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{{Info races
{{Info races
|image = Meraiaperson.png
|image = Marayasplash.png
|pronunciation = Maa-raa-ya
|pronunciation = Maa-raa-ya
|classification = [[Magus]]
|classification = Maia
|subraces = None
|nicknames =  
|nicknames = Fae-people, blueskins
*Vaulters (praising)
*Burrowers (derogatory)
*Sleepers (derogatory)
*Cryst-lars (praising)
|languages = [[Shalota]]
|languages = [[Shalota]]
|naming = Fluently flowing names with frequent usage of l and m
|naming = Fluently flowing names with frequent usage of Ls and Ms
 
|distinction = Ancient sleeper [[Race]] re-awakened by the [[Cataclysm]]
|distinction = Newly reformed race from a previous changed one
|maxage = 250
|maxage = Unknown
|height = Average to Tall
|body = Almost always Sinewy or Toned. Never below Average
|height = 6’
|weight = 130 - 160 lbs
|eye = White sclera and irisses same color as their hair or with a slight tone deviation
|hair = Variety of pastel colors
|skin = Variety of pastel colors
|}}
|}}
Perhaps the oldest still-living race in the world of [[Aloria]], the [[Maraya]] are the last remnants of the forgotten [[Meraic Civilization]]. When their race and world-spanning empire faced ultimate destruction at the hands of the Void Invasion of their time, the Maraya made a desperate attempt to preserve their own race and future in the so-called [[Tohn Valeer]], a massive underground stasis vault in which a part of their race attempted to weather the storm of the Void Invasion. The stasis lasted far longer than was originally intended however, causing their sleeping people to undergo slow but strange physical mutations due to the imperfection of the magical stasis. When the Maraya emerged from their decrepit vault that had been sealed for nearly three thousand years, they were faced with a new, un-familar world with equally unknown inhabitants. Worse yet, the Maraya suffered severe amnesia and uncertainty, as everything they had once known was either lost or unknown to them. With only the vaguest whispers of their once-global rule in the back of their minds, the Maraya now struggle to find a place in the world where they are but an ancient whisper of the past with no clear future ahead of them. In 305 AC, a bio-engineered disease created by Allar and fuelled by Magics intended to cure their infertility had an unintended side-effect: It caused a complete reversal of their stasis mutations into what was assumed was the original form of the Meraic civilization, thus reverting away from the Circci physiology. The Circci leaders came together and chose to embrace this new form, rebranding their people as the Maraya (as opposed to Meraic) to create a clear distinction between their past selves and their present selves.  
A people caught out of place, out of time, the Maraya are tiefling-like with distinct unique features that make them also appear rather fae-like. They belong to an ancient civilization called the [[Meraic Civilization]], sometimes also called the Fourth Civilization, that existed long before the [[Elves]] united under [[Talea]], and founded a vast sci-fi world-spanning civilization with a high emphasis on technology and having developed space-flight. Corruption in their highest government eventually led to the [[Fourth Void Invasion]], which ended their civilization. Up to a million of their citizens fled into specialized Vaults however, that were meant to keep them safe in cryosleep for a few centuries while the Demons disappeared. Centuries turned to Millennia, and despite the promises from the [[Dragons]] to awaken them, the Meraic Vaults did not open until a full 25,000 years later, and with only so few of them opening, the Meraic were unable to re-assert their dominance over the world, with so many civilizations now existing that outcompete them, and even create technological parity with so little information that survived the fall of their civilization. After emerging and re-baptizing themselves as the Maraya, some continue to try and open yet lost Vaults or re-discover ancient blueprints, while others have given up on the dream of a new Meraic Realm, instead bravely venturing into the world to discover it anew.  


==Physical Characteristics==
==Core Concept==
[[File:Meraiaskin.png|200px|thumb|left|A palette of Maraya Skin tones]][[File:Meraiahair.png|200px|thumb|left|A palette of Maraya Hair tones]]
The Maraya Race is split between four distinct sub-cultures, three of which are playable, and the fourth of which is not (though it still exists for point of reference). The Maraya Race can be a wonderful Race to play for new players, or the worst Race to play, depending on specific choices in Character Creation. Vaulter Maraya are Maraya who entered the vaults when their Empire fell. This requires a bit of extra reading, but basically ensures that you don't have to read any other information on the Wiki besides Abilities, because such a Character is new to the world. Every roleplay interaction is discovering new information, and familiarizing yourself with the lore by playing it, instead of reading about it. Inversely, picking other subcultures of Maraya may require extensive reading, and frustrate new players who want to quickly jump into Roleplay.  
Maraya resemble Elves in many ways in their body shape, though there are many distinct differences that make them look very different. The most obvious difference is their skin tone, ranging from pastel colors of blue, orange and yellow. Their hair is similarly pastel colored between pink, light tones of purple and pastel colors of red, which also colors their irises (though the irises may differ a few shades from their hair color). Their body shape is always slender and graceful, to Ailor standards almost emaciated, though one would hardly ever see bones protruding from their skin, and they are quite healthy in this shape. Their most obvious facial features are their cranial formations, and their ears. Their forehead extends further up than for other races, forming two triangular shapes with smaller ridges that differ from Maraya to Maraya. Their hair starts behind their ridges, though ridges are often also played with in terms of hairstyling and accessorizing, though they cannot be pierced as they are bone. Maraya have also taken to henna tattoos and skin painting on their ridges to create more individuality. Their ears are very much shaped like Elven ears, though almost twice as long, curved slightly upwards, pointing outwards away from their head, and with two smaller lobes that stick out from the earshell, causing their ears to resemble butterfly wings. The Maraya are able to move these smaller lobes separately from their ears, and they are also often decorated with earrings or piercings, serving no real functional role beyond aesthetics. Their face is always somewhat gaunt, though feminine in appearance with large alert eyes, a pointy chin and petit lips and a petit nose. Their hair is described as silken and quickly growing. It is very uncommon not to see a male Circci also wear their hair at least halfway to their chest, if not to their waist. Maraya hair flows elegantly and smoothly, not being subject to frizziness or greasiness that seems to plague other races when not frequently washed. Male and female Maraya barely differ in physical appearance, aside from the fact that males tend to be more sinewy and toned in their masculinity, though the same could easily occur for females. While their race is not capable of reaching muscular, athletic or strongman builds, they are deceptively strong, possessing a lot of muscular density that makes them physically as capable as average Ailor, despite being far more slender. Unlike their Circci mutations, Maraya are capable of reproducing, and some Maraya babies have already been born, but the entire adult population that exists on Aloria right now are ex-vault survivors, meaning they must all be at least 15 years old.
===History===
This section covers a brief abridged version of Maraya and extended Meraic history. For a full understanding of [[Meraic History]], read said page. It is however possible to roleplay a Maraya correctly without ever having read this page, for more information, see the Sub-Cultures section. The Maraya descend from the [[Meraic Empire]] that existed roughly 35,000 years prior to the modern era, and collapsed after a corrupt political elite dabbled in [[Magic]], and attempted to create a magical power singularity that caused the Fourth Void Invasion. The Dragons assisted the Meraic, but were unable to stop the collapse of their civilization, instead promising to shelter survivors in Vaults that they would build with the Meraic. About a million Meraic survived in these Vaults, but the Dragons never re-opened them, with the first Vault in [[Hadar]] failing because of a technical fault and self-opening around the year 200 BC. This is where the first Vaulters emerged to a radically changed world, having to quickly adapt, and secure a foothold in a hostile area that was at that point inhabited by arriving [[Allar]] migrants, [[Slizzar]], and some [[Elves]]. The Maraya used enough of their technology to produce a seclusionist state called [[Hadar|Tohsmaaq Venheer]], keeping foreigners out with some of the ancient tech that was taken with them in the Vaults, but lacking the manpower or the means to really amount a war of expansion on their surroundings, thus being trapped. Over the centuries, the Maraya could only watch as other Empires went to war with each other, content to keep to themselves, and research the past. Every year, a new Vault would be found, adding a few thousand more Maraya to their numbers, but at this point many of them had already abandoned the idea of remaking the Meraic state, and ventured off into the wider world, familiarizing other Races with who the Maraya were. In the modern day, the Maraya can be found far and wide, with notable communities existing in [[List of Major Cities#City of Regalia|Regalia]], [[Southwynd|Ashaven]], [[Westwynd|Amontaar]], and even Hadar, where they have found ways to make them useful. Some of them still pine after a return of their old Empire, while others have grown content to just try and save as many Maraya from vaults as possible, and see what to do from there.  


==Mental Characteristics==
===Maraya Sub-Cultures===
Maraya can strongly be related to [[Altalar]] in their mental capacity and mindset, in that they long for a time when the world was at their feet, and all other races were nothing but animals groveling in the dirt. That being said, unlike the Nelfin, the Maraya cannot remember what the [[Meraic Empire]] was like, as the Chrysalis Stasis destroyed all memories of the past, even in their newly recovered physical appearance. This creates an uneasy situation among the Maraya in that they feel reason and right to be proud, but cannot for certain remember exactly what for. Maraya are prone to bouts of insecurity when confronted with their amnesia. Furthermore, Maraya have a strong wit and a quick tongue that they can use to unleash insults and quippy comments towards others. They are hypercritical of another’s actions around them, but prefer indirect witticisms and sarcasm over crass insults and japes when it comes to voicing their disapproval. Maraya continue to have a very low opinion of the other races, particularly the Nelfin, whom they believe stole their hegemony over the world. What little they could translate from what was left behind in the vault with them indicated that the Nelfin were nothing but animalistic tribals back in their day that they corralled like sheep for entertainment. This uneasy situation where the Maraya suddenly are the least relevant race to the rest of the world is hard to deal with for the Maraya.  
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<span style="font-size:130%;><center>'''Vaulter Maraya'''</center></span>
Vaulter Maraya are the easiest to play Maraya, only the reading of this page, and the [[Meraic History]] Page may be required to start a Character. Vaulter Maraya are those Maraya that survived the Void Invasion by slumbering in their cryovaults, only to awaken to an alien world, thousands of years later. Vaulter Characters can be of any age within the maximum aging for Maraya, as suspended in cryosleep, they did not age. They can also have been unvaulted several decades ago, or just this year, as Vaults continue to be discovered by other Maraya nearly every year. It is permissable to play a Maraya with memory less, though reading [[Meraic History]] is recommended for someone wanting to play a Maraya who can remember their ancient Empire. While technically the vaults refused entry to [[Mage]]s, the chaos during the collapse of Meraic civilization makes the idea of a Mage sneaking in, or bribing their way in, as not very farfetched. Vaulters showing up in Regalia often do so to re-orient themselves and understand this new world by experiencing it, and where better than Regalia.
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<span style="font-size:130%;><center>'''Roamer Maraya'''</center></span>
Roamer Maraya are those Maraya who saw the writing on the wall, and either became disillusioned about the idea of trying to restore the old, or just wanted to experience the new before making up their mind. While they still hold onto the Tohn Sona to some degree, they largely set out into the wider world, having abandoned Maraya society for some reason or another, to discover the alien-ness of this world, and perhaps experience a little glee at how technologically backwards it is, in comparison to the far distant past of their lost superstate. Roamer Maraya can often be found selling their services as technicians, mercenaries, poets, artists or just general service people, traveling far and wide, until perhaps eventually settling in Regalia, a city where anything can be experienced, and where world events seem to come to Regalia's doorstep, instead of constantly chasing after them. It is equally possible for Roamers to have decided that Regalia is worth more of their time to support, and thus to stop working with the remnant states (or the Allorn Empire), and join Regalia.
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<span style="font-size:130%;><center>'''Tohn Maraya'''</center></span>
The Tohn Maraya hold fiercely onto the promise of the old Tohn Sona, scriptures that were stored with them in the Vaults, and continue to prescribe a standard to live by for them. Tohn Maraya sit somewhere in between the Roamer and the Vaulter. They are either ex-Vaulters, or descendants from the first Vaulters who appeared in Hadar several centuries ago, who all decided to try and revive as much of their old civilization as possible. It is mainly the Tohn Maraya who continue to hunt for as of yet unopened Vaults, aiding more of their kin in awakening from their slumber, and setting out to create a state for the Maraya in a world that is already very populated by many other Races, thus inevitably coming in conflict with the Allar, Maraya, and Elves in Hadar. The Tohn Maraya mostly inhabit the decrepit ruins of their civilization, cobbled together with modern technology to prevent it from utterly collapsing in decay, but a lasting memory to their brilliance. Some travel to Regalia, the center of learning, in the hopes of discovering more Vaults and Tech.
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<span style="font-size:130%;><center>'''Homeswarm Maraya'''</center></span>
The Homeswarm Maraya, are an engimatic and not playable sub-culture of Maraya, who drift across the world's skies on a large fleet of space-ships called the Homeswarm. Attempts from any Maraya, whether Drifter, Roamer, or Tohn, to contact the Homeswarm have largely failed, with only enigmatic contact between them and the surface dwellers. Many theories exist to identify the Homeswarm. Some claim they are the remnants of the Tohn Sona Unity, who built their own secret Vault which harbored a lot more technology, allowing them to resurface with much more power, while others speculate they are the descendants of those who traveled into space, or even those who were stuck in space when their civilization collapsed. The Homeswarm has occasionally been seen during historical events, only watching and seemingly analyzing the situation before leaving, preventing as of yet any airborne entity or being from reaching them with powerful cannons. Some Tohn and Roamer Maraya are obsessed with trying to learn more about the Homeswarm.
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===Physical & Mental Characteristics===
The Maraya can best be described as tieflings-like humanoids, with distinct butterfly-like ears and cranial formations or horns. They have vibrant hair and skin colors (seen in color palettes to the sides) that often cause them to be mistaken for other Races, or even some [[Afflictions]] (for example, red Maraya may be mistaken for the now extinct Manathar, magically corrupted Elves). They look physically very similar to other Races of Aloria, though tend to be on the tall side. Maraya can be big and bulky or stocky, though most of them are slender and appear with more elongated limb proportions than other Races, giving them a very delicate and graceful appearance, if somewhat unsettling. Their Race engaged in genetic engineering, meaning some of them may have additional horns, tails, or different body proportions, or even skin patterns, though their ears are always recognizably the same, even if their size may vary. Mentally speaking, the Maraya are often described as callous, or melancholic. Even for those Roamers who have abandoned the idea of reviving a Meraic state, the very knowledge of the things they lost, can cause frustration to quickly boil, because of little issues like crystalline resonant self-washing clothing not yet having been invented in this era. This does not mean Maraya are angry or bitter all the time, there is plenty of laughter and celebration of life, but it can cause Maraya to come across with a sense of self superiority based on historical providence. With some very basic Meraic gene-therapy, it is possible for Maraya to have children with other Races, resulting in Half-Maraya, who have some of the other parent's visual features, but must at the very least have Maraya ears and some horns.


Towards one another, Maraya tend to be more compassionate, though there is also a strong element of rivalry among them. They seek to be recognized among their kin as the best in one thing or another, and will go to great lengths to achieve this. They will, however, refrain from violence against their own race altogether.  
==Heritage Traits==
[[File:Maraya_Colors.png|260px|thumb|right|Lore Compliant Maraya Hair or Skin colors. Their hair is consistently one of these, and skintone another. Being Dimensionswapped allows them to change either to a tone more appropriate for their Dimension.]]
[[File:Marayaface.png|260px|thumb|right|Maya cranial features can either form horns, but also forehead plates that either bend back, stick sideways, or point upwards. There can even be multiple.]]
[[File:Marayaka.png|260px|thumb|right|Maraya can grow facial hair, though they often shave it off. Roamer Maraya will still frequently sport facial hair however, as it both helps them fit it, and they may not have access to shaving equipment.]]
[[File:42bbfdd4538ebebf57b6c8d63ad75bbf.png|260px|thumb|right|Traditionally Kul-Merai fought with technological gloves powered by Crystaltech for extra punching power.]]
[[File:0d044b14137e05e52670a4edccb18a1d.png|260px|thumb|right|Maraya horns can be short or long, curved or sharp, and even multiple horns that can exist, though they always follow the skin color in tone.]]
When designing a Character, Proficiency Points allow for a limited Ability selection with Point Buy Packs. Heritage Traits adds free Packs and Mechanics on top of that to help with cultural themes. Free Packs grant Abilities usually, while Mechanics change the way a character functions in Roleplay through subtle, and usually out of Combat ways. In essence, Mechanics just add aesthetic flair that invest in the niche of each culture. Free Packs never raise Proficiency Points, but the character must be able to purchase them normally. (ex. if a character is a certain Affinity that locks them out of a category, they cannot take that specific free pack and must choose the alternative option.) If a Free Pack grants Magic of some type, that Magic can be of any Alignment the character can normally choose, or limited to a select alignment, which will always be written in the Free Pack description.  


Due to the changes of their physical appearance since the disease that struck them in 305 AC, all Maraya have suddenly remembered their old Meraic name, though nothing else seemed to have come back. That being said, what did seem to have come back with their reversion of their mutation, was their ability to cast Magic. While the change did not occur recent enough for any notable mages to have risen, some early spellcasting has been observed from some Maraya. Being reborn again, the Maraya also suddenly remembered the Shotala language, which came all the more convenient as the reversal of their mutations made it so they could no longer produce the mandible clicks required to speak X’sota, a language that effectively went extinct overnight.
Mixed Heritage characters (i.e. characters born from two parents of different Cultures) may take one parent's 'Free Packs' and mix and match up to 5 Mechanics from both parents, although some Peoples cannot produce Mixed Heritage children (due to Magical/Fantasy reasons).
===Free Packs===
* Maraya can choose one Pack from either the [[Chem_Point_Buy| Chem]], or [[Adapt Point Buy| Adapt (Non-Magic)]] Categories for free.
* Maraya can choose one Pack from either the [[Tech Point Buy| Tech]], or [[Roguery Point Buy| Roguery]] Categories.


==History==
===Mechanics===
Prior to the birth of the [[Elven Empire]], a race called the Meraic ruled Aloria. Convinced of their own superiority, most ignored warnings made by their own scholars that a cyclical [[Void Invasion]] may be imminent, but some sought to preserve their civilization by volunteering to enter Chrysalis Stasis below ground. The exact process by which the Meraic wove Chrysalis in the past is unknown to them today, however it is often assumed it was done in a similar way as the Maraya do present day. With them they took the [[Tohn Sona]], a now mostly undeciphered repository of Meraic knowledge and the foundation of the Great Purpose. Unforeseen was the Stasis Corruption that occurred due to the increased [[Void]] activity. A slumber intended to hold for centuries lasted for thousands of years, and the sleepers were physically altered as the insects burrowing into the outer layers of Chrysalis died there, becoming incorporated into the stasis medium. The surviving Meraic emerged as the insectoid Maraya. Aside from certain otherwise inexplicable insights and behaviors, they remembered nothing of their former lives. Furthermore, the other species which they had taken with them in stasis either did not awake, or had become so useless that they were immediately enslaved by the Maraya. Most notable of the creatures that also awoke with the Maraya were the Vissi creatures, Dwarf-sized insectoid bipedal creatures that otherwise had the intelligence of a dog. The Vissi were immediately enslaved by means of Chrysalis addiction, and appeared to reproduce rapidly while maintaining some ability to understand menial production orders like construction and cattle tending. From their sleeper vault, the Maraya spread out to various caves and ruined cities across [[Hadar]] which were long abandoned by their previous Allar inhabitants. Through the slave labor provided by the Vissi, the Maraya were able to set up a functional civilization in the short few years before the Chrysant Wars.
* Maraya have small Ichor glands on their hands, which are capable of producing Chrysalis that they can shape into Crystals of any shape or size.  
 
* Maraya can also make music with these Chrysalis Crystals, as they can resonate based on tunes, and produce music autonomously.  
They first emerged fully to the rest of the world during the Chrysant Wars in 289 AC, when global conflict gave them the opportunity to seize more land from the Allar and Naylar who had mostly been ignoring their presence until now. The role of the Maraya in the Chrysant Wars is an often unsung tale, though it would be naive to deny that they had a positive effect on the [[Regalian]] victory through their harassment of the Naylar backline. In many cases, the war was used to properly establish Maraya territory, though it never fully formed itself into the extents of an actual state. Rather, several smaller Communes exist away from the sleeper vault, which no other race has yet located and is being closely guarded by the Maraya.
* Maraya come from an Ancient world. They can read certain Event hints that may not be obvious to other Races (inquire with DM/Event Hoster for opportunities).
 
* Maraya can (out of combat) remotely hijack Tech (including Automata) to follow their commands and instructions instead, due to their historical superiority.
Limited contact with others followed, nearly always resulting in miscommunication and conflict. Only in the past few years have Maraya established ambassadors within the cities of other races, notably the Humans in Regalia. At best, their presence there is begrudgingly tolerated, as their race continues to receive no recognition or citizen rights in the Regalian Empire. The Maraya however are intelligent enough not to provoke the dominant military power in the world, especially since their race is at such a crucial point where further survival depends entirely on them being able to develop a means to reproduce peacefully. Some Scholars in Regalia have taken a keen interest in this race, and many believe the Maraya are actually key to unlocking many secrets of the ancient past. Many items and texts remain hidden in the sleeper vault which have yet to be translated, and hopes are that by working with the Maraya to solve their amnesia, they might be able to unlock the deeper mysteries of the past to fight the ever more destabilizing factors of magic in the world of Aloria. As such, despite not having citizen rights, Maraya have a unique cooperation with Ailor Scholars, trading experimentation to unlock ancient secrets with experimentation in an attempt to re-fertilize their race.  
* Maraya can (if they can reach melee distance safely) hack into Dragon Sites/Entities and alter their routines to unlock additional functions (consult Event Dm's).  
 
Recent Drow-Maraya interactions have caused speculations to be made about the Maraya being related to the [[Drovv]] race on [[Drowda]] that went extinct during the last Void Invasion. [[Drowdar]] elders have stated that the Maraya have an almost uncanny similarity in their appearance to the Drovv, with their chitin-like skin and shorter neck being the only real differences. This has led many scholars to speculate that the Drovv were in fact Meraic who somehow also survived their civilization’s cataclysm in another Chrysalis sleeper vault, but awoke much sooner. As a result, many Maraya are of the belief that more vaults exist across the world which are yet to be discovered. This has caused many Maraya to spread out in the world in search for any clues or evidence that might lead to the discovery of another vault to unlock secrets of the past and save their race from extinction.
 
In 305 AC, the Allar working in the Regalian Empire to attempt to find a cure in the Circci infertility, accidently created a disease that spread across the Empire and the whole world with a rapid pace. While the initial results were positive and Circci became fertile again, they quickly deteriorated and formed Chrysalis pods of themselves that remained unmoving for almost a month. When they finally broke free from these pods, out came the Maraya, the physical mutations that had turned them into insect-like people having completely reverted. Not only did they suddenly remember their old names, they were also capable of reproducing once more, casting Magic, and rebranded their race to the Maraya people, to distinctly distance themselves from the Circci, but also to create a new identity beyond the failed legacy of the Meraic Civilization. Because of the disappearance of the Maraya to weave Chrysalis, all Vissi abruptly died, no longer being able to be fed while the Circci were in stasis.


==Society==
==Society==
Maraya society revolves around the Great Purpose and is housed in so call Communes. The scrolls and tablets that make up the Tohn Sona provide them with both order and a sense of identity, even if they do not fully understand them. Nonetheless, their political structures are designed to further the species as a whole, not any one group, Commune, or ruling Union. 
===Language===
 
The Maraya all speak the Language of Shalota, a tongue even older than [[Altalar]] given its roots among the Meraic. It is a melodic language which makes frequent use of double m’s, s’ and l’s with plenty of vowels, with the most common hard consonant being “q”. Whether Shalota was the exact tongue that the ancient Meraic spoke however, is up for debate. Due to the nature of Maraya reawakening, the ancient Meraic language and modern Shalota does share continuity in its alphabet, a series of 26 glyphs refined by modern Maraya but essentially the same as those found in Meraic ruins and old Vaults. There is also one more quirk of Shalota, and that is in the use of the word “Tohn.” Tohn was the first name of the Maraya unifier who wrote the most important scripture of the Tohn Sona. Tohn just means "greatness" nowadays, but it is often used a prefix to things from states, book titles, machine names, anything that Maraya make essentially. Maraya names are inherently genderless, though they commonly use nicknames for each other that try to shorten the name as much as possible.
===Culture===
Maraya culture is still new, although much remains vaguely similar to that of the Meraic before them. While memory loss in the transition was nearly complete, some of the emerged have occasionally behaved in ways that seem inspired by their former lives. This is called Ka’kisa, or Illumination. Language is the most obvious example. Enough Maraya retained rudimentary spoken language for a common tongue to quickly establish itself, though it was quickly wiped out when the Maraya were reborn. Refined culture, from art and clothing to well-prepared cuisine is enjoyed by and created for the Maraya, Among Maraya, Families as a social structure do exist, although their needs are subordinate to those of the Commune and race, and more often than not are these families not even blood related. Due to them not even remembering who they are related to, the Maraya simply choose to form families, and invite others into their family units. Social power among Maraya is predominantly gender-blind, though more often than not, females are the dominant party in so called Unions. Maraya still engage in socially significant unions between two individual Maraya (this can also be same-sex unions). This is often a very personal choice for two Maraya, as they have to connect with one another on a higher cognitive level that is often hard to explain in Ailor terms.  


'''Example of Maraya Names:''' Qaleem, Meniir, Emmenaa, Tohsaal, Ssinim, LLomela, Llewel, Menness, Immir, Ossorm, Allaarn, Lluna, Ssola, Mmana, Silaam, Ymalla, Qullo. 
===Religion===
===Religion===
The Maraya have no religion, save the Tohn Sona, or Great Purpose, outlined in a collection of documents left in every intact sleeping chamber. While it is self-evident that they are the superior race and others exist to further their own goals, the Great Purpose serves as a road map to actually re-establishing that dominance. They do not recognize the existence of a deity, or a higher power beyond their own ability to shape their future. The Maraya see the Tohn Sona as an evolving set of instructions with three real sources, ranked by first to last in priority: That which can be deciphered from the Tohn Sona, that which comes from Illumination, and that which has been newly learned post-emergence. As a result, with regards to life philosophy, Maraya can often be found studying the Tohn Sona, Meditating or analyzing their surroundings (often in cooperation with Allar) to divine their future aspirations and fulfill their spiritual needs. There is no notable dissension from the Great Purpose, as the world of law from the Tohn Sona, the only usable item from their forgotten past, is undisputed.
The Maraya do not formally have a religion (though some, Drifters notably, may have adopted one over time). Rather, the Maraya have a near-holy scripture called the Tohn Sona, which is a book with ground rules for how society should function. This book is theoretically long, covering topics from healthy diets to correct forms of governance, however in all practicality, most roleplayers will never interact with the deep sociopolitical nuances of the Tohn Sona, and only need a basic structure for how to live their lives on a daily basis in Regalia. As such, this section will cover the most important tenets of the Tohn Sona that can be applied in day to day Roleplay on the server. Note, these are also not extreme rules, one does not get expelled from Maraya community for breaking them, but they invite a point of contention and debate, as well as accountability for those that break them. Even those Maraya who are religious, or largely abandoned the Tohn Sona, still recognize its historical importance, and that it is just a generally well-rounded ethical list of rules to follow. Even Mage Maraya try to follow the majority of the rules, even if one explicitly implies they live a life of evil.
* The serene state of world, is to be led by the Meraic kin, devoid of monarchies, devoid of religions, and ruled by technocrats, for scientists and scholars always know best.
* The serene state of mind, is one with ambition and goals, the wandering and drifting mind is one of idle error and miscalculation, a danger for others waiting to happen.
* The serene state of body, is one where aesthetic sensibilities do not undermine functional uses. Self idolatry is a getaway and gateway drug to a failing mind and fortune.
* Magic is not evil by nature of existence, but evil by nature of changes to nature. To underestimate or downplay the power of this force, is equally as ruinous as to drink from it.
* Information is a common good that cannot be withheld, privatized, owned, or otherwise gatekept, Information can only be collectivized, from which it is utilized.
* The great source of corruption, is religion, to outsource the free state of independent thought and reason to an incomprehensible and contempt filled capricious entity.
* The minor source of corruption, is a failing ethic, to inflict willing physical or emotional harm on others without the explicit betterment of society at large.  
* The least source of corruption, is spite and envy, for emotions are cascading failures of personal integrity, and every building begins with a first brick laid in error.
===Families===
Maraya families are not out of the ordinary in comparison to other Races, though the context of their Meraic history is important. During Meraic times, their society moved past the need for intercourse to reproduce. Many Maraya children are so called "pod-children", who were born from an external artificial womb to avoid the process of child-carrying, and after that usually raised by robotic nannies to avoid the difficulty of child raising. Some families disregard the use of technology, believing that their children need to be well adjusted to other Races in the world, lessons only they can teach, but many Maraya also appear to lack basic experiences other Race infants might have had while growing up. In old Meraic societies, relations were strictly regulated by the Tohn Sona Unity, with people who were considered to be born with genetic flaws denied a partner, while those with good genes were put in pre-arranged matchings. The adaptation of this kind of lifestyle to a free-choice environment in for example Regalia, may be quite an adaptation for the Maraya, especially if coming fresh from a Vault and still suffering from the nascent tyranny of the Unity even though it had already collapsed several decades before the end.  


===Economy and Technology===
==World View==
The Maraya have a mixed economy that relies on slave labor. Distribution of communal wealth, the greatest portion of Maraya wealth, is handled by the ruling Union within each Commune. The species is spared some of the corruption that has plagued systems of this sort in other races. While some bias may exist, the self preservation that species like Humans feel for their immediate group is quite similar to what the Maraya feel for their race as a whole. Some species narrow their sphere of concern to their immediate relations, Maraya expand it to the entire race, even to the point of undervaluing the life of an individual. However, their expansion has been consistently checked by the current inhabitants of Aloria, among whom they have found few, if any, allies.
* Even while divided, on different sides, following different ideologies, or directly fighting each other for different alliances in Regalia, there is an unspoken rule between Maraya that there shall be no fighting in drinking taverns or pubs. This is because Maraya are already so few in the world, and there must always remain a neutral ground from which to discuss differences in peace.
* A curious point about the Maraya, is that their old fashion was completely abandoned in favor of [[Elven]] clothing. They found that Elven clothing most resembled their old fashion styles, but also discovered that to their regret, the specific fiber used to produce their clothing went long extinct after the Vaults closed, and no seeds were saved, so they literally could not reproduce their old clothing style with old materials.
* Because Maraya were a near sci-fi civilization, their art rendering is extremely abstract, downright alien when viewed by other Races. While they can certainly appreciate the realist and environment pieces produced by Regalian artists, they do look very "3000 years ago" to them, with more brutalist and artistic pieces open to interpretation being the norm.  
* Music produced by the Maraya often uses Crystal resonance, Crystals humming at varying tones to produce an orchestrally complex melody, reminiscent of metal chimes. Meraic music sounds alien to other Races, from what few compositions survived in the vaults clutched by artists, but the Maraya have also quickly adapted to the new music styles of the modern age.
* Traditional Maraya often have greetings and farewells related to paths, energies, and currents such as “May your path be straight,” “Your energy mingles with mine,” and “Until we meet again, let the currents guide you well.” Where this comes from is uncertain, though it is presumed to have dated from an understanding of the Leylines when the Meraic were Dragon Worshipers.
* Allowing outsiders to witness and experience Maraya songs, especially their music welcoming a baby into the community and when an individual has died, is seen as a great sign of trust and respect. Anyone permitted to do so, is seen as included in a piece of history that spans back tens of thousands of years, which they likely have no understanding of.
* Maraya absolutely hate carbonated drinks. When offered a carbonated drink, a Maraya would prefer to leave it standing on the table or counter to lose its carbonated property and become room-temperature before drinking it. They insist that it is "too spicy", and refuse to entertain the idea that carbonated liquids are not called "spicy", but instead "sharp".  
* While the Tohn Sona forbids the hoarding of information, Maraya still tend to be a little bit private with information about the Meraic Empire. After all, they are aware that oversharing may result in others being interested in opening Meraic Vaults. The wrong person might open such a Vault, and force convert all of the sleepers inside to Void Alignment.
* Uncorrupted Maraya (in their views, not aligned with Ordial, Exist, or Void), often seek to convince a Maraya to become cleansed, but there is a general understanding they should not apply violence or undue emotional pressure to force someone to change. There are so few Maraya left in the world, that fully expelling one from social contact, is seen as a grave error.
* While there are some Maraya who have re-embraced Dragon Worship, calling Dragons their saviors, the fact that Dragons did not awaken them as they had promised, and let other smaller Races (never refer to them as lesser, that is not very Tohn Sona) rule the world in their stead. Why the Dragons did this, is unclear, and many Maraya harbor resentment to their once allies for being so indifferent to them.
* A common curse that Maraya may use is Tohshaar, meaning "be damned in the name of that which is great". It is a very milk-toast curse for the Maraya, that does not quite compare to the alien expletives used by other Races. This is often why Maraya can become quite flustered when someone uses a lot of foul language in their presence, because their language does not really accomodate for it.
* Many Maraya who found the idea of an autocratic government deciding things for them, may find Regalia very comfortable, albeit frustrating because it is ruled by a monarchy and nobility who haven't done much to prove their station in life. This often results in complicated feelings, both liking the Regalian government for the structure it provides, but disliking it for the manners in which it does this.
* Some Maraya use the term "Haat-Maraya" to refer to Maraya who are Dimensionally aligned to Void, Exist, Ordial, or Dragon Magic, though this is technically a slur, and only those who take issue with said particular Maraya would stoop so low as to use a slur against their fellow kind. Maraya also refuse other Races the right to use this word, as it is a very personal one in Shalota, their language.


===Combat and Warfare===
==Trivia==
Maraya are rightly considered an invasive species. While some liken their motivations to that of an insect infestation, the similarities are only superficial. Whereas Human expansion is often motivated by individual greed, and a race like the [[Dakkar]] do so out of religious zeal and retaliation, Maraya wish to expand their holdings in order to take Aloria back from the host of inferior species that now appear to have taken control. Not only would achieving this goal fulfill the Great Purpose, it would correct what Maraya intuitively feel is wrong: Aloria should be in the hands of what they view as the most competent race. It is no coincidence that the first interaction Maraya had with another species was one of fierce combat. To this day, many of the old Naylar kingdoms lie in ruins, their wreckage inhabited by the Maraya or dismantled to fuel colonization. Maraya in particular are skilled in agile movements in hand-to-hand combat. Their agility and surprising flexibility further assists in their ability to defeat foes, while if forces to use weapons, they will often use whip and flail-like weapons, such as the [[Mekket Ebhula|Ebhula]].  
* There is a saying among scholars that goes "Color Theory is not real", when attempting to explain why so many Void people dress red, Exist people dress blue or white, and all Ordial people only have green clothes in their wardrobe. Maraya on the other hand, prove this wrong, as they can have their skin tone and hair color change to Color Theory appropriate tones.
* Space-flight is an ever enduring dream for the Maraya, unfortunately nearly all blueprints and designs for space faring vehicles were destroyed when the Samsaal Black-Site had its database deleted by Councilor Ossello. Ossello went mad when he realized he and his fellow Tohn Sona Unity council members would be blamed for the end of civilization, and decided to erase his name from all databases, which included the space-flight build plans.  
* There is a modicum of grief among the Maraya, that the Homeswarm does not open its arms to them on the ground, and raise them up. Even those who have abandoned the old ways, consider there is much to be learned from these hyper technologically advanced Maraya. But somewhere, a conclusion must be made, that in hiding themselves, they are breaking the Tohn Sona, implying they may not be following it.  


==Trivia==
{{Peoples}}
*The siren-like song of the Maraya was instrumental in helping newly emerged Maraya Communes find one another. Maraya communicate over long distances with communal singing, able to bridge miles as long as ten Maraya sing in unison, producing a song that only other Maraya can hear.
*Maraya frequently attempt to awaken the other Chrysalis sleepers. It is speculated that many other species are still in sleeper stasis. Many of their attempts have met with failure however, as the stasis sleepers themselves are corrupted or too badly damaged.
*Almost all Maraya wear their hair long. While they can cut it (and grow it back), they have a cultural inclination to long hair as the Meraic are always presented as having long hair on what little material they have available on them.
{{Races}}
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[[Category:Heritages]]
[[Category:Races]] [[category:Magus Races]]

Latest revision as of 20:01, 29 September 2024

Maraya
Race
PronunciationMaa-raa-ya
ClassificationMaia
Common Nicknames
  • Vaulters (praising)
  • Burrowers (derogatory)
  • Sleepers (derogatory)
  • Cryst-lars (praising)
LanguagesShalota
Naming CustomsFluently flowing names with frequent usage of Ls and Ms
Racial Traits
DistinctionsAncient sleeper Race re-awakened by the Cataclysm
Maximum Age250
HeightAverage to Tall

A people caught out of place, out of time, the Maraya are tiefling-like with distinct unique features that make them also appear rather fae-like. They belong to an ancient civilization called the Meraic Civilization, sometimes also called the Fourth Civilization, that existed long before the Elves united under Talea, and founded a vast sci-fi world-spanning civilization with a high emphasis on technology and having developed space-flight. Corruption in their highest government eventually led to the Fourth Void Invasion, which ended their civilization. Up to a million of their citizens fled into specialized Vaults however, that were meant to keep them safe in cryosleep for a few centuries while the Demons disappeared. Centuries turned to Millennia, and despite the promises from the Dragons to awaken them, the Meraic Vaults did not open until a full 25,000 years later, and with only so few of them opening, the Meraic were unable to re-assert their dominance over the world, with so many civilizations now existing that outcompete them, and even create technological parity with so little information that survived the fall of their civilization. After emerging and re-baptizing themselves as the Maraya, some continue to try and open yet lost Vaults or re-discover ancient blueprints, while others have given up on the dream of a new Meraic Realm, instead bravely venturing into the world to discover it anew.

Core Concept

The Maraya Race is split between four distinct sub-cultures, three of which are playable, and the fourth of which is not (though it still exists for point of reference). The Maraya Race can be a wonderful Race to play for new players, or the worst Race to play, depending on specific choices in Character Creation. Vaulter Maraya are Maraya who entered the vaults when their Empire fell. This requires a bit of extra reading, but basically ensures that you don't have to read any other information on the Wiki besides Abilities, because such a Character is new to the world. Every roleplay interaction is discovering new information, and familiarizing yourself with the lore by playing it, instead of reading about it. Inversely, picking other subcultures of Maraya may require extensive reading, and frustrate new players who want to quickly jump into Roleplay.

History

This section covers a brief abridged version of Maraya and extended Meraic history. For a full understanding of Meraic History, read said page. It is however possible to roleplay a Maraya correctly without ever having read this page, for more information, see the Sub-Cultures section. The Maraya descend from the Meraic Empire that existed roughly 35,000 years prior to the modern era, and collapsed after a corrupt political elite dabbled in Magic, and attempted to create a magical power singularity that caused the Fourth Void Invasion. The Dragons assisted the Meraic, but were unable to stop the collapse of their civilization, instead promising to shelter survivors in Vaults that they would build with the Meraic. About a million Meraic survived in these Vaults, but the Dragons never re-opened them, with the first Vault in Hadar failing because of a technical fault and self-opening around the year 200 BC. This is where the first Vaulters emerged to a radically changed world, having to quickly adapt, and secure a foothold in a hostile area that was at that point inhabited by arriving Allar migrants, Slizzar, and some Elves. The Maraya used enough of their technology to produce a seclusionist state called Tohsmaaq Venheer, keeping foreigners out with some of the ancient tech that was taken with them in the Vaults, but lacking the manpower or the means to really amount a war of expansion on their surroundings, thus being trapped. Over the centuries, the Maraya could only watch as other Empires went to war with each other, content to keep to themselves, and research the past. Every year, a new Vault would be found, adding a few thousand more Maraya to their numbers, but at this point many of them had already abandoned the idea of remaking the Meraic state, and ventured off into the wider world, familiarizing other Races with who the Maraya were. In the modern day, the Maraya can be found far and wide, with notable communities existing in Regalia, Ashaven, Amontaar, and even Hadar, where they have found ways to make them useful. Some of them still pine after a return of their old Empire, while others have grown content to just try and save as many Maraya from vaults as possible, and see what to do from there.

Maraya Sub-Cultures

Vaulter Maraya

Vaulter Maraya are the easiest to play Maraya, only the reading of this page, and the Meraic History Page may be required to start a Character. Vaulter Maraya are those Maraya that survived the Void Invasion by slumbering in their cryovaults, only to awaken to an alien world, thousands of years later. Vaulter Characters can be of any age within the maximum aging for Maraya, as suspended in cryosleep, they did not age. They can also have been unvaulted several decades ago, or just this year, as Vaults continue to be discovered by other Maraya nearly every year. It is permissable to play a Maraya with memory less, though reading Meraic History is recommended for someone wanting to play a Maraya who can remember their ancient Empire. While technically the vaults refused entry to Mages, the chaos during the collapse of Meraic civilization makes the idea of a Mage sneaking in, or bribing their way in, as not very farfetched. Vaulters showing up in Regalia often do so to re-orient themselves and understand this new world by experiencing it, and where better than Regalia.

Roamer Maraya

Roamer Maraya are those Maraya who saw the writing on the wall, and either became disillusioned about the idea of trying to restore the old, or just wanted to experience the new before making up their mind. While they still hold onto the Tohn Sona to some degree, they largely set out into the wider world, having abandoned Maraya society for some reason or another, to discover the alien-ness of this world, and perhaps experience a little glee at how technologically backwards it is, in comparison to the far distant past of their lost superstate. Roamer Maraya can often be found selling their services as technicians, mercenaries, poets, artists or just general service people, traveling far and wide, until perhaps eventually settling in Regalia, a city where anything can be experienced, and where world events seem to come to Regalia's doorstep, instead of constantly chasing after them. It is equally possible for Roamers to have decided that Regalia is worth more of their time to support, and thus to stop working with the remnant states (or the Allorn Empire), and join Regalia.

Tohn Maraya

The Tohn Maraya hold fiercely onto the promise of the old Tohn Sona, scriptures that were stored with them in the Vaults, and continue to prescribe a standard to live by for them. Tohn Maraya sit somewhere in between the Roamer and the Vaulter. They are either ex-Vaulters, or descendants from the first Vaulters who appeared in Hadar several centuries ago, who all decided to try and revive as much of their old civilization as possible. It is mainly the Tohn Maraya who continue to hunt for as of yet unopened Vaults, aiding more of their kin in awakening from their slumber, and setting out to create a state for the Maraya in a world that is already very populated by many other Races, thus inevitably coming in conflict with the Allar, Maraya, and Elves in Hadar. The Tohn Maraya mostly inhabit the decrepit ruins of their civilization, cobbled together with modern technology to prevent it from utterly collapsing in decay, but a lasting memory to their brilliance. Some travel to Regalia, the center of learning, in the hopes of discovering more Vaults and Tech.

Homeswarm Maraya

The Homeswarm Maraya, are an engimatic and not playable sub-culture of Maraya, who drift across the world's skies on a large fleet of space-ships called the Homeswarm. Attempts from any Maraya, whether Drifter, Roamer, or Tohn, to contact the Homeswarm have largely failed, with only enigmatic contact between them and the surface dwellers. Many theories exist to identify the Homeswarm. Some claim they are the remnants of the Tohn Sona Unity, who built their own secret Vault which harbored a lot more technology, allowing them to resurface with much more power, while others speculate they are the descendants of those who traveled into space, or even those who were stuck in space when their civilization collapsed. The Homeswarm has occasionally been seen during historical events, only watching and seemingly analyzing the situation before leaving, preventing as of yet any airborne entity or being from reaching them with powerful cannons. Some Tohn and Roamer Maraya are obsessed with trying to learn more about the Homeswarm.

Physical & Mental Characteristics

The Maraya can best be described as tieflings-like humanoids, with distinct butterfly-like ears and cranial formations or horns. They have vibrant hair and skin colors (seen in color palettes to the sides) that often cause them to be mistaken for other Races, or even some Afflictions (for example, red Maraya may be mistaken for the now extinct Manathar, magically corrupted Elves). They look physically very similar to other Races of Aloria, though tend to be on the tall side. Maraya can be big and bulky or stocky, though most of them are slender and appear with more elongated limb proportions than other Races, giving them a very delicate and graceful appearance, if somewhat unsettling. Their Race engaged in genetic engineering, meaning some of them may have additional horns, tails, or different body proportions, or even skin patterns, though their ears are always recognizably the same, even if their size may vary. Mentally speaking, the Maraya are often described as callous, or melancholic. Even for those Roamers who have abandoned the idea of reviving a Meraic state, the very knowledge of the things they lost, can cause frustration to quickly boil, because of little issues like crystalline resonant self-washing clothing not yet having been invented in this era. This does not mean Maraya are angry or bitter all the time, there is plenty of laughter and celebration of life, but it can cause Maraya to come across with a sense of self superiority based on historical providence. With some very basic Meraic gene-therapy, it is possible for Maraya to have children with other Races, resulting in Half-Maraya, who have some of the other parent's visual features, but must at the very least have Maraya ears and some horns.

Heritage Traits

Lore Compliant Maraya Hair or Skin colors. Their hair is consistently one of these, and skintone another. Being Dimensionswapped allows them to change either to a tone more appropriate for their Dimension.
Maya cranial features can either form horns, but also forehead plates that either bend back, stick sideways, or point upwards. There can even be multiple.
Maraya can grow facial hair, though they often shave it off. Roamer Maraya will still frequently sport facial hair however, as it both helps them fit it, and they may not have access to shaving equipment.
Traditionally Kul-Merai fought with technological gloves powered by Crystaltech for extra punching power.
Maraya horns can be short or long, curved or sharp, and even multiple horns that can exist, though they always follow the skin color in tone.

When designing a Character, Proficiency Points allow for a limited Ability selection with Point Buy Packs. Heritage Traits adds free Packs and Mechanics on top of that to help with cultural themes. Free Packs grant Abilities usually, while Mechanics change the way a character functions in Roleplay through subtle, and usually out of Combat ways. In essence, Mechanics just add aesthetic flair that invest in the niche of each culture. Free Packs never raise Proficiency Points, but the character must be able to purchase them normally. (ex. if a character is a certain Affinity that locks them out of a category, they cannot take that specific free pack and must choose the alternative option.) If a Free Pack grants Magic of some type, that Magic can be of any Alignment the character can normally choose, or limited to a select alignment, which will always be written in the Free Pack description.

Mixed Heritage characters (i.e. characters born from two parents of different Cultures) may take one parent's 'Free Packs' and mix and match up to 5 Mechanics from both parents, although some Peoples cannot produce Mixed Heritage children (due to Magical/Fantasy reasons).

Free Packs

Mechanics

  • Maraya have small Ichor glands on their hands, which are capable of producing Chrysalis that they can shape into Crystals of any shape or size.
  • Maraya can also make music with these Chrysalis Crystals, as they can resonate based on tunes, and produce music autonomously.
  • Maraya come from an Ancient world. They can read certain Event hints that may not be obvious to other Races (inquire with DM/Event Hoster for opportunities).
  • Maraya can (out of combat) remotely hijack Tech (including Automata) to follow their commands and instructions instead, due to their historical superiority.
  • Maraya can (if they can reach melee distance safely) hack into Dragon Sites/Entities and alter their routines to unlock additional functions (consult Event Dm's).

Society

Language

The Maraya all speak the Language of Shalota, a tongue even older than Altalar given its roots among the Meraic. It is a melodic language which makes frequent use of double m’s, s’ and l’s with plenty of vowels, with the most common hard consonant being “q”. Whether Shalota was the exact tongue that the ancient Meraic spoke however, is up for debate. Due to the nature of Maraya reawakening, the ancient Meraic language and modern Shalota does share continuity in its alphabet, a series of 26 glyphs refined by modern Maraya but essentially the same as those found in Meraic ruins and old Vaults. There is also one more quirk of Shalota, and that is in the use of the word “Tohn.” Tohn was the first name of the Maraya unifier who wrote the most important scripture of the Tohn Sona. Tohn just means "greatness" nowadays, but it is often used a prefix to things from states, book titles, machine names, anything that Maraya make essentially. Maraya names are inherently genderless, though they commonly use nicknames for each other that try to shorten the name as much as possible.

Example of Maraya Names: Qaleem, Meniir, Emmenaa, Tohsaal, Ssinim, LLomela, Llewel, Menness, Immir, Ossorm, Allaarn, Lluna, Ssola, Mmana, Silaam, Ymalla, Qullo.

Religion

The Maraya do not formally have a religion (though some, Drifters notably, may have adopted one over time). Rather, the Maraya have a near-holy scripture called the Tohn Sona, which is a book with ground rules for how society should function. This book is theoretically long, covering topics from healthy diets to correct forms of governance, however in all practicality, most roleplayers will never interact with the deep sociopolitical nuances of the Tohn Sona, and only need a basic structure for how to live their lives on a daily basis in Regalia. As such, this section will cover the most important tenets of the Tohn Sona that can be applied in day to day Roleplay on the server. Note, these are also not extreme rules, one does not get expelled from Maraya community for breaking them, but they invite a point of contention and debate, as well as accountability for those that break them. Even those Maraya who are religious, or largely abandoned the Tohn Sona, still recognize its historical importance, and that it is just a generally well-rounded ethical list of rules to follow. Even Mage Maraya try to follow the majority of the rules, even if one explicitly implies they live a life of evil.

  • The serene state of world, is to be led by the Meraic kin, devoid of monarchies, devoid of religions, and ruled by technocrats, for scientists and scholars always know best.
  • The serene state of mind, is one with ambition and goals, the wandering and drifting mind is one of idle error and miscalculation, a danger for others waiting to happen.
  • The serene state of body, is one where aesthetic sensibilities do not undermine functional uses. Self idolatry is a getaway and gateway drug to a failing mind and fortune.
  • Magic is not evil by nature of existence, but evil by nature of changes to nature. To underestimate or downplay the power of this force, is equally as ruinous as to drink from it.
  • Information is a common good that cannot be withheld, privatized, owned, or otherwise gatekept, Information can only be collectivized, from which it is utilized.
  • The great source of corruption, is religion, to outsource the free state of independent thought and reason to an incomprehensible and contempt filled capricious entity.
  • The minor source of corruption, is a failing ethic, to inflict willing physical or emotional harm on others without the explicit betterment of society at large.
  • The least source of corruption, is spite and envy, for emotions are cascading failures of personal integrity, and every building begins with a first brick laid in error.

Families

Maraya families are not out of the ordinary in comparison to other Races, though the context of their Meraic history is important. During Meraic times, their society moved past the need for intercourse to reproduce. Many Maraya children are so called "pod-children", who were born from an external artificial womb to avoid the process of child-carrying, and after that usually raised by robotic nannies to avoid the difficulty of child raising. Some families disregard the use of technology, believing that their children need to be well adjusted to other Races in the world, lessons only they can teach, but many Maraya also appear to lack basic experiences other Race infants might have had while growing up. In old Meraic societies, relations were strictly regulated by the Tohn Sona Unity, with people who were considered to be born with genetic flaws denied a partner, while those with good genes were put in pre-arranged matchings. The adaptation of this kind of lifestyle to a free-choice environment in for example Regalia, may be quite an adaptation for the Maraya, especially if coming fresh from a Vault and still suffering from the nascent tyranny of the Unity even though it had already collapsed several decades before the end.

World View

  • Even while divided, on different sides, following different ideologies, or directly fighting each other for different alliances in Regalia, there is an unspoken rule between Maraya that there shall be no fighting in drinking taverns or pubs. This is because Maraya are already so few in the world, and there must always remain a neutral ground from which to discuss differences in peace.
  • A curious point about the Maraya, is that their old fashion was completely abandoned in favor of Elven clothing. They found that Elven clothing most resembled their old fashion styles, but also discovered that to their regret, the specific fiber used to produce their clothing went long extinct after the Vaults closed, and no seeds were saved, so they literally could not reproduce their old clothing style with old materials.
  • Because Maraya were a near sci-fi civilization, their art rendering is extremely abstract, downright alien when viewed by other Races. While they can certainly appreciate the realist and environment pieces produced by Regalian artists, they do look very "3000 years ago" to them, with more brutalist and artistic pieces open to interpretation being the norm.
  • Music produced by the Maraya often uses Crystal resonance, Crystals humming at varying tones to produce an orchestrally complex melody, reminiscent of metal chimes. Meraic music sounds alien to other Races, from what few compositions survived in the vaults clutched by artists, but the Maraya have also quickly adapted to the new music styles of the modern age.
  • Traditional Maraya often have greetings and farewells related to paths, energies, and currents such as “May your path be straight,” “Your energy mingles with mine,” and “Until we meet again, let the currents guide you well.” Where this comes from is uncertain, though it is presumed to have dated from an understanding of the Leylines when the Meraic were Dragon Worshipers.
  • Allowing outsiders to witness and experience Maraya songs, especially their music welcoming a baby into the community and when an individual has died, is seen as a great sign of trust and respect. Anyone permitted to do so, is seen as included in a piece of history that spans back tens of thousands of years, which they likely have no understanding of.
  • Maraya absolutely hate carbonated drinks. When offered a carbonated drink, a Maraya would prefer to leave it standing on the table or counter to lose its carbonated property and become room-temperature before drinking it. They insist that it is "too spicy", and refuse to entertain the idea that carbonated liquids are not called "spicy", but instead "sharp".
  • While the Tohn Sona forbids the hoarding of information, Maraya still tend to be a little bit private with information about the Meraic Empire. After all, they are aware that oversharing may result in others being interested in opening Meraic Vaults. The wrong person might open such a Vault, and force convert all of the sleepers inside to Void Alignment.
  • Uncorrupted Maraya (in their views, not aligned with Ordial, Exist, or Void), often seek to convince a Maraya to become cleansed, but there is a general understanding they should not apply violence or undue emotional pressure to force someone to change. There are so few Maraya left in the world, that fully expelling one from social contact, is seen as a grave error.
  • While there are some Maraya who have re-embraced Dragon Worship, calling Dragons their saviors, the fact that Dragons did not awaken them as they had promised, and let other smaller Races (never refer to them as lesser, that is not very Tohn Sona) rule the world in their stead. Why the Dragons did this, is unclear, and many Maraya harbor resentment to their once allies for being so indifferent to them.
  • A common curse that Maraya may use is Tohshaar, meaning "be damned in the name of that which is great". It is a very milk-toast curse for the Maraya, that does not quite compare to the alien expletives used by other Races. This is often why Maraya can become quite flustered when someone uses a lot of foul language in their presence, because their language does not really accomodate for it.
  • Many Maraya who found the idea of an autocratic government deciding things for them, may find Regalia very comfortable, albeit frustrating because it is ruled by a monarchy and nobility who haven't done much to prove their station in life. This often results in complicated feelings, both liking the Regalian government for the structure it provides, but disliking it for the manners in which it does this.
  • Some Maraya use the term "Haat-Maraya" to refer to Maraya who are Dimensionally aligned to Void, Exist, Ordial, or Dragon Magic, though this is technically a slur, and only those who take issue with said particular Maraya would stoop so low as to use a slur against their fellow kind. Maraya also refuse other Races the right to use this word, as it is a very personal one in Shalota, their language.

Trivia

  • There is a saying among scholars that goes "Color Theory is not real", when attempting to explain why so many Void people dress red, Exist people dress blue or white, and all Ordial people only have green clothes in their wardrobe. Maraya on the other hand, prove this wrong, as they can have their skin tone and hair color change to Color Theory appropriate tones.
  • Space-flight is an ever enduring dream for the Maraya, unfortunately nearly all blueprints and designs for space faring vehicles were destroyed when the Samsaal Black-Site had its database deleted by Councilor Ossello. Ossello went mad when he realized he and his fellow Tohn Sona Unity council members would be blamed for the end of civilization, and decided to erase his name from all databases, which included the space-flight build plans.
  • There is a modicum of grief among the Maraya, that the Homeswarm does not open its arms to them on the ground, and raise them up. Even those who have abandoned the old ways, consider there is much to be learned from these hyper technologically advanced Maraya. But somewhere, a conclusion must be made, that in hiding themselves, they are breaking the Tohn Sona, implying they may not be following it.

Accreditation
WritersMonMarty, HydraLana
ProcessorsAcosmism, Volaie, OkaDoka, FireFan96, MantaRey, HydraLana
Last EditorHydraLana on 09/29/2024.

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