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Charms

Small carved stones inscribed with the Three Virtues, the six Principles, and the six Kolhii Skills, used as keys to the six Wahi temples on the island of Mata Nui.

By Dom

Charms were small carved stones used by the MatoranMatoranThe most abundant species in the Matoran Universe, chosen by Mata Nui to inhabit and maintain his cosmic body. of Mata Nui IslandMata Nui (Location)An island created by accident on the Great Spirit's face, home to the Matoran for a thousand years. as keys to the six WahiWahiThe Matoran word for region. The six Wahi of Mata Nui were the six elemental territories that made up the island before the Bohrok cleared its surface. temples. Each Charm bore one symbol drawn from the Three VirtuesThe Three VirtuesThe Three Virtues were the foundational principles given by Mata Nui to the Matoran, shaping social order, ritual, and the cosmology of Spherus Magna., the six village Principles, or the six Kolhii Skills. The fifteen Charms between them opened the six temples in which the CrystalsThe Crystal Serpents of ArtakhaThe four enormous crystalline serpents Artakha made in his one attempt at creating Rahi, set loose on his island, and remembered for the day they incinerated Kojol's Visorak on the beach. were stored. The Ga-MatoranGa-MatoranThe Water-element Matoran of Ga-Metru and Ga-Koro, a female Matoran type, who filled the schools of Metru Nui and crewed the boats of the Mata Nui coast. HahliHahliA Ga-Matoran scholar who rose to become Chronicler of Mata Nui, then Toa Inika, then Toa Mahri of Water during the final crises of the Matoran Universe. gathered the full set across all six WahiWahiThe Matoran word for region. The six Wahi of Mata Nui were the six elemental territories that made up the island before the Bohrok cleared its surface. regions during the kolhii tournament at which the Mask of LightAvohkiiThe Avohkii is the Mask of Light, a golden mask that granted its wearer the power of Light and the ability to spread understanding. It was worn by Toa Takanuva. surfaced. (Mata Nui Online Game II: The Final Chronicle)

Form and inscription#

Each Charm was a small, round stone bearing a single carved symbol. Their value lay entirely in those symbols. (Mata Nui Online Game II: The Final Chronicle)

The symbols were drawn from three categories of MatoranMatoranThe most abundant species in the Matoran Universe, chosen by Mata Nui to inhabit and maintain his cosmic body. belief. The first category was the Three VirtuesThe Three VirtuesThe Three Virtues were the foundational principles given by Mata Nui to the Matoran, shaping social order, ritual, and the cosmology of Spherus Magna.: Unity, Duty, and Destiny. These were shared by all six villages. The second category was the six Principles, one per KoroKoroThe Koros were the six elemental villages built on Mata Nui after the Great Rescue, on sites the Toa Metru had chosen, each tied to one element and one Turaga., each derived from one or two of the Virtues. The third category was the six Kolhii Skills, one per KoroKoroThe Koros were the six elemental villages built on Mata Nui after the Great Rescue, on sites the Toa Metru had chosen, each tied to one element and one Turaga., each granted by the matching Principle. The whole body of MatoranMatoranThe most abundant species in the Matoran Universe, chosen by Mata Nui to inhabit and maintain his cosmic body. belief on Mata Nui IslandMata Nui (Location)An island created by accident on the Great Spirit's face, home to the Matoran for a thousand years. was thus represented across fifteen stones. (Mata Nui Online Game II: The Final Chronicle)

Doctrinal mapping#

The mapping between Virtue, Principle, and Skill was strict. Ga-KoroGa-KoroGa-Koro is a village on the island of Mata Nui, inhabited by the Ga-Matoran and associated with both Nokama and Gali. The settlement was formerly under the power of Teridax. drew Purity from Unity, and Purity granted Speed. Po-KoroPo-KoroPo-Koro was the Po-Matoran village in Po-Wahi, led by Turaga Onewa and guarded by Toa Pohatu, reached through a single statue-lined road called the Path of Prophecies. drew Creation from Unity and Destiny, and Creation granted Strategy. Ko-KoroKo-KoroKo-Koro is a location in Ko-Wahi, home to the Ko-Matoran and associated with both Nuju and Kopaka. Its exact size is unknown. drew Peace from Destiny alone, and Peace granted Willpower. Le-KoroLe-KoroLe-Koro is a village situated within Le-Wahi, inhabited by the Le-Matoran and home to Turaga Matau and Toa Lewa. The settlement was once held under the control of Teridax. drew Faith from Unity and Duty, and Faith granted Accuracy. Onu-KoroOnu-KoroOnu-Koro was the earth engineers' city, where underground isolation created one of Mata Nui's most self-sufficient settlements, until the Bohrok came. drew Prosperity from Duty and Destiny, and Prosperity granted Stamina. Ta-KoroTa-KoroTa-Koro was a settlement located in Ta-Wahi, home to the Ta-Matoran, Tahu, and Vakama, and formerly connected to Teridax. The settlement was ultimately destroyed. drew Courage from Duty, and Courage granted Strength. (Mata Nui Online Game II: The Final Chronicle)

Each temple thus had a defined set of Charms. The Ga-WahiGa-WahiGa-Wahi was a region situated to the east on the island of Mata Nui, inhabited by Ga-Matoran and various Rahi. The region once fell under the domain of Teridax, though that connection did not endure. Ga-Wahi no longer existed in later records. set was three stones: the Charm of Unity, the Charm of Purity, and the Charm of Speed. The Ta-WahiTa-WahiTa-Wahi was the volcanic region of Mata Nui surrounding the Mangai Volcano, encompassing Ta-Koro, the Lake of Fire, the Charred Forest, and the Ta-Wahi Beach. set was likewise three: Duty, Courage, Strength. The Ko-WahiKo-WahiKo-Wahi is a region situated directly above Ko-Metru, inhabited by Matoran, Turaga, Toa, and Rahi. It was formerly under the control of Teridax. set was three: Destiny, Peace, Willpower. Villages whose Principles drew on two Virtues required four Charms rather than three. The Po-WahiPo-WahiPo-Wahi is a region of the island of Mata Nui, inhabited by Po-Matoran and Rahi. The territory formerly fell under the control of Teridax. set was Unity, Destiny, Creation, Strategy. The Le-WahiLe-WahiLe-Wahi is a region on the island of Mata Nui, inhabited by the Le-Matoran and Rahi. Formerly subject to the power of Teridax, the region is no longer under that influence. set was Unity, Duty, Faith, Accuracy. The Onu-WahiOnu-WahiThe underground kingdom of Mata Nui, home to the Onu-Matoran and Toa Onua. set was Duty, Destiny, Prosperity, Stamina. (Mata Nui Online Game II: The Final Chronicle)

Each Principle also had an Enemy, its negative opposite, and each Enemy matched the power of one of the six RahkshiBionicle Rahkshi: the Sons of Makuta from Mask of LightRahkshi are armoured hunters made from kraata, the slug-like creatures of the Makuta. Six of them chased the Mask of Light across Mata Nui in 2003. Here's what they are, the different kinds and where they turn up in the films, books and comics. TeridaxTeridaxTeridax orchestrated a thousand-year scheme that ended with him occupying the Great Spirit Robot itself before his death on Bara Magna. later sent against the island. Purity opposed Poison. Creation opposed Disintegration. Peace opposed Anger. Faith opposed Fragmentation. Prosperity opposed Hunger. Courage opposed Fear. The RahkshiBionicle Rahkshi: the Sons of Makuta from Mask of LightRahkshi are armoured hunters made from kraata, the slug-like creatures of the Makuta. Six of them chased the Mask of Light across Mata Nui in 2003. Here's what they are, the different kinds and where they turn up in the films, books and comics. attacks of the Mask of LightAvohkiiThe Avohkii is the Mask of Light, a golden mask that granted its wearer the power of Light and the ability to spread understanding. It was worn by Toa Takanuva. crisis were thus aimed, in MatoranMatoranThe most abundant species in the Matoran Universe, chosen by Mata Nui to inhabit and maintain his cosmic body. terms, at the particular strength of each KoroKoroThe Koros were the six elemental villages built on Mata Nui after the Great Rescue, on sites the Toa Metru had chosen, each tied to one element and one Turaga.. (Mata Nui Online Game II: The Final Chronicle; BIONICLE: Mask of Light)

Hahli's recovery effort#

Turaga NokamaNokamaNokama served as Toa Metru of Water, endured the Hordika mutation, and led Ga-Koro and later Ga-Metru as Turaga through three eras. chose HahliHahliA Ga-Matoran scholar who rose to become Chronicler of Mata Nui, then Toa Inika, then Toa Mahri of Water during the final crises of the Matoran Universe. to play for Ga-KoroGa-KoroGa-Koro is a village on the island of Mata Nui, inhabited by the Ga-Matoran and associated with both Nokama and Gali. The settlement was formerly under the power of Teridax. in the KolhiiKolhiiKolhii was the inter-village sport of Mata Nui, grown out of the older game of koli and played by all six Koro until the Matoran left the island. tournament, with MackuMackuMacku was a Ga-Matoran of Metru Nui and later Ga-Koro, attendant to Turaga Nokama, Kolhii partner to Hahli at the championship at Ta-Koro, and a member of the Chronicler's Company. as her defence player. Travelling from village to village for her matches, she picked up the Charms one by one. Most were gifts: ShasaShasaShasa is a blue Ga-Matoran of Water who wears a Kanohi Matatu and lives on Spherus Magna. She serves a dual role as a weaver and a guard in the Ga-Koro Defense Force. gave her Unity, Kai gave her Speed and MarkaMarkaMarka was a Ga-Matoran originally of Metru Nui who reported Nidhiki's pursuit of Vhisola, survived a tentacled Rahi attack at sea, and rose to lead the Shipwrights of Ga-Koro after the Bohrok-Kal crisis. gave her Purity, a stone he'd found while cutting wood near the falls. Azibo handed over Prosperity in return for his recovered Sluice, TaipuTaipuTaipu is a black and tan Onu-Matoran of the element of Earth who resides on Spherus Magna. A miner by trade, he wields a pickaxe and wears the Kanohi Pakari. gave her Stamina, and in Ko-KoroKo-KoroKo-Koro is a location in Ko-Wahi, home to the Ko-Matoran and associated with both Nuju and Kopaka. Its exact size is unknown. Jaatikko and Toudo gave her Destiny and Peace. Others she found herself, such as Faith on the floor of KonguKonguKongu captained Le-Koro's Gukko Force before lightning from the red star turned him into a Toa of Air, who later served among the Toa Mahri.'s hut and Creation in HewkiiHewkiiHewkii rose from Po-Metru Matoran to Mata Nui's foremost kolhii player, then served as Toa Inika and Toa Mahri through the late wars of the universe.'s. (Mata Nui Online Game II: The Final Chronicle)

After Ga-Koro won the championship and JallerJallerJaller served as Captain of the Ta-Koro Guard, led the Toa Inika to Voya Nui, and commanded the Toa Mahri through the recovery of the Mask of Life. was sent off as herald of the Seventh Toa, Hahli went looking for him and found the Courage Charm in his home and the Duty Charm at the Wall of HistoryWall of HistoryA series of inscribed walls in Ta-Koro that recorded Matoran life on Mata Nui, maintained by successive Chroniclers and destroyed when the Bohrok cleansed the island.. Using a formula the Ga-Matoran Nixie had shown her, she worked out where the first temple lay and set about opening all six. (Mata Nui Online Game II: The Final Chronicle; BIONICLE: Mask of Light)

She visited each WahiWahiThe Matoran word for region. The six Wahi of Mata Nui were the six elemental territories that made up the island before the Bohrok cleared its surface. in turn, brought the right Charms to the matching temple, slotted them into the doors or statues, recovered the CrystalThe Crystal Serpents of ArtakhaThe four enormous crystalline serpents Artakha made in his one attempt at creating Rahi, set loose on his island, and remembered for the day they incinerated Kojol's Visorak on the beach., and moved on. The last temple, near Ta-KoroTa-KoroTa-Koro was a settlement located in Ta-Wahi, home to the Ta-Matoran, Tahu, and Vakama, and formerly connected to Teridax. The settlement was ultimately destroyed., she reached only after fleeing the RahkshiBionicle Rahkshi: the Sons of Makuta from Mask of LightRahkshi are armoured hunters made from kraata, the slug-like creatures of the Makuta. Six of them chased the Mask of Light across Mata Nui in 2003. Here's what they are, the different kinds and where they turn up in the films, books and comics. attack that destroyed the village. (Mata Nui Online Game II: The Final Chronicle)

The six temples#

Each temple had its own puzzle, although the Charm-key principle was constant across all six. (Mata Nui Online Game II: The Final Chronicle)

The Temple of PurityTemple of PurityThe Temple of Purity sat at G-6 on Pelagia's sea chart, beneath Naho Bay, with four polluted Matoran-face spouts and a Crystal that only appeared after the water ran clean. sat under Naho BayNaho BayThe body of water that made up most of Ga-Wahi, named for a fallen Toa of Water and home to the floating village of Ga-Koro on its surface. in a reef. Three doors carried three riddles: "All Are One... Or None" was answered by the Charm of Unity, "From Unity Derived" by the Charm of Purity, and "From Clear Waters Granted" by the Charm of Speed. Inside, four MatoranMatoranThe most abundant species in the Matoran Universe, chosen by Mata Nui to inhabit and maintain his cosmic body.-head fountains poured polluted water. Turning the right valves in a control room purified the flow, and the Crystal of Purity activated on its dais. (Mata Nui Online Game II: The Final Chronicle)

The Temple of CourageTemple of CourageThe Temple of Courage stood near Ta-Koro's bridge in Ta-Wahi, dedicated to the Principle of Courage and gated behind three charms and a Kolhii skill check. near the bridge of Ta-KoroTa-KoroTa-Koro was a settlement located in Ta-Wahi, home to the Ta-Matoran, Tahu, and Vakama, and formerly connected to Teridax. The settlement was ultimately destroyed. followed the same three-door, three-riddle structure. "Conquers Fear" took the Charm of Courage. "Pride of Guards" took the Charm of Duty. "Might of Heart and Limb" took the Charm of Strength. The Crystal appeared on a dais in a small lake of lava, and the temple survived the RahkshiBionicle Rahkshi: the Sons of Makuta from Mask of LightRahkshi are armoured hunters made from kraata, the slug-like creatures of the Makuta. Six of them chased the Mask of Light across Mata Nui in 2003. Here's what they are, the different kinds and where they turn up in the films, books and comics. attack that destroyed Ta-KoroTa-KoroTa-Koro was a settlement located in Ta-Wahi, home to the Ta-Matoran, Tahu, and Vakama, and formerly connected to Teridax. The settlement was ultimately destroyed.. (Mata Nui Online Game II: The Final Chronicle)

The Temple of CreationTemple of CreationThe Temple of Creation lay buried in the dunes of Po-Wahi, dedicated to the Principle of Creation and gated behind four charms and a Kolhii skill check., a statue half buried in the sand of Po-WahiPo-WahiPo-Wahi is a region of the island of Mata Nui, inhabited by Po-Matoran and Rahi. The territory formerly fell under the control of Teridax., required four Charms because the Principle of Creation drew on two Virtues. "The Map to Victory" took Strategy. "Pride of Sculptors" took Creation. "One For All" took Unity. "Strategy's Designs" took Destiny. (Mata Nui Online Game II: The Final Chronicle)

The Temple of FaithTemple of FaithThe Temple of Faith sat above Turaga Matau's tree hut in Le-Koro, locked behind four virtue riddles, and only Hahli ever climbed up to find it. was hidden above TuragaTuragaFormer Toa who fulfilled their destiny and transformed into leaders. Turaga wield Noble Kanohi masks and weakened elemental powers, guiding their communities. MatauMatauA former Le-Metru test driver who became a Toa Metru, Matau wielded air, illusion, and shape-shifting before sacrificing his Toa power to wake the sleeping Matoran.'s hut in Le-WahiLe-WahiLe-Wahi is a region on the island of Mata Nui, inhabited by the Le-Matoran and Rahi. Formerly subject to the power of Teridax, the region is no longer under that influence.. Access meant climbing a vine on the left side of the hut to solve the riddles, then a second vine on the right to reach the chamber. The four Charms were Faith ("In DarknessDarknessThe Dark Hunter who shadows the Shadowed One himself, waiting for any sign of weakness so he can kill his leader and take his place., Light"), Unity ("Strength of Numbers"), Duty ("Word of Honor"), and Accuracy ("Faith Grants This"). (Mata Nui Online Game II: The Final Chronicle)

The Temple of PeaceTemple of PeaceThree riddle stones in The Drifts gated the way into the Temple of Peace, and Hahli is the only character who ever got inside before the Bohrok flattened it. sat in The DriftsThe DriftsKo-Wahi's frozen wastes were a deadly expanse where snowstorms made navigation nearly impossible, claiming Matoran who ventured unprepared. of Ko-WahiKo-WahiKo-Wahi is a region situated directly above Ko-Metru, inhabited by Matoran, Turaga, Toa, and Rahi. It was formerly under the control of Teridax.. Three statues carried riddles, and a fourth opened once the other three were solved. "The Third Virtue" took Destiny. "Inner Strength" took Willpower. "Fate's Child" took Peace. Three Charms sufficed because Peace derived from one Virtue alone. (Mata Nui Online Game II: The Final Chronicle)

The Temple of ProsperityTemple of ProsperityThe Temple of Prosperity sat at the bottom of the flooded Great Mine and opened on Charm recognition alone, no riddle required., a cave at the bottom of the flooded Great MineGreat MineOnu-Koro's most important mining complex, and home to an unexpected gateway to the island's darkest secrets. in Onu-WahiOnu-WahiThe underground kingdom of Mata Nui, home to the Onu-Matoran and Toa Onua., took the Charms of Prosperity, Duty, Destiny, and Stamina. (Mata Nui Online Game II: The Final Chronicle)

Use and significance#

The Charms were sacred objects used by a MatoranMatoranThe most abundant species in the Matoran Universe, chosen by Mata Nui to inhabit and maintain his cosmic body. without any ToaToa (2001)Biomechanical heroes bonded to elemental powers and masks. Not born, but chosen and transformed. help, and they led straight to the Crystals. Once Hahli had all six, she set them into slots in a carving on Ta-WahiTa-WahiTa-Wahi was the volcanic region of Mata Nui surrounding the Mangai Volcano, encompassing Ta-Koro, the Lake of Fire, the Charred Forest, and the Ta-Wahi Beach. Beach, which teleported her to Kini-NuiKini-NuiThe most sacred temple on Mata Nui, ironically built directly above Teridax's fortress. as the Rahkshi flew overhead. (Mata Nui Online Game II: The Final Chronicle)

The Charm circuit also showed that MatoranMatoranThe most abundant species in the Matoran Universe, chosen by Mata Nui to inhabit and maintain his cosmic body. religious practice on the island wasn't locked away. The temples were opened by a lone MatoranMatoranThe most abundant species in the Matoran Universe, chosen by Mata Nui to inhabit and maintain his cosmic body. kolhii player who had the right symbols and the patience to read them. At the end of the tournament Nokama named her the new ChroniclerChroniclerThe Matoran role of recording history and Toa deeds through word and carving, held by figures like Takua and Hahli.. (Mata Nui Online Game II: The Final Chronicle)

Fate#

After the MatoranMatoranThe most abundant species in the Matoran Universe, chosen by Mata Nui to inhabit and maintain his cosmic body. returned to Metru NuiMetru NuiThe city beneath Mata Nui functions as the Great Spirit's brain, housing the Matoran whose labor keeps the god alive., the Toa NuvaToa Mata and Toa NuvaSix biomechanical heroes created by the Great Beings to awaken Mata Nui and defeat the Brotherhood, transformed once and tested across an entire age. went back to the BahragBahragCahdok and Gahdok were the twin queens of the Bohrok, sealed in a protodermis cage by the Toa Mata and later released to finish their cleansing of Mata Nui.'s lair and freed them, and the BohrokBohrokHive-minded mechanical creatures designed to reshape worlds, the Bohrok represent a threat the Toa Mata never expected. swarms woke to resume their work of clearing the island. (BIONICLE Legends 7: Prisoners of the Pit)

The Toa Nuva Blog records the Po-WahiPo-WahiPo-Wahi is a region of the island of Mata Nui, inhabited by Po-Matoran and Rahi. The territory formerly fell under the control of Teridax. temple among the places the swarms destroyed. The other temples, the Charms and the CrystalsThe Crystal Serpents of ArtakhaThe four enormous crystalline serpents Artakha made in his one attempt at creating Rahi, set loose on his island, and remembered for the day they incinerated Kojol's Visorak on the beach. are not mentioned again. (Toa Nuva Blog)

Frequently asked questions

What are Charms in Bionicle?
Charms were small carved stones used by the Matoran of Mata Nui Island as keys to the six Wahi temples. Each Charm bore one symbol drawn from the Three Virtues, the six village Principles, or the six Kolhii Skills.
Who collected the Charms?
Hahli of Ga-Koro gathered the full set while she travelled the island during the kolhii tournament. Most were handed to her by other Matoran, and a few she found lying in huts or out in the wilds.
What were the Charms used for?
They served as keys to the six Wahi temples where the Crystals were stored. Hahli slotted the right Charms into each temple's doors or statues and recovered its Crystal. The six Crystals then unlocked a carving on Ta-Wahi Beach that teleported her to Kini-Nui.
How many Charms were there?
Fifteen: one for each of the Three Virtues, the six Principles and the six Kolhii Skills. Temples whose Principle drew on one Virtue needed three Charms, while those drawing on two Virtues needed four, so the Virtue Charms were used at more than one temple.
What happened to the Charms?
Their fate is never stated. After the Matoran left for Metru Nui, the Toa Nuva freed the Bahrag and the Bohrok swarms went back to clearing the island, and the temples aren't seen again.

Sources

  • GameMata Nui Online Game II: The Final Chronicle, Templar Studios, LEGO, 2003
  • FilmBIONICLE: Mask of Light, Miramax Home Entertainment, 2003
  • BookBIONICLE Legends 7: Prisoners of the Pit, Greg Farshtey, Scholastic, 2007
  • SerialToa Nuva Blog, Greg Farshtey, BIONICLEstory.com, 2007

Spotted a factual error or a primary source we missed? Email a correction. Every flagged claim gets reviewed.

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