recursal/Fanatic-Fandom huggingface dataset:
Health & Crust

# Health Points

Health Points(HP) represent how much damage a unit can take. Whenever you start a new run, your Player Star starts with full health. Additionally, any newly generated planets acquired will be at full health.

### Losing Health

When a unit receives damage, it will deplete a unit’s HP. They are then reduced according to the unit’s Crust. The Player's Star appearance changes according to its health.

### Destruction

Destruction occurs when the Player’s planet reaches 0 HP, the planet will be destroyed, resulting in the Player losing Traits that belong to the planet. If the Player’s Star reaches 0 HP, the player loses the game.

## Gaining Max Health

There are 2 methods to gain max health, by traits or a chance of getting a reward after each combat encounter.

Traits can only be evoked when the Planet is in your Solar System.
 Massive
 Gas Titans

## Healing

### Traits can only be evoked when the Planet is in your Solar System.

 Life Cycle
 Helio Genesis
 Lunar

# Crust

Crust represent how much reduced damage a unit can take.

### Receiving Damage

When damage is inflicted onto a unit. Its damage is being reduced due to the receiving unit's Crust/Shield. The formula can be derived from here.

## Gaining Base Crust

The Player's Star can increase their Crust through Traits

## Crust Modifiers

The Player's Star can increase their Crust through Traits
Weapons

Weapons change up how a Player's Solar System attacks enemies. Players are only able to equip 1 Weapon at a time. It is generated randomly based on Weapon and Planet Type, resulting in the ability to create multiple permutations. When a new Weapon is generated, its Weapon type is randomly selected among the 4 Weapon Types. Its effect is then again randomly selected between 4 Planet Types. The extra effect is based on the weapon type and will influence only the rolled planet type.

### Weapon Types

#### Plasma Shooter

Players start with the Plasma Shooter, similar to that of a semi-automatic pistol.

#### Flamethrower

Shoots billowing balls of flame in a cone shape, inflicting D.O.T to all enemies caught in the flames.

#### Minigun

Fires a salvo of pellets in a single direction, taking a long period of time in between to reload.

#### Sniper

Fires a long ranged laser, taking a brief period of time to charge up and cool down between shots.

### Weapon - Planet Permutations

When Weapons are generated, they will also have an effect assigned to them. This effect is then strengthened based on the number of a specific Planet Type present in the Player's Solar System.

For example, a Shotgun weapon may have the effect *"Increase bullet spread for each Chthonian Planet in your Solar System",* while a Flamethrower weapon may have the effect *"Increases Volatile explosion & Damage Over Time for each Chthonian Planet".*

The Planet Type is randomly selected for each Weapon generated, regardless of its Weapon Type.

The \_ in the following table should be replaced with the Weapon's designated Planet Type.

Weapon Effects
 Flamethrower
 Minigun
 Shotgun
 Sniper

### Weapon Damage

The formula used for calculating Projectile Damage can be found here.

The amount of damage received by the unit can be derived from the formula below.
Projectile Damage

## Projectile

Projectile Damage refers to the value inflicted by a projectile from a unit's **Weapon**. The projectile damage from the Player's Star can be increased according to the weapon they have equipped while each enemy unit has a base projectile damage value.

### **Calculating Projectile Damage**

When damage is inflicted onto a unit. Its damage is being reduced due to the receiving unit's Crust.

The amount of damage received by the unit can be derived from the formula below.

In a scenario where a base 40 damage projectile fires at a unit that have the highest Crust value of 100.

**Total Damage = 40 \* (100/100 + 100).**

The final damage would be 20(50% damage decrease).

The following table shows how Projectile Damage reacts to Crust.

## Increasing Projectile Damage

Traits and Weapons can increase a unit's Projectile Damage.

The Weapon from the Player's Star changes the amount of Projectile Damage.
Gaining & Losing Planets

### Gaining Planets

   Upon completing a Combat Node or encountering a Treasure Node, Players will be presented with 2 Planets and 1 Weapon to choose from, adding one to their deck. It is only at this point, that the player is able to deploy their Planets into their solar system.

An already deployed Planet can be discarded (and destroyed) to make space for another. Certain nodes may also provide Planets, such as Shop Nodes.

Lastly, since only deployed Planets’ have their traits evoked, only deployed Planets’ skill traits can be added onto the skill slots and activated.

### Losing Planets

Planets can be lost in 2 ways;

(i) the Player intentionally discarding them to make space for another at a Rest Node

(ii) a Planet losing all of its HP and being destroyed in combat.

Either way, the Planet is lost forever, and the slot is opened up for another to take its place.
Combat

## Combat Overview

In L’Étoile, Combat takes place when the player engages with the enemy in various combat nodes. The player completes these nodes when they fulfill a objective presented to them through objectives or all enemy units are defeated in the node.

## Damage Types

There are two damage types in the game. Each inflicting damage differently. They are:

Impacts

Projectiles

## Damage Sources

There are various sources each damage type can come from.

**Projectile Damage Sources:**

Skills

Traits

Weapons

**Impact Damage Source:**

Unit Collision

## Combat Stats

There are various stats that affect a unit's performance in combat.

 Projectile Damage | Raises a star's or enemies' projectile damage.

## Calculating Damage

When a unit inflicts damage to another unit. The amount of damage received is according to the damage type as has its own calculation.

### Calculating Projectile Damage

When damage is inflicted onto a unit. Its damage is being reduced due to the receiving unit's Crust.

The amount of damage received by the unit can be derived from the formula below.

As in a scenario where a base 40 damage projectile fires at a unit that have the highest Crust value of 100.

**Total Damage = 40 \* (100/100 + 100).**

The final damage would be 20(50% damage decrease).

### Calculating Impacts Damage

When a unit collide with a planet. The amount of damage is received is according to the planet's Density and is reduced according to the crust and then a Impact Resolution Modifier is applied to the final number.

Impact Resolution Modifier

A modifier is applied to both units colliding with each other. The unit with the higher Crust will receive 20% less damage while the lower Crust unit receives 20% more.

The formula calculated for impact damage is as of below.
Vitesse d'échappement

La vitesse d'échappement (Ve) d'une fusée détermine son économie de propulseur. Plus la vitesse d'échappement est élevée, moins votre fusée consommera de propulseur pour fournir la même accélération - elle aura cependant besoin de beaucoup plus de puissance, à la fois thermal et electric pour maintenir le codex:burn .

La vitesse d'échappement généralement mesurée en km/s.

La vitesse d'échappement est directement proportionnelle à impulsion spécifique et les termes sont utilisés de manière interchangeable.
Planet Types

## Overview:

Planet Types are a secondary attribute of Planets. Planets are categorized into 4 different types; **Chthonian, Neptunian, Terrestrial** and **Gas Giants**. Their Stats and playstyles are nudged in a certain fashion, based on the Planet Types. Additionally, each Planet Type have a separate pool of Planet Traits to which a Planet draws from upon generation, further promotes each Planet Type's playstyle.

## Chthonian:

Focused on inflicting damage. **Chthonian Planets** tend to have lower HP. They inflict the **DOT** and **Volatile** Status Effects.

## Neptunian:

Focused on inflicting crowd-control based status effects. **Neptunian Planets** have pretty balanced and average stats. They inflict the **Frozen ,Slow** and **Weaken** Status Effects.

## Terrestrial:

Focused on damaging enemies with Impacts and knocking back enemies. **Terrestrial Planets** tend to have high Crust and Density, and their Traits uses the **Surrounded** Keyword.

## Gas Giants:

Focused on survivability. Gas Giants Planets tend to have low Density, high HP. Their Traits tend to increase Star and Planet HP, and use the **Vacuum** Keyword.
Treasure Node

## Overview

*Sometimes, a fellow lone star or dishevelled star system might present an opportunity for the player; treasure. The player takes it upon themselves to collect a planet to aid in their pursuit of thwarting the conquering armadas, as such, they may only take 1 planet, even if they find more.*

The Player is presented with 2 Planets and 1 Weapon, picking one to add to their Deck, similar to a Combat Node’s rewards. Similarly, the new Planet isn’t deployed until the Player finds a Rest Node.
Node Design

## Overview

L'etoile is a 2D Top Down Shooter set in space aimed at mid-core gamers aged 15-35. When designing levels for the game, it will be imperative to keep the target audience as well as the setting in mind. The player controls a single star that may have one or more planets orbiting around the star. These stars can collide with terrain and thus represent the outer bounds of the player hitbox. See Combat for more details. See also Constellations and Nodes for details on encounters and game structure.

L'etoile is envisioned as a shooter with fast spaced combat where players must not only manage the position of the star but also that of planets around the star. Battle arenas must convey the feeling of plausibly in being space, while also providing spaces where players can come into close conflict with enemies.

## Constraints

### Length

Assuming mid-level strategies, the average time to complete a Node should not exceed 3 minutes. Assuming optimal play however, allow for a minimum of 1 minute and 30 seconds for an advanced player to complete a node. End Nodes with boss fights however may exceed these guidelines but no fight should last for more than 7 minutes.

### Setting

Not that set dressing and placements of terrain/enemies and the like must conform to the over all theme of space combat. Avoid overly cramped spaces but also avoid spaces that are too large to have meaningful combat.

### Distinctiveness of Design

As players will be progressing through a large number of Nodes, it will be important to ensure that Nodes do not end up blurring into each other. Variations in set dressing, alongside placements of Node Objectives and difficulty must vary enough to each Node recognizable from the previous.

### Hazard and Enemy Placement

The design's progression and difficulty philsophy calls for Planets and the player to constantly be losing 30-70% of a Planet's Health per node.

### Types of Terrain/Obstacles

The following lists features that the design will allow for in gameplay:

* Impassible Non-Blocking Terrain (Walls that neither the player nor the enemy may traverse over, but do not block shots)
* Impassible Non-Blocking Terrain (Walls that neither the player nor the enemy may traverse over, but shoot shots)
* Damaging Stage Hazards (Speeding Comets that do damage, Clouds of plasma etc.)
* Speed Lowering Hazards (Areas that lower the speed of the player while they are traverse through it)

## Metrics

### The Player

The Player is defined as a circle with diameter 460px(on a 1920 x 1080 screen). This is a space roughly equivalent 1/4 of the screen horizontally and slightly over 1/3 of the screen vertically.

This measurement is referred to as 1 Player Unit(**PU**) and will form the basis for all other metrics in the game.
Kelkori

**Kelkori** are a group of powerful warriors who nearly took over the Skull Isles in the Kelkori War but were defeated by the combined forces of the Serentri and Skull Raiders.

## Kelkori (Demon Warrior)

### Origins and Culture

The second attempt of the Karthan to create intelligent life after the Mask Snatchers, Karthan believed them to be a bit too powerful and later based the Skull Raiders off of them. They migrated to the East when the island in the center of the Skull Isles was split in two. Nobrak Herald of the East was sent to the Eastern Islands to aid in the development of the Kelkori society. The Kelkori looked up to Nobrak not just for his strength but also for his wisdom and kind nature. After his task was completed he stayed in the Eastern Islands for a time until he was called back to an unknown island by Karthan never to be seen again. Eventually the Kelkori faded into legend and were forgotten by the other residents of the Skull Isles until they attempted to conquer the Skull Isles only to have the other species unite and push the fight all the way back to the farthest East islands and destroyed their society. Before the fall the Kelkori were ruled by a Grand Ruuk, their chief military commander. After their fall they split into many different groups led by many different people. Although the Kelkori are strong they coveted wisdom and knowledge believing those could overcome brute strength. They are one of the more wise species on the Skull Isles. They also have no need for masks whatsoever although they can wear them if they wish. They also care for delicate things they find. The remaining Kelkori will regret the decisions of the past and seek to keep peace among the Serentri and Skull Raiders to prevent another large conflict.
Bionicle G2 Expanded Wiki

**Welcome to the Bionicle G2 Expanded Wiki!**
An attempt to make Bionicle G2 live up to its true potential and be at least as good as G1. The canon of this expansion includes all of Bionicle Generation 2 created by Lego, The "Old Friends" Comic by BionicleChicken, And multiple elements from Heroes of the Stars a Bionicle G2 tabletop RPG created by Red Star Games.

Notice: If anyone could add images to the infoboxes on this wiki it would be much appreciated.

We're a collaborative community website about Bionicle G2 Expanded that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Okotans

**Okotans** are the primary inhabitants of Okoto created by the Great Ones and gifted the powers of the Elements.

## Okotans

### Elemental Tribes

#### Fire

Okotans of Fire are the most boisterous and competitive of the tribes. Taking a great deal of pride in the fact that The Creature of Fire Ikir serves as the second in command to Agil. While they tend to charge ahead without a second thought their courage is unmatched across Okoto.

#### Magma

Okotans of Magma are more humble slow to act than their Ikiran neighbors however once engaged they put all effort into their tasks.

#### Earth

Okotans of Earth are contemplative and slow to act though they possess great strength only rivaled by their wisdom.

### Trivia

An Okotan born with red eyes is said to destined to have a dark fate, this was true for a certain Akidan Mask Maker.
Torsíni

Torsíni ist eine Gemeinde um die gleichnamige Stadt am Lago Chiaros. Die Umgebung wird beherrscht von der Familie Corvinos. Ursprünglich als eines der wenigen nördlichen tecrosischen Weinanbaugebiete bekannt, profitiert das Gebiet heute, dank seiner Nähe zu den Nördlichen Carvennen, vor allem von den Erz- und Mineralminen der Familie Corvinos. Als defensiver Stützpunkt Lejanthos im Jahr ??? errichtet, um die Grenze zu Uscéled beobachten zu können, wechselte das Gebiet immer wieder die Seiten. Heute ist die Zugehörigkeit zwar immer noch umstritten, doch Lorenzo Corvinos, der aktuelle Herrscher Torsínis, ist eher Uscéled zugeneigt. Um für mögliche Streitigkeiten mit dem Süden gewappnet zu sein, werden die Verteidigungsanlagen der Stadt vom Waffenmeister Torsínis, Fabio Corvinos, auf den modernsten Stand gebracht.
Hochkönigreich Azbín

*"Wie der König, so die Herde."* - **Azbínisches Sprichwort**

Das Hochkönigreich Azbín ist wie viele der westlichen Menschenreiche ein Produkt des kataklystischen Risses. Nachdem die Überflutung durch den Tavorausbruch zurückgegangen war, wanderten die nordhevischen Tartesser unter ihrem Wonax Aspen aus ihrer verheerten Heimat über die samokische Steppe und ließen sich anschließend entlang des Ésarek nieder bevor sie sich über den Rest des Gebietes ausbreiteten, was einmal Azbín werden sollte.
Terak (Region)

Terak is the Region of Earth

On the Surface Terak is a land of treacherous ravines, crevices, and rifts with few cities on the surface and fields of obsidian. However beneath the surface Terak is a bustling society of cities inside caverns connected by tunnel systems with mining operations of the island’s most precious metals. Long ago the Cave Prince the Sovereign Elemental of Earth ruled Terak, under his rule the Terakan people moved underground and mined precious ores and metals to send off to other parts of the island. Most of their cities on the surface have fallen into disrepair and ruin although some are still used as outposts. The people of Terak often spend time contemplating as they mine deeper into the earth. Deep underground resides Terak the Elemental Creature of Earth whom the Region is named after. The Capital City of Terak is Tehutti, where Korgot Protector of Earth resides. Terak’s main export is metals and ores and elemental crystals which are mined often. Some notable landmarks include the previously mentioned Capital of Tehutti, Midak the largest remaining city on the surface, the Temple of Earth, and the Road of Fokol goes from the Norik Mountain Range to the Bomonga Mountain Range.
Quig

Quig is the Region of Crystal and is located in the Kaulus Mountains

Quig is an interesting Region by all means it shouldn’t exist. Crystal is created by combining Ice and Earth but the Kualus Mountain Range borders Melum and Akida the Regions of Ice and Water. To make things more confusing is that Melum the Region of Ice and Terak the Region of Earth don’t border so Crystal shouldn’t even be a real element. However Crystal is the only Element to be created by combining two Elements that don’t border each other. Through experimentation of combining other Elements that don’t border each other results were Coal, Glass, and Cotton, nothing Elemental like Crystal. Historians have been baffled by the Existence of Crystal as an Element and have come up with a number of theories as to how they exist, a few being that Okoto was originally created with Melum bordering Terak but was changed for whatever reason just as the Element of Crystal was created and before any other subelement was made. Or that the Okotans of Quig originated from a different island entirely. How they exist or why they are in the Kualus Mountain Range is something that has been lost to time and even the people of Quig are unsure about their origins. Similar to the Pouks Mountain Range the The Kualus Mountain Range has no element of its own historians have theorized this may be the work of Melum the Elemental Creature of Ice not allowing Ice to combine with other Elements to create any new Elements or Zeisk devouring the Elements in question if the Zeisk even exist. The Kualus Mountain Range shields Quig from the Blizzards of Melum, making Quig a bit warmer than Melum. Long ago Quig was ruled by the Amethyst Baron the Sovereign Elemental of Crystal who set in place a cultural law that few outside the tribe ever fully understand, the cultural law is still in use today making the people of Quig come off as quiet and harsh. The Main Export of Quig is Elemental Crystals which are found in abundance in the Kualus Mountain Range making Quig likely the most wealthy Region in Okoto. The Capital City of Quig is Kazi where Drif Protector of Crystal resides. There is no known Elemental Creature of Crystal. Some notable landmarks of Quig include the Underground mining City of Tehran, the Capital City of Kazi, and the Great Telescope near the coastline.
L'etoile

## Specifications

### Concept

The aim of L’Étoile is to provide a fast-paced and action-packed experience, within a 2D deck-building top down shooter.

### Story

The game will be set in space within an alternate universe, where the player takes on the role of a sentient star in space. A number of planets orbit the player, acting as weapons/units. They will attempt to stop alien armadas from trying to conquer other stars by liberating them and defeating said armadas.

### Action

Players will be able to move, as well as fire ranged lasers (Attacks) at enemies. The planets orbiting the player’s star can bludgeon enemies as they orbit, inflicting damage based on the planet’s stats. Additionally, each planet will have Traits that confer active and passive effects.

Trait effects may be evoked when a planet smashes into an enemy, or when the player attacks or when a skill is manually triggered. The player may choose to create their own build as they gather planets, comparing their stats and traits as they strive to complete the next node.

## Benchmarking

### Analysis

#### Our Target Audience

* Mid-Core Gamers
* Ages 15-35
* Male
* Familiar with Top-Down Shooters
* Slightly acquainted Trading Card Games
* Bartle's Taxonomy: Explicit Explorers(Meta-Pioneers/Theorycrafters)
* Enjoy/Interested in space and space travel

#### Unique Selling Point(s)

Deckbuilding elements, allowing players who have interest/familiarity in Trading Card Games(TCG) to also enjoy a more strategic approach to an action game. This lets players who may have been interested in picking up TCGs but have not tried one, dip their toes into the water. Additionally, there will be sufficient depth for more advanced players to still experiment and explore the Deck system. Combined with the heavy real-time action of a top down shooter, this is a niche with few established competitors.

### Competitors

#### Landscape

With our unique combination of L'etoile is posi

With a unique blend of deckbuilding and shooter combat, L'etoile is well positioned to capture the niche of midcore gamers who enjoy action combat games, but also enjoy experimenting and theorycrafting strategies.
Vroy

Vroy is home to the largest Skull Raider cities in the Skull Isles and is also home to the High Council who lead the Skull Raiders. Vroy has a moderate climate with a few mountains and many plains. When the Skull Raiders first arrived they claimed the island as their own. Although Vroy appears to be less dangerous than other islands at first glance the cliffs are home to Rokerns and Bolderkels, and the plains are home to the vicious Karbora. Despite these dangers the Skull Raiders have built a number of great cities on Vroy including their Capital City of Teliner which The High Council reside in. During the Kelkori War the Island was attacked multiple times but the Kelkori failed to conquer the island twice. The first time they were pushed back by Commander Axato although with heavy losses on the Skull Raider Army and Axato was badly injured but was later healed and returned to the fight after a week to recover. The second time was two weeks later when the Kelkori Army had received reinforcements they tried to take Vroy again but were pushed back by the united Armies of the Skull Raiders and the Serentri. Vroy has remained primarily populated by Skull Raiders for nearly all of its history. Vroy is inhabited by the Skull Raiders, in terms of wildlife Vroy is inhabited by Drake Serpents, Rokrens, Bolderkels, Pebbli, Kabora, a small group of Storm Spinners, Mavi Flyers, Talai Fish, and Kuluro Chargers with a few Mask Snatchers. Vroy is located in the far Western part of the Skull Isles.
Permafrost Guard Company

The Permafrost Guard Company is a regiment of around three to five hundred Okotan soldiers who are based in Ft Aberi.

### Origins

The Permafrost Guard Company was founded by the then General Aberi of Ketar under the permission of the Mask Makers to maintain watch over the Pouks Mountain Range to see if the rumors of Koti survivors fleeing into the mountains were true or not. The Company was later reassigned to monitor Skull Raider activity in the mountains after they were driven into the mountains by the Mask Makers and Protectors. They are stationed at Ft Aberi named in honor of the founder of the Permafrost Guard Company
Xira & Xiros

Commonly known as the Twin Islands, Xira and Xiros were once one island in the center of the Skull Isles named Xiroas. According to legend the Skull Raiders and Serentri came into conflict over who should have the island. Supposedly their constant fighting was said to have annoyed Karthan so much that he split the island in half to stop the fighting. Since then the Islands have been separated, Xira was claimed by the Serentri and Xiros was claimed by the Skull Raiders. Both islands have a similar rocky landscape and a cool climate with large mountains. Both Xira and Xiros are infested with Rokerns and Bolderkels and Golden Leeches along the coast. Xira is home to a few Serentri cities and a few ancient ruins beneath the waves. Xiros is home to less than a dozen Skull Warrior settlements but is known to be the place where Skull Mages hone their skills. During the Kelkori Wars both Xira and Xiros were conquered by the Kelkori, later the Kelkori put up a fight on the Twin islands and temporarily halted the advancing Armies of the Skull Raiders and Serentri until Karthan arrived. The islands were also supposedly the site of a battle between two being one of Heat and Energy and the Other of Electricity and Storms. who also brought the Storm Spinners and Kanori Turtles who inhabit the island. Since the Skull Raiders and Serentri moved to their own islands respectively the Twin Islands have had no major significance to the Skull Isle’s history. The primary residents of Xira are the Serentri and the primary residents of Xiros are the Skull Raiders. Both islands are home to Rokerns, Bolderkels, Pebbli, Golden Leeches, Drake Serpents, Karfo Bulls, Mavi flyers, and mainly on Xiros, Karbora. Xira and Xiros are located in the center of the Skull Isles and are not considered a part of the island chains. Xiros is also where Kulta the Skull Grinder hails from.
Rura

Rura is the Region of Magma located between the Regions of Fire and Earth

Arguably even more dangerous than Ikir, Rura is in the Norik Mountain Range where the Three Brothers Mt Taheri, Mt Volis, And Mt Karva reside. The people of Rura have adapted to the wrath of the Volcanos, learning the signs of a future eruption days or even weeks before it happens. The Region was once ruled by the Molten Duke, the Sovereign Elemental of Magma; he enforced efficiency and careful observation among the tribe, traits that they still uphold to this day. The Capital of Rura is Balta which is west of the Three Brothers, there, Charik Protector of Magma resides. The main export from Rura is molten crystals, which can be used to easily heat forges across the island if used properly. There is no known Elemental Creature of Magma. However Dragons often make their home near the Three Brothers. Notable landmarks include the previously mentioned Capital of Balta, the Three Brothers, and the Path of Mobi the quickest way through the Norik Mountain Range. Long ago near the Three Brothers a species of winged creatures resembling Toa like beings roamed the lands near the volcanoes of Rura their origins is believed to be similar to that of the Koti however they were not nearly as evolved as the desert dwellers, being more animalistic but intelligent enough to communicate with the local Okotans and wear Masks they were known as the Flarlok and were seeming wiped out by a secretive organization known as the Hand of Dervitus in a single night.
Axato

> *"The only thing you need to defeat an unbeatable foe, is to be smarter than them"*
>
>

**Axato** was a veteran Skull Raider commander who was given the title of Skull Crusher and was a friend to Kulta.

## Axato

### Pronunciation:

Axe-A-Toe

Hailing from Sila and born into Clan Lentrif, Axato was born with a genetic defect causing him to lack the signature Skull Grinder horns making him look like a very tall Skull Warrior, despite this Axato rose to prominence among the Skull Raider Military being known for his adaptive tactics and skill of manipulating the enemy's movements. After defeating a Serentri army he was promoted to Regional Commander or his more common title Commander of the Western Armies. Axato continued to serve the High Council for centuries. When the Kelkori began their conquest Axato was at many of the battles observing the Kelkori fighting styles and tactics. He was able to create some strategies to combat them however only after the Kelkori had taken most of the Skull Isles. During a battle on Vroy Axato fought a Kelkori Warrior one on one and came out victorious however he was badly wounded and had to have most of his chest replaced with mechanical components. After the war he continued his services to the High Council as Regional Commander he also took a young Skull Grinder named Kulta under his wing. After Kulta returned from a journey to Kel he told of a paradise far west of the Skull Isles. Axato managed to convince the High Council to fund an expedition to this mysterious island. Axato and Kulta set sail to the island and found Okoto although the native Okotans were a bit wary of the Skull Raiders and things fell apart quickly resulting in a battle. After millenia of terrorizing Okoto as pirates a group of Skull Raiders deserted the main group, Axato was disgusted by this and increased attacks on Okoto. During a raid in Ferix, Axato stole a very early prototype of the twin Blaster Blades of the Long before the Protectors were formed he used these blades to kill the Balanced Path Uma and Ward of Stone Ketran by cutting him in half. He and the other Skull Raiders were driven into the Pouks Mountain Range by Ekimu, Makuta, and the Protectors. He helped build the underground cities of the Skull Raiders when the Toa and Ekimu traveled to the City in search of one of their own and two missing Okotan Children Axato and the others captured them and Axato challenged Gali to unarmed combat, however he greatly underestimated the Toa and lost, much to his embarrassment. When the Toa fled and sealed the entrance and caused the city to cave in, Axato survived but the surviving Skull Raiders under the new leadership of Felten killed him.
Uma (Species)

### Notable Members:

Umarak, Umatru, Umafoi, Umaine, Umarin, Umakrol, Ikiroy, Ketran, Akili, Melrii, Uxakar, Terfer

### Pronunciation:

Oo-Ma

After the death of Uma when creating the Uma species the status as embodiment of Shadow was passed to the Uma Species who quickly grew in numbers becoming the dominant life form in the Shadow Realm.

### Origins and Lifecycle

An Uma comes into existence in the Shadow Realm with the first and the most powerful Uma being Umarak the Hunter. Uma usually embrace their dark heritage using Uma as the first part of their name and become Shadow Walkers some of which serve Makuta, others reject their dark nature and strive to balance themselves between Shadow and another Element of their choosing some even choosing to remove their antlers in the process, although these Uma are few in number. Nearly all Uma seek to leave the Shadow Realm the easiest way to do this is to find a weak point in the Barriers between the Shadow Realm and Okoto usually created when all six main elements are combined, the Black Crater on Okoto and the City of Ahkmou in the Shadow Realm being a perfect place to travel between the Realms, Uma do this by using their shadow step ability along with their Mask of Shadows to travel to and from Okoto. Uma can also use other Elemental Masks however it is uncommon for a Uma to have a Elemental Mask other than a Mask of Shadows. All Uma have the ability to create Shadow Spawn and Shadow Traps to fight their enemies. Uma are also able to unite with Elemental Creatures to gain extra power, something which Toa are the only other species capable of doing such.

### The Balanced Path

An Uma seeking to become a noble being usually chose a secondary Element to Master to Master alongside their Natural Shadow Element some Okotans refer to these Uma as Toa although they aren't too comfortable with the title. These Uma typically do not have Uma as the first part of their name and sometimes use the first three letters of their new element as their name, Ex:  (the six Uma guardians of Okoto known as the Wards) Ikiroy Uma of Fire, Akili Uma of Water, Uxakar Uma of Jungle, Terfer Uma of Earth, Ketran Uma of Stone, Melrii Uma of Ice. Notably there were six Uma of the balanced path of the six primary Elements who were killed by the Skull Raiders long ago. Most Uma of the balanced path are solitary and reclusive preferring to inhabit their Region corresponding to their Element and sometimes guarding it. Listed below are the Elemental Paths in order from most to least common along with some members of each path:

Path of Jungle: Uxakar

Path of Water: Akili

Path of Stone: Ketran

Path of Ice: Melrii

Path of Crystal:

Path of Earth: Terfer

Path of Metal:

Path of Air: Nidfey

Path of Fire: Ikiroy
Ketar (Region)

Ketar is the Region of Stone

Hot, barren, and dangerous are good words to describe Ketar, with its many canyons, and dunes, along with violent Sandstorms. Long ago Ketar was ruled by the Desert Knight, the Sovereign Elemental of Stone who furthered the Survivalist ways of the Ketarans. Legends speak of a war between the Okotans of Ketar lead by the Desert Knight against a species of tall humanoids with stinger tails known only as the Koti, in the end the Ketarans won and seemingly drove the Koti to extinction, however it is unknown if these legends are true but ancient statues of Koti warriors and ruins of magnificent cities not made by Okotan hands are present in parts of the region. Once Ketar was home to the Capital City of Ahkmou which was not only the Capital of Ketar but of all of Okoto as the Ketar’s building skills allowed them to win the competition between all the Regions to build the Capital of Okoto. Ahkmou was the site of many events in Okotan history, one of which was when Makuta put on the Mask of Ultimate Power to win the favor of the Okotans and outdo Ekimu. However the Mask corrupted him turning him into what he is today he grew taller and stronger and evil, Ekimu managed to knock the mask from his brother’s face with his hammer shattering it. The resulting explosion took Makuta the City of Ahkmou and all inside to the shadow realm where they became corrupted and turned into beings of shadow Makuta. Ekimu and the Protectors that accompanied him were the only ones to avoid this fate but Ekimu was cast into an endless sleep for many years until he was awakened by the Toa. Where the city once stood is now known as the Black Crater and evil place where many foul things lurk it is unwise to venture there. The new Capital of Ketar is The City of Kodan which is closer to the mainland, there Nilkuu Protector of Stone resides. And the capital of Okoto has been changed back to the City of the Mask Makers. The Black Crater later became th Black Volcano where Umarak the Destroyer attempted to bring back Makuta and it is also where the Toa made combined their elements to stop Makuta from returning, in the process returning to the stars. Due to the burst of energy from the Toa’s combined elements the Volcano became unstable and sank back into the Great Ocean becoming the Black Crater once again. Ketar is the Elemental Creature of Stone which the Region is named after. The main export of Ketar is carvings which the people of Ketar are remarkably good at making, Ketaran carvings are also incredibly resistant to weathering through a process the people of Ketar don’t share with outsiders. Important landmarks of Ketar include the Black Crater, the Capital City of Kodan, the Temple of Stone, and the Great Sundial, an ancient sundial created supposedly by the Ketarans, and Forlin Canyon near the mountains bordering the City of the Mask Makers.
Zoey woey

Zoey woey is the second main character in the Nugget fugget series she is a grumpy and a sleepy person and gets annoy if you ever wake her up if you dare to wake her up.....

she hates when she gets annoy like in episode 4 where she beats up nugget because of his personally she likes to eat soft tacos and hotdogs also she has siblings like Val and Daris even though that nugget been annoying she still gets along with him she likes friends.
Mask Knights

The Mask Knights are an order founded to directly serve the Mask Makers as warriors, predating even the Okotan Guard.

### Founding

The Mask Knights were formed not long after the first Mask Makers were put into power by the Toa of Light. They are known to carry a variety of Masks that they use in a number of situations.

### Members

* Gadar
* Tovia
* Nenra
* Pelok
* Rhoni
* Inzo

### Former Members

* Lidri *- Retired*
* Kotoan - *Retired*
Wards

The Wards were a ancient group of six Uma of the Balanced Path who dedicated themselves to protecting the Okotans using their Powers, they were all killed in a battle with the Skull Raiders.

#### Members

Ikiroy - Leader, Uma of Fire

Melrii - Deputy, Uma of Ice

Ketran - Scout, Uma of Stone

Terfer - Uma of Earth

Uxakar - Uma of Jungle

Akili - Uma of Water
Elements

**Elements** are the basic fundamental forces of Nature and are always present. Some beings possess Elemental Power and are capable of manipulating and/or creating Elements from nothing. These beings usually are connected to the Elements in some way such as the Okotans, Empowered Okotans, Toa, and Uma having Elemental energy as their lifeblood, while others are completely disconnected and unable to contain Elemental energies such as the Skull Raiders, Kelkori, or Serentri. there are eight known primary Elements in the universe and seven secondary Elements. Each primary Element has a respective Elemental Creature however secondary Elements lack any Elemental Creatures due to their nature.

Legendary Elements

The most powerful of all the Elements.

Light

* Primary Color: Gold
* Elemental Creature: Agil
* Region: Agil

Shadow

* Primary Color: Black
* Elemental Creature: Uma
* Region: Uma

Primary Elements

The main six Elements of Okoto.

Fire

* Primary Color: Red
* Elemental Creature: Ikir
* Region: Ikir

Water

* Primary Color: Dark Azur
* Elemental Creature: Akida
* Region: Akida

Jungle

* Primary Color: Bright Green
* Elemental Creature: Uxar
* Region: Uxar

Earth

* Primary Color: Black
* Elemental Creature: Terak
* Region: Terak

Stone

* Primary Color: Dark Orange
* Elemental Creature: Ketar
* Region: Ketar

Ice

* Primary Color: White
* Elemental Creature: Melum
* Region: Melum

Secondary Elements

Elements made from the combination of two of the Primary Elements.

Magma

* Primary Color: Dark Red
* Elemental Creature: None
* Region: Rura
* Elemental Combination: Fire + Earth

Metal

* Primary Color: Gunmetal
* Elemental Creature: None
* Region: Ferix
* Elemental Combination: Earth + Stone

Crystal

* Primary Color: Lavender
* Elemental Creature: None
* Region: Quig
* Elemental Combination: Earth + Ice

Mud

* Primary Color: Reddish Brown
* Elemental Creature: None
* Region: Groth
* Elemental Combination: Stone + Water

Lightning

* Primary Color: Teal
* Elemental Creature: None
* Region: Voriki
* Elemental Combination: Water + Jungle

Air

* Primary Color: Dark Green
* Elemental Creature: None
* Region: Nidika
* Elemental Combination: Jungle + Stone

Acid

* Primary Color: Lime Green
* Elemental Creature: None
* Region: Hajori
* Elemental Combination: Jungle + Fire
Mokka

Mokka is one of the more humid islands in the Skull Isles. Mokka is home to a number of hot springs and a few volcanoes that erupt a few times every century coating parts of the island in smog. For these reasons and the large population of Mask Snatchers on the island the Skull Raiders consider Mokka too much of an investment to create settlements on however they do mine the rich ores and metals found on the island. Mokka’s main inhabitants are the Serentri who have built massive underground cities to protect them from the dangers of the surface. During the Kelkori War the island was attacked multiple times by the Kelkori who raised half of the Serentri’s cities but they left the island for more important conquests and planned to return to finish off the remaining cities however they lost the war before that could happen. The resident Serentri have studied the Mask Snatchers and believe they do possess some intelligence noting that Mask Snatchers will often work together to achieve common goals. Mokka is mainly inhabited by the Serentri with a few Skull Raiders settlements in terms of wildlife Mokka is inhabited by Drake Serpents, Mask Snatchers, Doka Ground Eels, and Kanori Turtles. Mokka is Northwest of the Twin Islands and part of the Western islands in the Skull Isles.
Protectors

The Protectors were originally a group of thirteen Okotans from each region who acted as diplomats for the Sovereign Elementals. After discovering the plan to overthrow the Mask Makers, they met at Fort Yotari to discuss the matter. They decided to warn Ekimu and Makuta of the impending betrayal but arrived only minutes before the Sovereign Elementals. Despite knowing full well they would more than likely lose the group chose to fight alongside the Mask Makers against the Sovereign Elementals. During the battle Agil lead the other Elemental Creatures to aid the Mask Makers and transformed the Okotan diplomats into Empowered Okotans as a reward for their bravery. They won the battle with the help of the Elemental Creatures and were gifted Masks of Adaptation by Ekimu and deemed the first Protectors with their children becoming the next group of Protectors.

### The First Protectors

Protector of Fire: Donil

Protector of Ice: Kalif

Protector of Water: Vekoi

Protector of Jungle: Yotari

Protector of Stone: Slaik

Protector of Earth: Bentro

Protector of Metal: Alzeb

Protector of Magma: Hetri

Protector of Mud: Opith

Protector of Air: Palro

Protector of Crystal: Febti

Protector of Lightning: Grohn

Protector of Acid: Cayiz

The Protectors who Drove the Skull Raiders into the Pouks Mountains with the help of the Mask Makers and Umarak.

Protector of Fire: Flammik

Protector of Ice: Buzakyo

Protector of Earth: Droton

Protector of Water: Bumonda

Protector of Jungle: Jagiri

Protector of Stone: Rokreng

Protector of Air: Airoi

Protector of Lightning: Voltira

Protector of Magma: Lotrian

Protector of Mud: Calvori

Protector of Metal: Stelhi

Protector of Acid: Miltar

Protector of Crystal: Geltro

The Protectors of the time during Great Cataclysm

Protector of Fire: Mamuk

Protector of Ice: Uganu

Protector of Earth: Etoku

Protector of Water: Owaki

Protector of Jungle: Agarak

Protector of Stone: Kerato

Protector of Air: Trealf

Protector of Lightning: Vorlih

Protector of Magma: Foytra

Protector of Mud: Darnim

Protector of Metal: Callise

Protector of Acid: Gragith

Protector of Crystal: Bretif

The Current Protectors

Protector of Fire: Narmoto

Protector of Ice: Izotor

Protector of Earth: Korgot

Protector of Water: Kivoda

Protector of Jungle: Vizuna

Protector of Stone: Nilkuu

Protector of Air: Wakith

Protector of Lightning: Zarda

Protector of Magma: Charik

Protector of Mud: Benal

Protector of Metal: Talrin

Protector of Acid: Varis

Protector of Crystal: Drif
Uxar (Region)

Uxar is the Region of Jungle

It is said the Uxar holds many secrets including some of the oldest structures on Okoto. Uxar holds many wonders, gargantuan trees, floating islands, and ruins of a time long since past. Once long ago Uxar was ruled by the Wood Princess the Sovereign Elemental of Jungle during her rule she helped chart the many unexplored areas of Uxar mapping much of the jungle, she also helped the Uxarins create more efficient housing in the treetops. Uxar is also supposedly the first place the Toa of Light traveled to when he came to Okoto and helped build the first major structures there before constructing the City of the Mask Makers. The people of Uxar are also usually friendly but have few loyalties other than to their tribe and Okoto as a whole. Uxar is the Elemental Creature of Jungle and whom the Region is named after. Uxar is largely unexplored and many kinds of creatures are yet to be discovered. The Capital City of Uxar is Orkahm there Vizuna Protector of Jungle resides. The main export of Uxar is herbs and plants with special qualities which are valued across the island. One can gather great wealth as an explorer in Uxar, however since the Uxar is home to many dangers, exploring is very risky. Some notable landmarks of Uxar include the Capital City of Orkahm, the floatings islands near the coast, Tardun the largest tree on Okoto with its height rivaling some small mountains, the Temple of Jungle, and Fort Yotari where the first Protectors met and planned to warn Ekimu and Makuta of the impending betrayal of the Sovereign Elementals.
Empowered Okotans

A variant of the Okotan is the Empowered Okotan, Okotans that have become Protectors or Mask Makers are usually Empowered Okotans however sometimes Okotans obtain this power through a great feat and are gifted with power by Agil. These beings are stronger, faster, and able to accomplish feats nearly impossible for a normal Okotan such as Ekimu knocking the Mask of Ultimate Power from the face of his brother, or the Protectors fending off hoards of Skull Spiders for a short time.
Byntra

**Byntra** the Skull Basher was a Skull Basher who chose Kulta to be his assigned Skull Grinder. he traveled with Kulta to Okoto and fought by his side whenever he could thought Kulta cared little for him.

## Byntra

### Pronunciation:

Ben-Tra

Hailing from Wevi Byntra was a Skull Basher who was trained in the ways of the Old Warriors and later slayed a vicious Koakao he found to complete his rite of passage. He selected Kulta as his Skull Grinder Master for a time. He was known to have traveled with him to Kel but stayed on the boat while Kulta found Karthan. He later traveled with Kulta and Axato to Okoto where he was part of the first battle with the Okotans. He later became a pirate alongside Kulta and Axato. He was also driven into the mountains by the Ekimu, Makuta, and the Protectors of the time. He also witnessed Makuta come to attempt to establish peace between the Okotans and the Skull Raiders. He later traveled with Kulta to the City of the Mask Makers and later fought the Toa defeating Onua and taking his Golden Elemental Mask of Earth for a short time. He was defeated by the combined power of the Toa and was knocked unconscious. He later awoke in his cell near Kulta who escaped and left him behind. Ekimu later came down into the vault to question Byntra and learned the Skull Basher could speak Okotan from watching Kulta. He answered most of the questions and when learning Kulta was likely dead, told Ekimu that his time as Kulta’s servant was almost up. Ekimu then later let Byntra go under the supervision of the Protectors and allowed him to leave the City of the Mask Makers. He traveled to the Skull Raider City only to find it abandoned and Kulta and Axato dead. He traveled the Island for a time until he ran into a group of Skull Raiders attacking Uxar. He debated helping the Okotans or attacking them but he decided he would try to save them and not harm the Skull Raiders to repay his debt to Ekimu. While he led a group of Okotans away from the burning village he was ambushed by Umakrol and fought him to buy the Okotans time. He was then surrounded by Skull Raiders and captured and taken to Frelten who ordered for his imprisonment until his impending execution.