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The lost Bo-Matoran you already know about, but the Turaga keep it a bit hush-hush that they weren't the only ones. That village is notable for being the largest group to disappear at once, but occassionally a Fe-Matoran will decide that they've had enough of Skakdi, and leave the fortress for an unknown destination. The few we've managed to speak to said they just felt a calling in their head, and then they headed for the jungle without fail. Some were quiet about it, but others spoke of hearing a voice.
One Po-Matoran left from the bottom of the quarry mine somehow; vanished without a trace! I saw him again months later, trading carvings for fish on the other end of the island. He refused to speak of where he was staying, but he looked worn down and tired, and when he left I saw him head for the jungle too. He said the shadow would protect him. Poor guy had stayed too long underground, I guess. Miners start getting used to the darkness after a while.
I've heard others leave too, such as scholars from the mountaintop when they need to process what they've learned. Some sit in quiet meditation in the village, but at least one hermit has isolated themselves completely at the very tip of the southern cape. No weird shadow-talk from him, at least, and the scholars always return when they are done contemplating things.
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The weather's been real bad lately, but you already knew that. Terrible storms appear and last for days at a time. Sometimes the ground shakes and waves reach far inland. The elemental sites have it especially bad, but never seem to take damage from the bad weather.
You already know of the tension between Skakdi and Matoran too, but for the past hundred years it wasn't too bad. Skakdi are a rowdy bunch, but as long as you offer them a good trade between power and territory they are usually quite agreeable. In fact, after the Toa chased them there they seem to revel in the harsh desert climate, and only care about traveling when they run low on resources or have to move because a rival clan attacked.
Recently they divided themselves into a few camps based on common interest. One is loaded with weapons, which they practice with constantly. Another has tamed Rahi for war. A third thankfully seems to have calmed down lately thanks to their new warlord being more amicable than the last. There are some other camps, but they vary in size and used to never agree on anything. The fact that they've started making deals instead of fighting makes Turaga Ponolu worry that they are planning to work together on another island takeover.
Several Matoran have disappeared. We thought some lost to the bad weather, but the lost Bo-Matoran claimed a few had come to stay with them. They refused to say anything else, and vanished into the woods before we could ask.
The Ta-Matoran have postponed the annual martial tournament until the situation improves.
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Two Skakdi warlords were slain recently - the first to die in centuries. Number one was easy enough to explain. After an internal dispute of some kind his underling opened fire with a Cordak blaster and knocked him out. Skakdi warlords like to keep their rivals alive and subjugated to show their might, so apparently the actual death was a complete accident. Nehktok the Gunner - that's his name now - had just finished proclaiming his victory to the entire desert when he decided to fire a second volley to humiliate the former warlord. No way he could take that when his armor was already weakened, but Nehktok didn't think that far. Killed him on the spot, and certainly didn't learn anything from it.
Now the second death... that one's more interesting. Two of our messengers returned from a trade with the Skakdi fortress opposite ours, and said there was a new warlord in charge. Strange thing is, no one took credit for it! Skakdi always do if they spot a chance to rise in the ranks. The previous warlord had supposedly been killed in the middle of camp during the night, stabbed just once by an unseen attacker who vanished before anyone got a good look at them - which is odd, considering how many Skakdi have enhanced vision. The stab wound was almost imperceptible too; they had to search a bit for the cause of death. Goes to show that even someone as tough as a warlord can be defeated if you catch them in a vulnerable moment, with the right weapon at hand.
It's been a long time since we've seen Skakdi scared, but our Matoran told us they were clearly uneasy about this event. At least the new warlord is more amicable than the last. Hasn't even broken the legs of the previous warlord's supporters, as is traditional in their camp. I heard they picked her by vote! Skakdi voting, imagine that!
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When you go through the tunnels, stick to the path that is lit with lightstones. They and the road markers will show you where to go. It should be a fairly straight hike to the mining village. If you hear any chittering noises approaching, don't be afraid - crab riding guards patrol the main road and keeps it safe. Nui-Jaga make the same noise, but they dwell in the deeper, unlit caverns.
Still, there is one... being you may encounter. The locals call it a spirit, but no one knows what it is for sure. Travelers - especially foreigners like yourself - will often be approached by it when they pass through the area, though seldom on the main road. I've only heard the voice once myself, but it was like a whisper in the back of my head. It asked me who I was and why I had come. When I told it I was a trader, it said something about not wishing to trade, and then vanished. I have no idea what that was about.
Others have heard it as well, and seldom more than once each. Rumor has it, it almost never does anything except ask who you are. It took particular interest in Turaga Zuhras, and asked him at length about the island's history. It seemed to already know all his answers, though, so maybe it was just looking for a chat.
There was a traveler who got lost in a deep section of the tunnels. The voice came to him, and told him which direction to take. He didn't trust it at first, and flung his spear in the direction he thought the sound was coming from. It became angry then, and he fled from it in a blind panic. When he reached the village he claimed that the voice had ask him to take a path leading towards it, and that after he attacked he had seen a figure standing there in the darkness. That may have been his imagination, though. Being alone in the dark for too long does strange things to your mind.
If you do happen to hear from it - just be calm. It has never harmed anyone, to my knowledge.
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I'm a little unclear if there are any Onu Matoran with me, and I assume Velike is with me as well
Teleport Lvl 7 Teleports target 70 meters away for each Degree of Success. Weaken Lvl 6 Drains 6 Physical HP OR permanently weakens armor by 2 DEF. Target's choice. Weaken Lvl 6 Drains 6 Physical HP OR permanently weakens armor by 2 DEF. Target's choice. Weaken Lvl 3 Drains 3 Physical HP OR permanently weakens armor by 1 DEF. Target's choice. Freeze Lvl 5 Target is frozen and has +1 DEF. The ice has 10 HP, lost when attacked or trying to break free. Reconstitute Lvl 5 Target is scrambled into a random shape of roughly the same size for 10 minutes.There are also eight powerless disks. Powerless Kanoka are considered to be normal disks and deal damage as a regular weapon would.
FIRE In the shrine at the end of crater bridge. Keeps the volcano calm. WATER In the sunken ocean dome. Water pressure helps it charge. AIR At the top of storm peak. Controls the weather. Walk the wind. EARTH In the deepest vault. Absorbs and stills seismic energy. STONE Hidden in the great monument. Keeps the stone from eroding. ICE Kept in the glacial cave. Stills the blizzards. PLASMA Secure in the vault of ash. Its power wards off intruders. GRAVITY Stuck into the cliffside in the vertical land. Impossible to move. MAGNETISM Hidden in the tech lab. Keeps everything in place. LIGHTNING At the top of storm peak. Draws in lightning. SONICS Kept in the silent vault. Lets us work in peace. IRON Kept in the great lab. Used to create great designs. THE GREEN Hidden in jungle grove. Keeps the area alive despite storms. PSIONICS Rests in the meditation shrine. Let it calm your mind. LIGHT Scattered across the universe. Gives everyone light, and hope. SHADOW Lost in its own darkness. Let it sleep eternal.
19:32, Today: Game Master rolled 3 using 1d6. Flip a coin. Even=yes, odd=no.Sadly, no. We could perhaps roll to see if anyone else picked up discarded items from the sand, however, if you really feel you need it.
FIRE In the shrine at the end of crater bridge. Keeps the volcano calm. WATER In the sunken ocean dome. Water pressure helps it charge. AIR At the top of storm peak. Controls the weather. Walk the wind. EARTH In the deepest vault. Absorbs and stills seismic energy. STONE Hidden in the great monument. Keeps the stone from eroding. ICE Kept in the glacial cave. Stills the blizzards. PLASMA Secure in the vault of ash. Its power wards off intruders. GRAVITY Stuck into the cliffside in the vertical land. Impossible to move. MAGNETISM Hidden in the tech lab. Keeps everything in place. LIGHTNING At the top of storm peak. Draws in lightning. SONICS Kept in the silent vault. Lets us work in peace. IRON Kept in the great lab. Used to create great designs. THE GREEN Hidden in jungle grove. Keeps the area alive despite storms. PSIONICS Rests in the meditation shrine. Let it calm your mind. LIGHT Scattered across the universe. Gives everyone light, and hope. SHADOW Lost in its own darkness. Let it sleep eternal.
Heat stone x2 40w Light stone 5w (they are plentiful in this area) Rope 8w Boot spikes 20w (equipment, same cost as a new armor piece) ------------------ Total 73w
Warm clothing 25w (It's not armor, but needs the right materials) Rope 8w Heatstone or firestaff 20w Hook or climbing pick 20w Boot spikes 20w (equipment, same cost as a new armor piece) --------------------------- Total 93w