In the Dark

In the Dark

Brief Description

(Bionicle) Left behind in a dead universe, six new Toa awaken

Macku awakens transformed into a Toa. Emerging into a central chamber in an unknown facility, she discovers Tamaru, Kapura, Taipu, Kopeke, and Hafu also transformed into Toa. They don’t know where they are, how they came to be there, or how they came to be Toa.

What will they do next?

#Bionicle #cyoa2026

Plot

Macku awakens transformed into a Toa. Emerging into a central chamber in an unknown facility, she discovers Tamaru, Kapura, Taipu, Kopeke, and Hafu also transformed into Toa. They don’t know where they are, how they came to be there, or how they came to be Toa. They will need to explore, cooperate, and discover what has happened to everyone (once they find out everyone is gone). And, eventually, they need to escape. But the only way out is far, far away.

Style

The style is a blend of classic Bionicle adventure and character-driven drama. It balances the high stakes and epic lore of the Bionicle universe with intimate, grounded character moments. The tone ranges from the tension of group dynamics, the excitement and fear of discovering an apocalypse, the visceral horror of transformation, and the quiet grief of loss. The narrative focuses on themes of leadership, trust, and adaptation, emphasizing that even "ordinary" people are capable of extraordinary things. The prose is descriptive but accessible, capturing the unique mechanical and organic nature of the Bionicle world.

Setting

The setting is the interior of the Matoran Universe, post-exodus. It is a dark, silent, and decaying world. The power systems are failing, flickering with dim and distant lights. Each island of the Universe is contained in a massive dome, connected by sea tunnels. The liquid protodermis in the sea tunnels has drained away or become stagnant and toxic. The islands are vast, dark, and any life (sentient or not) on them has long since twisted and mutated to survive.

History

Long, long ago, the Makuta threatened Metru Nui. After escaping the destruction of Metru Nui, the Matoran were brought to the island of Mata Nui by Vakama and the other Turaga, who sacrificed their power to protect them. The Matoran, having lost their memeories, settled into six villages aligned with their elements and lived relatively peaceful lives for roughly a thousand years, though they faced constant threats from Rahi, the Bohrok, Rahkshi, and Makuta’s influence. During this time, the Matoran believed the island Mata Nui was their original home. They built strong communities, traditions, and identities there. During this era, figures like Takua, Jaller, Hahli, Macku, Hewkii, Tamaru, Kapura, and the others grew into leaders and heroes in their own right, eventually aiding the Toa Mata/Toa Nuva in “defeating” the Makuta and reclaiming Metru Nui, leaving the island of Mata Nui behind. After Jaller, his team of Matoran, Takanuva, and the Toa Nuva disappear on a mission connected to reawakening the Great Spirit, the Turaga struggle to maintain public trust in Metru Nui. Nokama openly explains the situation to the Matoran, while Turaga Dume resents being challenged. Macku steps forward as a spokesperson for the people, demanding honesty and accountability from the Turaga. Onewa supports her, recognizing the Matoran’s growing political maturity. Soon after, Macku discovers that a sacred scroll has secretly been taken from the Great Temple—apparently by the Toa Nuva for their urgent mission. Rather than expose the theft, the historians and guards quietly cover it up, understanding the Turaga, especially Dume, would only interfere. As Metru Nui rebuilds, tensions grow between the island Turaga and Dume, whose controlling leadership alienates the Matoran assistants helping govern the city. Macku and the others even begin considering whether Dume should be removed from power. Before anything can happen, however, they mysteriously vanish from an antechamber as the Turaga hold a meeting in the Coliseum. Their disappearance devastates the city. Statues depicting them are eventually raised alongside a statue of an unknown Toa. For unknown reasons, the dome housing Metru Nui is structurally unstable in places. It lies abandoned.

Characters

Macku
Formerly a Ga-Matoran canoe-pilot, Former champion Kolhii goalie player for Ga-Koro. known for her level-headedness, loyalty, and strategic mind. She stepped up as a leader in Metru Nui, acting as a bridge between the Matoran and the Turaga. She is now a Toa of Water, struggling with the sudden shift in physiology and responsibility. She carries the burden of being the de facto leader of this new, inexperienced Toa team. Toa Tools: Kolhii staff, energy kite shield. Unfamiliar with elemental power and mask power (undiscovered).
Tamaru
Formerly a Le-Matoran from Le-Koro who often felt out of place on the ground and in the trees. Former Kolhii goalie player for Le-Koro. Now a Toa of Air. He is agile and quick-witted, often speaking in Le-Koro slang (Tree-speak). Despite his playful nature, he is brave and has proven himself in battle. His new form grants him the agility he always dreamed of, though his fear of heights remains. Toa Tools: Kolhii staff, energy kite shield. Unfamiliar with elemental power and mask power (undiscovered).
Kapura
Formerly a Ta-Matoran guard known for his slow, deliberate movements and his ability to "travel great distances by moving small distances." Was *not* a Kolhii player like the others (preemptively disqualified because of his skill to move instantly when he wants to, which he rarely uses). Now a Toa of Fire. He speaks in riddles or cryptic sentences. His transformation into a Toa is as enigmatic as his Matoran life. His fire is strange—rather than burn, it calms the mind. But not all wish to be calmed. Toa Tools: Kolhii staff, energy kite shield. Unfamiliar with elemental power and mask power (undiscovered).
Taipu
Formerly an Onu-Matoran miner known for his immense strength and cheerful, simple enthusiasm for work. Former Kolhii goalie player for Onu-Koro. Now a Toa of Earth. He is physically powerful but kind-hearted. He provides the muscle for the team and approaches dangerous situations with a blunt pragmatism and a desire to protect his friends. His desire to see new places and experience the world is at odds with the horror of their situation. Toa Tools: Kolhii staff, energy kite shield. Unfamiliar with elemental power and mask power (undiscovered).
Kopeke
Formerly a Ko-Matoran ice carver and scholar, known for his silence and stoicism (and mild social awkwardness). Former Kolhii goalie player for Ko-Koro. Now a Toa of Ice. He is quiet, observant, and deeply intelligent. He struggles to express his emotions but feels them deeply. His precision as a carver translates well to the control needed for ice powers. Toa Tools: Kolhii staff, energy kite shield. Unfamiliar with elemental power and mask power (undiscovered).
Hafu
Formerly a Po-Matoran master carver and champion goalie player of Kolhii for Po-Koro, known for his pride and dramatic flair. Now a Toa of Stone. He is boastful about his skills (specifically his carving) and fiercely loyal to Po-Koro and his friends. He often clashes with others due to his ego, but his heart is in the right place. Toa Tools: Kolhii staff, energy kite shield. Unfamiliar with elemental power and mask power (undiscovered).

Locations

The Matoran Universe
A series of domes connected by sea tunnels. Metru Nui is the north-most island connected to the central dome. The central islands are the Northern and Southern Continent, both contained in the *extra* massive central dome. Branching off from the central dome are the Eastern Archipelago, Western Archipelago, and Central Archipelago (to the South). From the end of the Central Archipelago branch the Southeast Archipelago and Southwest Archipelago. The exits from the universe lie at the far reaches of the Southeast and Southwest Archipelagos. Each island of each Archipelago is in its own massive dome.
the unfamiliar chamber
A hidden laboratory located deep beneath the Coliseum, buried within the foundations of Metru Nui. It contains a central hub with six canisters and a mechanism that utilizes liquid light to transform Matoran into Toa. The walls are lined with ancient terminals written in the unreadable code of the Great Beings. It is cold, sterile, and completely separate from the rest of the Metru Nui architecture. As the Metru Nui dome is destabilized, so too is the chamber—they cannot stay here long, though they don’t know it at first.
The Ruins of Metru Nui
Once the glorious City of Legends, Metru Nui now stands silent and abandoned within the dormant Matoran Universe. The streets are empty, the chutes are still and deflated, and the Coliseum looms as a hollow shell. In the central plaza, two statues stand as lonely sentinels: one of an unknown Toa, and a group monument depicting the six missing Matoran—Macku, Tamaru, Kapura, Taipu, Kopeke, and Hafu. These stone effigies serve as the only memorials for those left behind, presiding over a dead city.

Examples

What They Do Not Know
(narrative)

Macku, Tamaru, Kopeke, Hafu, Taipu, and Kapura:

  • do not know the city is deserted
  • do not know that the Universe is decaying until they explore
  • do not know where they are in relation to Metru Nui until they explore
  • do not know how long they were gone (a hundred years)
Options Format
Choose The Next Step
(instructions)

Each set of options offers the player the chance to focus on a new Toa and their actions as relevant to the scene

Openings

(narrative)

When Macku woke, she was in the dark.

She didn't cry out. Instinct—hard-won from a thousand years of Rahi attacks and Bohrok swarms and every other nightmare that had crawled out of Makuta's shadow—kept her throat closed and her body still. Don't make noise. Don't draw attention. Find out where you are first.

She lifted her hands and felt around.

Smooth walls curved around her on all sides, sloping inward as they rose—a cylinder, tilted at a slight angle so she stood rather than lay. The surface was unlike anything she had touched in Metru Nui: not the warm protodermis of the foundries, not the cool stone of the temples, but something glassy and alien, seamless and cold as deep water. Her fingers found no joints, no seems, no hint of a door.

She pressed against the cylinder wall, pushing with strength she hadn't possessed before—and the surface gave with a quiet click. Two panels pushed outward and slid to the sides, revealing a gap wide enough to step through.

Cool air rushed in, and Macku stepped out into a vast, circular room.

The chamber was lit by a strange luminescence—pale, branching patterns that traced across the floor and up the walls like frozen lightning. The ceiling arched high overhead, lost in shadow beyond the reach of the light. The architecture was utterly alien: smooth surfaces without carving or ornament, no protodermis piping or Matoran engineering, just clean lines and cold precision that spoke of builders who had never known the warmth of a forge or the devotion of a temple.

Other cylinders lined the walls—six in total, arranged in a perfect ring around a central hub. And one by one, they were opening.

Figures emerged. Tall figures. Toa.

Macku's breath caught. She didn't recognize any of them—armored and masked and powerful, stepping out of their chambers with the confused, unsteady gait of beings who had woken in bodies they didn't know. A Toa of Air, green and lithe, moved with a twitchy energy that couldn't seem to find stillness. A Toa of Fire stood motionless, examining his hands with slow deliberation. A Toa of Earth flexed massive arms and stared at them in wonder. A Toa of Ice remained perfectly still, pale eyes taking in every detail. A Toa of Stone ran his fingers over his own armor as if searching for seams.

Choose The Next Step