Spherus Magna was a world forever scarred by the final act of the Great Spirit. From the skies, one could glimpse the vast eastern deserts, where scattered settlements of Matoran and the last remaining Toa clung to existence in the villages of Toka-Nui and Whe-Nui. Once, these lands had trembled beneath the march of the Skrall and the relentless raids of the Bone Hunters, their blades guided by Tuma's iron will. Though the ages had dulled the echoes of war, remnants of those old terrors still lurked in the shifting sands, waiting for their time to rise again.
In the years that followed, Turaga Whenua and Onewa forged uneasy ties with the Agori of Vulcanus. Some among the Agori sought shelter within the blackened ravines of Creep Canyon, dwelling alongside the Matoran yet divided by a monolithic barrier known as the Scar Wall. Once a place of trade and whispered diplomacy, the wall became something else when the Unity War erupted. Passage across it was no longer one of commerce, but of necessity.
To the southwest, the restless seas, once belonging to Aqua Magna, lapped against the shores of Vulcanus and Tajun. The Turaga Vakama and Nokama, in their wisdom, had sought to quell the flames of past conflicts by ensuring distance between the Matoran and Agori. It was Vakama who first envisioned the construction of Ahi-Nui, a sanctuary for his people near Vulcanus, and he laid the foundations of a road to connect his village to Wai-Nui, the southern outpost of Tajun. In time, this pathway grew into a lifeline, binding the scattered Matoran villages into the unified domain of Wha-Nui.
Northward, the settlements of Iconox and Tesara thrived beneath the gaze of indifferent stars. The grand arena of Tesara bore witness to fierce contests where biomechanical warriors clashed for honor and glory. Yet beyond the northernmost borders, Roxtus remained an untamed domain, a haven for exiled warbands and forsaken souls. Skrall, Bone Hunters, Skakdi, and Dark Hunters all made their refuge there, the remnants of vanquished armies lingering in the shadow of old grudges. In the wake of the Destiny War, these factions had been given a choice—assimilate into the order of the new world or be cast into the wilderness, watched ever closely by unseen eyes.
Across the wastelands, the Hero Factory extended its reach. Scattered across the planet, its hidden checkpoints stood as silent sentinels, their presence both a safeguard and an omen. A central stronghold was erected near the Skrall River, veiled from sight through means unnatural. There, warriors and supplies arrived in secret, a quiet assertion of control in a world still shifting beneath the weight of its history.
Yet nothing loomed so large upon the horizon as the corpse of the fallen Robot. The remnants of an ancient, world-spanning colossus sprawled across the jungles of Tesara, a grim monument to a battle that had reshaped the stars themselves. It was there that the Master of Shadows had met his end, felled by the Great Spirit in a final reckoning that still whispered through the ruins. But was it truly final? Perhaps it was no coincidence that Makuro had chosen this world as the focus of his continued experiments. Perhaps he, too, sought answers in the bones of the fallen deity.
In the years that followed, the Toa Nuva—Tahu, Gali, Kopaka, Lewa, Onua, and Pohatu—stood as the last keepers of the Great Spirit's will. Alongside the Turaga, they sought to preserve the Three Virtues, guiding those who remained through an era of uneasy peace. At its dawn, a fragile harmony existed between Matoran and Agori, nurtured by the toil of leaders who dared to hope for a world without war. In time, Dume named Tahu the Unifier, the one Toa entrusted with binding all villages as one. He stood beside the elders—Dume himself, Toa Helryx, and the six Turaga—at the great assemblies where matters of state and sport alike were debated.
In the desert south of Creep Canyon, the Order of Mata Nui carved out a hidden bastion, a sanctuary of warriors who did not yet trust in peace. When whispers of the Second Core War began to stir, Helryx acted swiftly, extending the Order's influence toward the Wha-Nui circle. A network of messengers and watchmen ensured that no region would be left blind to the coming storm. And when the time came to abandon the old stronghold for the rising fortress of New Daxia, the transition was neither gentle nor without explosion.
Beneath Aqua Magna's waves, the last remnants of Mahri Nui found solace. From the ruins of their past, they raised gleaming cities in the abyss, where the tides carried the murmurs of leaders both old and new. Idris, Defilak, and Hydraxon presided over their hidden domain, their vigilance unwavering even as the Hero Factory extended its grasp beneath the sea.
During the Destiny War, the Toa Nuva entrusted the Toa Mahri—Jaller, Hahli, Nuparu, Kongu, and Hewkii—with command over the battlefield. But the war did not end with the vanishing of Mata Nui. Tuma's relentless assaults forced the Toa to sharpen their people into warriors. Matoran, once builders and scholars, took up arms. Protodermis, once the lifeblood of creation, was poured into the forging of weapons and war machines. What had been a desperate necessity soon grew into an unease that gnawed at the fragile peace between Matoran and Agori.
After the Second Core War, which took place after the death of Makuta Teridax, each Toa Mahri became the leader of an army, each forced to name a second-in-command. Yet in the heart of Tio-Nui, there would be no warlord—only a monument of silent reverence, a statue raised in honor of the one who had given all: Matoro. As for the generals of the Matoran hosts, the Turaga, under Helryx's proposal, named Nuhrii, Vhisola, Orkahm, Ehrye, and Tehutti. Only Ahkmou was absent, vanished into the dark on the night of Makuta's fall. To fill the void left by his absence, the Toa who fought in Karda Nui put forth new names—Tanma, Solek, and Photok. To give a bigger support, Helryx summoned another: Tobduk.
Thus was born the Three Virtues Army. Not as a banner of hope, nor a beacon of peace, but as the inevitability of war's return. The world had been reforged in battle, and its wounds had not yet closed.
And some wounds, perhaps, never would.