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Unity, Duty and Destiny

The symbol of the Three Virtues

United in Duty. Bound in Destiny. This is the way... of the Bionicle!
Turaga Vakama, BIONICLE 2: Legends of Metru Nui

The Three Virtues were a quintessential gift supposedly granted by Mata Nui to the Matoran. They gave them a purpose, and kept them prosperous. Supposedly, with the arrival of Teridax on the island of Mata Nui, the Matoran forgot the Virtues until the coming of the Toa Mata.

The two smaller points on the symbol were Unity (left) and Duty (right) and the middle one was Destiny.

The Blade Burrowers' map was in the shape of the symbol of the three virtues. This map was a map of the destroyed Spherus Magna. The shape was a reference to the results of the Shattering, resulting in one planet, Bara Magna, and its two moons, Aqua Magna and Bota Magna.

The Three Virtues[]

Unity[]

Unity taught that it was easier to succeed if not alone. This was the virtue most stressed, especially among Toa, as most Toa teams seemed to lack it. Most of the teams lacked being able to work together and help others, mostly because they questioned the leader, or argued about plans.

Duty[]

Duty stressed doing one's everyday jobs dilligently and responsibly. A Toa's duty, for example, would be to protect the Matoran, while a Turaga's duty would be to lead and guide the Matoran. Duty was usually the easiest virtue for Toa Teams to live by.

Destiny[]

Destiny represented the ability to better oneself. It meant what a being was 'meant' to accomplish in their lifetime. Most beings had different destinies. For example, the Toa Mata were destined to awaken Mata Nui, while the Toa Inika were destined to save his life. Destiny was simple for some Toa Teams, while others found it more difficult.

Principles[]

Udd

The Three Virtues and their Principles

The Three Virtues were the center of everyday Matoran life on Mata Nui, and a symbol of hope. Each Koro on Mata Nui focused on certain Virtues and sub-virtues (called Principles), pertaining to their unique lifestyles and environments. Using the Principles, the Matoran derived certain Skills that aided them in playing Kolhii. Each Principle had an enemy, which happened to be the powers of the six Rahkshi that Teridax unleashed against Mata Nui.

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