter against reality itself, shunning their own creators for rejecting them as mistakes. They grew to hate all others who weren’t Zyglak, on the reasoning that outsiders weren’t accidents like they were.
Not without reason, the Zyglak realized that all others would likely hate and reject them. Indeed, a few Zyglak had attempted to escape back to the World of Light through the two-way Kahgarak portals, escaping out into Nynrah where they were pursued by the Vahki, with the Xians being horrified and labelling such individuals as monsters. Despite attempts to communicate, these few Zyglak were still quarantined, and unable to cope with their own naturally-deadly bodies, something they had no control over, those Zyglak were banished back to the Para-Realm once again with even-further fractured minds.
After hearing the experiences of these few Zyglak, the rest of the species only had their paranoia and suspicions confirmed. Hurt, lonely, and without the proper support and guidance they needed in their formative years, the Zyglak became reclusive, territorial shut-ins; Not that there was really anyone else in the Para-Realm, anyway.
Exploring Dark Xia, the Zyglak became accustomed to the Dark World, feeding on the darkened plantlife within, their own bodies developing an affinity for Shadow in the process that made them even stronger and harder to control, for those who were interested. Living in perpetual darkness with little to do, the Zyglak attempted to alleviate their boredom by crafting spears from the darkened material that made up the Para-Realm. They made up stories and tales, myths that explained how the world worked; But such myths were very simple and unimaginative. Through no fault of their own, the Zyglak had little creativity as a result of little access to anything that could inspire them.
Years in the Para-Realm conditioned them to darkness, and towards hating the Light. Unable to properly cope with their pain –both emotional and physical, Zyglak had chronic pains- their stories turned into revenge fantasies upon their creators, and eventually all Non-Zyglak. The Zyglak began training with their make-shift spears, learning combat from one another and developing the crude beginnings of their own culture.
When other creatures and rejects came through the Kahgarak portals, the Zyglak ate them; Usually such bio-weapons could not speak for themselves, and anyhow the Zyglak had been conditioned by trauma to be hostile. In addition, they were hungry for anything that wasn’t the dark landscape of the Para-Realm, finding even bad tastes to be preferable to bland nothingness for their palates. The Zyglak grew to worship their sole neighbor, a titanic crustacean known as the Zivon; Occasionally, offerings would be made to it, in hopes that the beast would leave them alone.
Eventually, the Kraahl arrived on the shores of Dark Xia, and the Zyglak reacted with hostility. After an initial clash, both groups came to an understanding as mutual rejects lost in the Para-Realm. Nevertheless, the Zyglak could not fully trust the Kraahl, and so both groups made the agreement to mind their own business and territory, ceasing interaction.
Nevertheless, during their brief exchange –as well as the occasional interaction between more adventurous members of either group- the Zyglak learned of Okoto, of other civilizations, as well as myths, many involving Umarak the Deity of Shadow. In turn, the Zyglak explained to the Kraahl the island of Xia, as well as the Nynrah Ghosts who made them and the Kahgarak that banished the species.
When Tahu, Hahli, and Kualus were sent to the Para-Realm, they briefly scoured the area before coming across the Zyglak. Recognizing them as outsiders, the incensed Zyglak, screaming their war cry of ‘Vengeance!’, began their pursuit, attacking in full force. They chased the trio for a while, even getting the Zivon involved in hopes that the three would make a worthy tribute. Eventually however, the trio managed to escape the Zyglak’s grasp, and escaped through another Kahgarak portal afterwards.
Ever since the Xian-Okotan War began, many more groups and individuals have begun to access the Para-Realm, among them Xian soldiers working for the Barraki. While the Okotans battle the Xians in the Dark World, the Zyglak see both sides as threats and are choosing to wage their own war as well, with hunting parties ambushing outsiders and brutally slaughtering them. With their powerful abilities and affinity for Shadow, the Zyglak quickly proved to be lethal, feared opponents who would strike from the deepest darkness. They have reacted in similar hostility to Yagavo and his army of Night Wraiths, who seek to harvest the Kraahl to create more of their number; The Zyglak have come to the mutual aid of their Kraahl neighbors a few times, and have grown to trust and even worship Kraltarak; The Toa of Shadow is comprised of both Kralta, as well as the legendary Umarak they heard so much about.
Some Zyglak have escaped out into the World of Light in the chaos, and are now leading active attacks against literally everyone else. They have responded aggressively to the Brotherhood of Makuta’s attempts at negotiation, not trusting Makuta, especially after seeing his harvesting of the Kraahl; The fact that he is aligned with their Nynrah Ghost creators does not help. Many Okotans treat the Zyglak with disgust, although there are some among the Xian Revolution –usually those mutated by the Nynrah Ghosts- who offer a hand.
As the Zyglak interact with other groups more frequently, some are beginning to see the inklings of hope in their own hearts… Some witness the gestures made by others, and wonder if perhaps peace and co-existence CAN be made… Alas, the Zyglak are afraid of taking a risk and do not want to be rounded up and exterminated. For now, they remain a hostile threat to all, and the flesh-eating plague they carry remains a dangerous liability. Currently, the Zyglak are waging war against literally everyone else, with the sole exception of the Kraahl, who they can now almost be said to be allied with.
Zyglak are large, reptilian beings with scaly hides, easily towering over the average Xian/Okotan. Their heads are pale, with elongated snouts filled to the brim with razor-sharp teeth, and bulbous red eyes that glow in the dark; When hunting, Zyglak can dim the glow of their eyes to increase their own stealth. Their bodies are primarily dark-red, with their legs being more of a dark-blue in coloration and digitigrade and structure.
The Zyglak have a hunched-over posture, with spines running along their backs, and long claws on their hands and feet. Their long, whip-like tails are orange, and their flesh appears to be necrotic, constantly in a state of decay while at the same time regenerating; This, along with their unintended existence as total accidents, contributes to unstable bodies with chronic pains that keep them awake at night.
Zyglak possess great physical strength, and are extremely durable, able to withstand large amounts of physical damage. Any damage they do sustain is quickly mended by their potent, regenerative abilities; A Zyglak can regenerate entire limbs, and even being sliced in half won’t necessarily guarantee death for them. They are immune to other forms of harm, such as the elements and poison.
Fire doesn’t seem to burn them, and it takes incredibly low temperatures to freeze a Zyglak; Even then, their bodies can easily break through the ice frozen in their cells, which are able to rapidly recover from crystallization. Even when completely frozen, a Zyglak’s cells work quickly to raise its body temperatures and melt the ice. Zyglak are likewise unaffected by electric shocks; They are amphibious creatures, able to breathe both on land and in water, and there doesn’t seem to be any acids that can damage them, or any poisons that can kill them.
Zyglak have borderline-invincible immune systems, and seem unable to get sick; Their bodies are, however, constantly infected with a potent flesh-eating plague. This plague spreads on physical contact; It can be smeared onto victims by a Zyglak through their palm, quickly devouring people alive and breaking down their flesh and even bones. Thankfully, this plague doesn’t seem to be carried through bodies of water; A Zyglak has to actively rub a victim against their necrotic scales in order for the plague to transmit.
Due to their prolonged time in the Para-Realm and absorption of its plantlife mimicries, the Zyglak also possess an affinity for Shadow. This has only enhanced their above-mentioned immunity to most attacks, but those with a strong will and better understanding of Darkness can even shoot forth bolts of energy from their palms! The Zyglak typically wield crude spears crafted from materials found in the Para-Realm; Any Zyglak can channel their innate connection to Shadow through these spears. When hurled against an object, these spears begin to absorb whatever they come into contact with, channeling the consuming power of Shadow in the process.
Zyglak are omnivorous, able to eat and digest just about anything; Their hardy stomachs can even digest metal, to an extent! They prefer to live in dark areas, especially those that are wet. Zyglak reproduce in a manner similar to starfish; If one eats enough, it can make the conscious effort to grow another Zyglak from its body, with a head and limbs emerging before the new Zyglak splits off after growing large enough. Other Zyglak can be grown unintentionally from severed limbs, from time to time.
Efforts to reproduce were few, with most new Zyglak being aforementioned accidents; Sustenance is little in the Para-Realm, even if Zyglak are also hardy creatures that can go long periods without food or water. But since their active warfare against Xians and Okotans alike, pressure is being placed on one another to replicate and grow their numbers, and hope is rising that perhaps the Zyglak can one day take over the world for themselves. Maybe then, they can find peace…
The Zyglak have their own hissing, rasping language that they share among one another, although they can speak the language of Xians and Okotans relatively well, too- Not bad for beings who had to grow up on their own, without access to educational materials or writing of any sort!
Their culture is primitive, as a result of their unfortunate circumstances. The Zyglak have no recipes, choosing to eat their meals entirely raw; For the longest time they did not have the luxury of cooking, and had no tools to work with. The Zyglak mostly lived as scavengers during their isolation in the Para-Realm. Their sense of taste and smell is adequate, but they have potent night-vision and can electro-magnetically sense others to a degree.
Zyglak typically prefer to hunt in small groups, often trailing victims and prey before ambushing them from the darkness. Oftentimes, their brute strength alone is enough; Their fighting skills could use some improving, but are otherwise impressive considering what they had to work with. Zyglak can go long distances tracking prey, and are seen by many as unstoppable monstrosities.
As a result of both circumstance and their constant, chronic pain putting them in frequent stress, the Zyglak are often aggressive, hostile, and short-tempered. Intruders and outsiders are usually attacked on sight, without question, although sometimes the Zyglak may feel kinship to those why see as fellow rejects and outcasts. When they aren’t hunting, the Zyglak often dwell about and ponder their own miserable existence, often undergoing an existential crisis in the process. A few likely have depression, but lack the medication and therapy they need to cope with their illness.
The Zyglak have some sense of religion and myths, thanks to cultural exchange with the Kraahl and their own imaginations inevitably running loose. Upon creation, their sole neighbor was the Zivon, a massive beast of colossal power. Although the Zivon initially tried to hunt and eat them, the Zyglak succeeded in evading the beast, and seeing it as the only creature in the Para-Realm, began to worship it. Many saw it as a God, others saw it as a protector; Most viewed it as a wrathful being to appease with gifts, hence the occasional tribute and sacrifices. Meals would occasionally be set aside for the Zivon by the Zyglak; In turn, the Zivon learned to appreciate the creatures and their tribute. The fact of the matter was that the Zyglak also tasted terrible and gave the Zivon a terrible stomach ache.
Additionally, there were those who worshipped Umarak, due to stories from the Kraahl. They saw Umarak as the progenitor and source of the darkness they lived in and thrived upon, which was… Not at all inaccurate, honestly. They had hit the mark with such a view, and saw their affinity for Shadow as a double-edged blessing, functioning also as a curse. Of course, when Umarak himself appeared alongside his chosen Kaita, the Zyglak chose to instead thank the Deity of Shadow rather than hold any grudges. He could not be blamed for their banishment to the Para-Realm, after all, and Kraltarak holds some sympathy and pity for the race. Rejection is all too familiar for them…
The alliance between the Zyglak and the Kraahl is both one of some worship towards Kraltarak, but also a genuine understanding as a result of being neighbors for so long. And as interactions increase, with both groups coming to the aid of one another, something close to a genuine respect, and maybe even friendship, is beginning to develop. Indeed, around the Kraahl, the Zyglak’s dispositions tend to improve somewhat, and Kraltarak has used their power over Shadow to help numb the creatures’ chronic pains.
The Zyglak unfortunately do not feel the same comradery towards anyone else; In their war against their perceived enemies, they have particularly targeted the Nynrah Ghosts, taking great pleasure in the pain and suffering of their creators. Those Ghosts that are captured are brutally torn apart, infected with the Zyglak’s plague, and even eaten; The Kahgarak are similarly despised.
Recently, the Zyglak have come into contact with the Frostelus and Lekara. The Frostelus proved to be wary of the Zyglak and vice-versa, managing to drive off the creatures with an onslaught of frozen ice. However, as some Frostelus and Zyglak interacted, they too came to an understanding, and beginning to mind one another’s own business as they stay within their respective territories; The Frostelus are content with their homes in the north of Okoto, so the Zyglak have free reign anywhere else.
The Lekara are not nearly as lenient and tolerant, and the presence of a Zyglak near their kingdom is met with great alarm. Perhaps because they feel an affinity towards the Lekara for also preferring the water, or maybe because they only have so much rage in their hearts, the Zyglak have chosen to more or less ignore the mermaids of their own accord. They have greater enemies to worry about anyway, and the ocean is perfectly vast for everyone.
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