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{{Info races
{{Info races
|image = Marayasplashssa.png
|image = Marayaface2.png
|pronunciation = Maa-raa-ya
|pronunciation = Maa-raa-ya
|classification = [[Magus]]
|classification = [[Maia]]
|subraces = Ka, El and Haat
|subraces = Ka, El and Haat
|nicknames =  
|nicknames =  
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*Cryst-lars (praising)
*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 = Ancient sleeper [[Race]] re-awakened by the [[Cataclysm]]
|maxage = 400
|maxage = 400
|height = 5'5 - 6’2
|height = 5'5 - 6’2
Line 19: Line 19:
|skin = [[Media:Maraya_Colors.png|Race Palette]]
|skin = [[Media:Maraya_Colors.png|Race Palette]]
|}}
|}}
The last remnants of the ancient [[Meraic Civilization]] and survivors of the [[Void Invasion]], the Maraya, otherwise known as the Sleepers, are the oldest still-living race in [[Aloria]]. When faced with imminent extinction, the greatest minds and mages of the their world-spanning Empire came together and constructed the [[Tohn Valeer]]; massive underground stasis vaults intended to preserve their species in an centuries-long slumber. Their slumber could only last so long, however. At the end of the Void Invasion that had pressed them into their vaults, [[Magic]] was drained from the world, an event unforeseen by the Meraic. With each passing century, extinction loomed ever closer to the sleeping race, with Tohn Valeer vaults worldwide failing without the Magic used to sustain them. While some vaults became the final grave of their inhabitants, others managed to preserve the lives of their inhabitants, and others still were subject to magical corruption, altering the biology of the Maraya within. Eventually, with the destruction brought by the Cataclysm and the [[Wildering]] in the [[Allorn Empire]], the vault seals were broken and exposed, and the sudden burst of Magic preceding these events re-activated the magic of the vaults, awakening those inside. Wrought by memory loss and the effects of long term hibernation, the Maraya that emerged into a world that was alien and hostile to them. Guided by their [[Tohn Sona]] (holy scriptures of the past), they set out in the world to try and reclaim some of their lost glory. In immediate opposition to the [[Allar]] and [[Slizzar]], the Maraya continue to struggle in a world where they increasingly come to realize that their past is long behind them, and that they have to adapt to survive in a world that is too full of other Races all fighting for dominion.  
As the last remnants of the ancient [[Meraic Civilization]] and survivors of the [[Void Invasion]], the Maraya are the oldest living [[Race]] in [[Aloria]]. When faced with imminent extinction, the greatest minds and [[Mages]] of their world-spanning society came together and constructed the Tohn Vaults: massive underground stasis chambers intended to preserve their species in a centuries-long slumber. Their slumber could only last so long, however. At the end of the [[Void Invasion]] that had pressed them into their Vaults, [[Magic]] was drained from the world, an event unforeseen by the Meraic. With each passing century, extinction loomed ever closer for the sleeping Maraya, with Vaults worldwide failing without the Magic used to sustain them. While some Vaults became the final grave of their inhabitants, others managed to preserve their lives, and others still were subject to magical corruption, altering the biology of the Maraya within. Eventually, with the destruction brought by the Cataclysm and the [[Wildering]] in the [[Allorn Empire]], the Vault seals were broken and exposed, and the sudden burst of Magic preceding these events re-activated the mechanisms of the Vaults, awakening those within. Wrought by memory loss and the effects of long-term hibernation, the Maraya emerged into a world that was alien and hostile to them. Guided by a collection of knowledge known as the Tohn Sona, they set out in the world to try and reclaim some of their lost glory. But after many struggles, the Maraya have become divided and realize more now than ever that their past is long behind them. They have to adapt to survive in a world that is too full of other Races all fighting for dominion to even have a chance of their own, at least, for now.


==Physical & Mental Characteristics==
==Physical & Mental Characteristics==
===El-Maraya===
===El-Maraya===
[[File:Marayaface.png|260px|thumb|right|El-Maraya are considered the more beautiful Maraya]]
[[File:Marayaface.png|260px|thumb|right|El-Maraya are considered to be the most beautiful Maraya among their number.]]
The El-Maraya are the most common form of Maraya found as they were born from the Tohn Elaya, the vault for the common folk. Back in the Meraic Empire, the Meraic Race experienced speciation. This means that the Maraya were split between two Races that had a shared ancestor, but diverged in development at some point in history to form two distinct species. The El-Maraya resemble [[Altalar]] in many ways in their [[Body Shape]], though there are some very distinct differences. The most obvious difference is their skin tone, ranging from pastel colors of blue, orange, yellow and red, while their hair has similar pastel colors. The color of their irises is often a very bright variety of these main colors, for example sky-blue, bright pink or vibrant yellow. Other prominent features are their cranial features and their ears. Their cranial features are usually two triangular shapes with smaller ridges extending outwards growing up from their forehead, differing in shape between individuals. Some shapes can also be disk-shaped, and some can also be rectangular, as the edges differ wildly. Their ears are much like those of the Altalar, but twice as long and curved slightly upwards, with two butterfly-wing shaped lobes hanging on the underside that give them a very butterfly-wing-like appearance. Their hair, despite not being made of actual silk, has a very silken feeling to it, which can quickly grow to longer lengths. Male El-Maraya can also grow facial hair, but often shave it off. It is said that El-Maraya hair can grow upwards to an inch a day on their head, until it reaches to around their waist, when the hair growth stops. Their hair is capable of picking up objects and being used to perform minor tasks, such as opening a jar.  
The El-Maraya are the most common form of Maraya found, as they were born from the Tohn Elaya, the vault for the common folk. Back in the Meraic Empire, the Meraic Race experienced speciation. This means that the Maraya were split between at least two Races that had a shared ancestor, but diverged in development at some point in history to form two distinct species. The El-Maraya resemble [[Altalar]] in many ways through their [[Body Shape]], though there are some very distinct differences. The most obvious difference is their natural skin tone, ranging between pastel colors of blue, orange, yellow, and red, while their hair has similar pastel colors. Their irises are often a very bright variety of these main colors, for example sky-blue, bright pink, or vibrant yellow. Other prominent features are their cranial features and their ears. These cranial features are usually two triangular shapes with smaller ridges extending outwards growing up from their forehead, differing in shape between individuals. Some shapes can also be disk-shaped, and some can also be rectangular, as the edges differ wildly. Their ears are much like those of the Altalar, but twice as long and curved slightly upwards, with two butterfly-wing shaped lobes hanging on the underside. Their hair, despite not being made of real silk, has a very silken feeling to it, and can quickly grow to longer lengths. Male El-Maraya can also grow facial hair, but often shave it off. It is said that El-Maraya hair can grow up to an inch a day on their head, until it reaches to around their waist, when the hair growth stops. Their hair is capable of picking up objects and being used to perform minor tasks, such as opening a jar.  
===Ka-Maraya===
===Ka-Maraya===
[[File:Marayaka.png|260px|thumb|right|Ka-Maraya still look very similar to the El-Maraya, though are often mistaken for male El-Maraya (regardless of their gender)]]
[[File:Marayaka.png|260px|thumb|right|Ka-Maraya still look very similar to the El-Maraya, but are typically mistaken for male El-Maraya (regardless of their gender).]]
[[File:Marayahaat.png|260px|thumb|right|Haat Maraya are known for their periods of high aggression followed by placid calm.]]
[[File:Maraya_Colors.png|260px|thumb|right|Lore Compliant Maraya Hair or Skin colors. Maraya can have any combination of these colors for Hair and Skin.]]
[[File:Maraya_Colors.png|260px|thumb|right|Lore Compliant Maraya Hair or Skin colors. Maraya can have any combination of these colors for Hair and Skin.]]
The Ka-Maraya are the less common form of the Maraya found as they were born from the Tohn Kaya, the vault for the scholars and the philosophers. The Ka-Maraya are the sister-clade to the El-Maraya, sharing a common ancestor in the Meraic species, who represented a more philosophical and religious caste within their civilization (though have since abandoned that distinction). The Ka-Maraya are considerably larger than the El-Maraya who are generally slim and athletic. The former are bulkier and larger (despite their more scholarly inclined disposition) and are as such often mistaken for the male dichotomy of the El-Maraya, even though both El and Ka-Maraya have male and female genders within their Subraces. The Ka-Maraya have a similar skin tone palette to the El-Maraya, but all their colors are generally less pastel and more gray-muted with darker tones. Their eyes are the same, and they also have cranial formations on their forehead. Additionally, they can also have these on their cheekbones, their chin, and they have (usually) two sets of horns that flow from their cranial formations on their forehead to follow the curve of their skull backwards.  
The Ka-Maraya are the less common form of the Maraya found as they were born from the Tohn Kaya, the vault for the scholars and philosophers. The Ka-Maraya are the sister-clade to the El-Maraya, sharing a common ancestor in the Meraic species, who represented a more philosophical and religious caste within their civilization (though have since abandoned that distinction). The Ka-Maraya are considerably larger than the El-Maraya who are generally slim and athletic. They are bulkier and larger, despite their more scholarly inclined disposition, and are often mistaken for the male dichotomy of the El-Maraya, even though both El and Ka-Maraya have male and female genders within their Subraces. The Ka-Maraya have a similar skin tone palette to the El-Maraya, but all their colors are generally less pastel and more gray-muted with darker tones. Their eyes are the same, and they also have cranial formations on their forehead. Additionally, they can also have these on their cheekbones, their chin, and they usally have two sets of horns that flow from their cranial formations on their forehead to follow the curve of their skull backwards.  


Most Ka-Maraya don’t have hair on top of their head, though when they do it is usually a very color-muted variety of their skin tone. That means to say for example, if a Ka-Maraya has a darker blue skin-tone, then their hair color is black but with a very light tint of midnight blue. Additionally, nearly all Ka-Maraya males have some form of facial hair growth that grows much faster than any other Race’s facial hair growth. It is very common to see a Ka-Maraya with a full beard, the older and more venerable ones even having beards down to their chest. Ka-Maraya also have a number of skin-deep formations on their cranial formations, their cheeks and neck that often appear like sub-skin veins but are actually thicker skin shapes. These differ between individuals. They furthermore have long ears like those of the El-Maraya, but these ears tend to be more angular and pointed, and the lobes on their ears are not butterfly-wing-shaped but more like actual triangles. Finally, the Ka-Maraya have a non-prehensile strong muscular tail that is about as thick as their upper leg when flowing from their spine, but narrows at it goes closer to the ground. Towards the end, the tail is shaped like that of thresher shark. They are able to move this tail around with some efficiency to strike people, but it is not flexible enough to hold items or their weight. They are able to use this tail to swim faster than most other races, barring those who are naturally aquatic as well.
Most Ka-Maraya don’t have hair on top of their head, though when they do it is usually a very color-muted variety of their skin tone. That means to say, for example, if a Ka-Maraya has a darker blue skin-tone, then their hair color is black but with a very light tint of midnight blue. Additionally, nearly all Ka-Maraya males have some form of facial hair growth that grows much faster than any other Race’s facial hair growth. It is very common to see a Ka-Maraya with a full beard, the older and more venerable ones even having beards down to their chest. Ka-Maraya also have a number of skin-deep formations on their cranial formations, their cheeks, and neck that often appear like sub-skin veins but are actually thicker skin shapes. These differ between individuals. They furthermore have long ears like those of the El-Maraya, but these ears tend to be more angular and pointed, and the lobes on their ears are not butterfly-wing-shaped but more like actual triangles. Finally, the Ka-Maraya have a non-prehensile strong muscular tail that is about as thick as their upper leg when flowing from their spine but narrows as it goes closer to the ground. Towards the end, the tail is shaped like that of a thresher shark. They can move this tail around with some efficiency to strike people, but it is not flexible enough to hold items or their weight. They are able to use this tail to swim faster than most other races, barring those who are naturally aquatic as well.
===Haat-Maraya===
===Haat-Maraya===
The Haat-Maraya were once El Maraya, but were corrupted by their Tohn Haat vault’s magical bindings failing and Void Essence leaking into their chambers. The Haat-Maraya as such physically changed away from the Meraic racial standard (of either the El or Ka-Maraya) but remain genetically Maraya and part of their racial category. The Haat-Maraya have the same shape as the El-Maraya and can also have the same pastel skin tones, but there are a couple of notable differences. Firstly, they are able to expose and retracted shards of crystals along their arms and hands in the form of claws. These claws are capable of being used in combat and are able to pierce through skin and flesh with ease.  
The Haat-Maraya were once El-Maraya but were corrupted by the Tohn Haat’s magical bindings failing and Void Essence leaking into their chambers. The Haat-Maraya as such physically changed away from the Meraic racial standard (of either the El or Ka-Maraya) but remained genetically Maraya and part of their racial category. The Haat-Maraya have the same shape as the El-Maraya but have a few minor differences that mark them as unique. The most prominent is their horn crown, a unique head feature with smooth, blunted horn formations that run lengthwise along the forehead and back along the head while sometimes also pushing forward. These horns never exceed two inches in length and do not prominently push off from the head. The tip of these formations are often a more vibrant, noticeable color than the dominant tone of the horn crown as well. Another difference is their hair, which is similarly long and rich like that of the El-Maraya, but also has the same possibility of vibrant tipping on the hair ends as the tips of the horn crown. Haat-Maraya colors naturally skew to the darker side, ranging from purples and shades of brown or green, with their brighter colors coming to the tipping of their aforementioned hair and horn crown. Finally, Haat-Maraya possess a tail, but it is unlike that of the Ka-Maraya, as it is prehensile, with smooth skin and sometimes, a split end. It can also have the vibrant tips of the other body features.  


Their hair grows just as fast and just as long as the El-Maraya, but is nearly always black with some red or blue tints possible. Their hair is prehensile and of picking up small items and performing minor tasks and like their El-Maraya cousins, the Haat-Maraya can fuse together to form eight spiderleg-like appendages that become tougher and difficult to cut. Haat-Maraya faces and head shapes are also very different. On top of their head is the so called horn crown that all Haat-Maraya have, which is a cranial/horn formation growing out of their skull. The skin on the edges of their face and their forehead transitions into a much darker brown or black toned bone formation with horns ranging in different directions, usually two major horns and two smaller ones, so four on each side. On top of these bone formations are two sets of three smaller spider-like eyes which the Haat-Maraya can actually see from if they close their normal eyes. Haat-Maraya eyes also differ from the other Maraya species, with completely black sclera, bright red irises, an orange limbus, and the absence of a pupils. These eyes (and those embedded within their horn crown) also glow in the dark, not enough to illuminate a room, but certainly bright enough to be visible in a pitch-black room.  
Haat-Maraya are capable of drastically changing when they enter the so-called Karross’rekallan, or Warped Form. This state is triggered when a Haat-Maraya willingly embraces a negative mindset and similar emotions, such as rage, pride, greed, masochism and so on, while triggering one of a series of corrupting Abilities. The set of Abilities which activates this Form is described in the Summary of Racial Abilities, while the different mental state that accompanies this transformation is described further in the Personalities section. Entering the Warped Form is not immediate. Instead, a Haat-Maraya gains 1 Point of Warp Corruption when one of their corrupting Abilities is activated, and this can stack up to four times before, upon the triggering of a fifth, a Haat-Maraya becomes Lost. The Lost are Haat-Maraya who give in to the Warped Form, allowing it to permanently marr their bodies and minds. But, a Haat-Maraya can reduce their stack of Warp Corruption through refraining from using those specific Abilities for one week. This only removes 1 Warp Corruption at a time, and after triggering one of those Abilities, the Warped Mind also becomes dominant for 24 hours. Below is a list of traits Warp Corruption can cause. For each Point of Corruption, a Haat-Maraya gains one of these traits. These traits are all aesthetic.
* '''Note: Haat-Maraya are not recommended to be openly roleplayed outside of the criminal havens of Regalia (Sewers, Crookback etc.). Guards can and will likely imprison Haat-Maraya much quicker than other Races.'''
*The individual’s horn crown grows larger and sharper, with three pairs of orange or red eyes manifesting along its surface in a mirrored pattern while the individual’s own eyes are altered to possess black sclera, bright red irises, an orange limbus, and the absence of any pupil.
*As much as 30% of an individual’s body becomes studded and marred by dark and jagged black, red, or dark purple crystals.
*The individual’s body mass increases, and they also grow up to a foot taller while their hair grows thick, moving on its own and tending to lash out at those around them.
*An individual’s skin significantly pales with black veins running underneath while their nails turn sharp, and their teeth develop prominent canines.
*An individual’s tail develops chitinous plating, and the tail tips significantly narrow into a whip-like state.
*Long thin spikes of dark chitin grow out from the elbows, stopping at the wrist.
*The individual’s legs from the knee down transform into spiked, pointed limbs, appearing like pointed ballerina shoes that allow them to walk on the single spiked tips. These are made of dark chitin.
*Hardened tendril-like extensions grow in a pattern from the sides and back of the head, matching the hair color. They are movable, but act like sensory organs, rearing up and turning in the direction of loud sounds or strong smells as they are detected by the individual. Their tips can be colored like the other tips of the individual.
*The individual’s voice drops to a deep rumble while a black, tar-like substance slowly oozes out from the corner of the eyes, defying gravity by moving horizontally back along the temple, and rapidly drying in the open air. This does not disrupt the individual’s eyesight.


When a Haat-Maraya becomes Lost, five traits from the above list which existed at the time of transformation into the Warped Form become almost permanently fused to their body and impossible to remove. This allows for easy identification, and these traits are impossible to hide from other Maraya. However, there are two ways of escaping the status of being Lost, and both are only recent discoveries by the Maraya of the City of Regalia. The first is through using Hacking to activate the Void Spire, and the second is Primal Cleansing by the Dragon Matron. In both cases, the individual is reverted to their former, un-Warped state, but they lose all access to their Corrupting Abilities for a 30-day period.
===Maraya Common Traits===
===Maraya Common Traits===
All Maraya species share the same age and height restrictions, but do have different Body Shape restrictions, as noted on the [[Proficiency Page]]. Racial breeding between the sub-species can result in one of three options. If for example the mother is El-Maraya and the father Ka-Maraya, then a child may be born as either an El or Ka-Maraya, or it may be born as a Nol-Maraya. Nol-Maraya aren’t officially defined on this page because they are a form of sterile (to their own species) mutt Maraya that is not able to reproduce with other Nol-Maraya and as such seen more as a physical abnormality than an actual racial category. Nol-Maraya take physical traits from both parents. They could for example inherit the mother’s ears and facial features but the father’s tail. They simply can't reproduce beyond mating with other Ka Haat or El-Maraya, in which case they do, either they or their partner give birth to the Maraya variety of the other non-Nol-Maraya partner. Maraya age up to 400 years old, but this aging principle follows much of the [[Ailor]] process. Maraya become adults at the age of 20, after which they continue to age at a normal rate until they reach around 100 years old, which is 80 years in equivalence to Ailor. Then, they continue to live another 300 years after their 100th birthday, but remain as if 80 years old throughout that time, until they finally die of old age around 400. Note, characters above the age of 150 years old require a [[Special Permission]] application from the Forums. Maraya do not give birth like other Races, but instead produce small eggs immediately after intercourse (both males and females can produce eggs). These eggs continue to grow from fist sized to about child sized for over several months, absorbing plant matter that is put onto the shell. A child is eventually born with a connection to their biological parents, but able to adopt any person as their parent should they so wish if their real parents are absent.
All Maraya species share the same age and height restrictions, but do have different Body Shape restrictions, as noted on the [[Proficiency Page]]. Racial breeding between the sub-species can result in one of three options. If for example the mother is El-Maraya and the father Ka-Maraya, then a child may be born as either an El or Ka-Maraya, or it may be born as a Nol-Maraya. Nol-Maraya aren’t officially defined on this page because they are a form of semi-sterile (to their own species) mutt Maraya that is not able to reproduce with other Nol-Maraya and as such seen more as a physical abnormality than an actual racial category. Nol-Maraya take physical traits from both parents. They could for example inherit the mother’s ears and facial features but the father’s tail. They simply can't reproduce beyond mating with other Ka-, Haat- or El-Maraya, in which case they do, either they or their partner give birth to the Maraya variety of the other non-Nol-Maraya partner. Maraya age up to 400 years old, but this aging principle follows much of the [[Ailor]] process. Maraya become adults at the age of 20, after which they continue to age at a normal rate until they reach around 100 years old, which is 80 years in equivalence to Ailor. Then, they continue to live another 300 years after their 100th birthday, but remain as if 80 years old throughout that time, until they finally die of old age around 400. Note, characters above the age of 150 years old require a [[Special Permission]] application from the Forums. Maraya do not give birth like other Races, but instead, they produce small eggs immediately after intercourse (both males and females can produce eggs). These eggs continue to grow from fist-sized to about child-sized for over several months, absorbing plant matter that is put onto the shell. A child is eventually born with a connection to their biological parents, but able to adopt any person as their parent if their real parents are absent.


===Maraya Personalities===
===Maraya Personalities===
The El and Ka-Maraya have roughly similar personalities, which are seemingly conflicting with their world view of wanting to regain their lost glories. One would expect the Maraya to be very arrogant and cold like the Altalar, which is true, but not at face value. Many of the Races experience the Maraya as the most two-faced Race in existence, able to have a poker-face that is so effective and thorough that it is nigh-impossible for the other Races to tell whether they are being truthful or deceiving. Maraya are masters at masking their own emotions and intentions, and know just what to say to make others comfortable around them while keeping their true motivations hidden. This doesn’t mean that all Maraya are inherently evil conspirators however, it simply means they are excellent liars. Many of the Maraya don’t buy into the glory reconquest ideology as professed by the Tohn Sona and are more than happy to just be alive, haunted with vague memories of the utter destruction and suffering imparted on them many millennia ago during the Void Invasion. Now living in a world where Void Invasions are seemingly a thing of the past, and with little loyalty to their old memory, the Maraya remain flexible and fluid in their movements from social circles to social circles, using their crafty personality to get in good graces anywhere they like. The Maraya have an overarching ideology that wishes for them to become great again, but ultimately there is no urgency to this plan and many Maraya have accepted that they simply need to have a larger population before this even can become a priority.  
The El and Ka-Maraya have roughly similar personalities, which are seemingly conflicting with their world view of wanting to regain their lost glories. One would expect the Maraya to be very arrogant and cold like the Altalar, which is true, but not at face value. Many of the Races experience the Maraya as the most two-faced Race in existence, able to have a poker face that is so effective and thorough that it is said to be impossible for the other Races to tell whether they are being truthful or deceiving, before being capable of great personality and expression the next moment. Maraya are masters at masking their own emotions and intentions and know just what to say to make others comfortable around them, all while keeping their true motivations hidden. This doesn’t mean that all Maraya are inherently evil conspirators, however, it simply means they wield emotions differently than others. Many of the Maraya don’t buy into the glory reconquest ideology as professed by the Tohn Sona and are more than happy to just be alive, haunted with memories and knowledge of the utter destruction that came to the world millennia ago during the Void Invasion. Now living in a world where Void Invasions are seemingly a thing of the past, and with little loyalty to their old memory, the Maraya remain flexible and fluid in their movements between social circles, using their crafty personality to get in good graces anywhere they like. The El- and Ka-Maraya have an overarching ideology that wishes for them to become great again but ultimately there is no urgency to this plan, and many Maraya have accepted that they simply need to have a larger population before this can become a priority.  


Haat-Maraya however are a different deal altogether. Haat-Maraya have in turn both been physically and mentally corrupted by the [[Void]] powers and much of their personality has also been corrupted like that of a possessed person. This is not to say that the Haat-Maraya are incapable of feeling fear and anxiety. If anything, they have a crippling fear of death and will go to any lengths to avoid it, but much like their Ka and El-Maraya cousins, they are very good at deception through lies and keeping their own agenda hidden. The Haat-Maraya get along very well with abberants and [[Kathar]], especially because they are essentially aberrants (though not officially) and because the Kathar allied with them when they were awakened from the Tohn Haat vault. They take up a small subsection of Kathar society and have several colonies on the southern coasts of the [[Dread Empire]], fulfilling several espionage roles for the Dread Empire. Their general personas are driven to self-satisfaction, often through sadism but also lust, greed and destruction. The failings and misery of others is pleasing to them, and especially with the masochistic Kathar, they love inflicting what the Kathar love to have inflicted, making them a perfect match for one another (even if Kathar still sort of consider them a useful vermin). They are capable of kindness in rare moments and compassion, but usually only when it concerns situations where it benefits them, or where it concerns people who they consider their personal property or terrain. The Haat-Maraya don’t buy into the concept of Meraic revitalization, they simply concern themselves with their own lives and the continuation of themselves as a species under the umbrella of the Maraya Race.
Haat-Maraya, however, are a different deal altogether from their brethren. While corrupted by the Void, it seems the Maraya mind was extremely resilient against these efforts, and the Haat-Maraya managed to lock away such corruption to a small part of themselves and their mental state. When outside of the Warped Form, the Haat-Maraya display a surprising range of complexity and mental breadth with how they handle life, perhaps being the most malleable of all the subraces in how they can be taught to act or engage with the world. In general, however, Haat-Maraya are known as exacting about details, and less able to obscure their emotions than the other Maraya, which can make them blunt or even harsh in discussions. They also feel that secrets have no role in society and often become obsessed with asking questions and seeking out answers, as well as stripping bare their relationship with others with honesty and pragmatic understanding ruling the day. This process gain’s one trust with a Haat-Maraya, and they will show very little care or real affection for those who are not trusted by them. However, this drive to know as well as the focus on detail is often used by others to make Haat-Maraya spies or scouts, something the subrace is uniquely suited to.
 
But then there is the Warped Mind, the term used for the almost second personality lurking within every Haat-Maraya which triggers when they enter their Warped Form. It is best described as an alluring but harsh voice in the mind of every Haat-Maraya, urging them to give in and do more to love the powers they have been gifted and care not what anyone else thinks of them while in the Warped Form. It encourages baring true the secrets of the universe through violence, and that pain is pleasurable to all. When giving in to the Warped Mind for the 24-hour period following the use of one of their corrupting Abilities, Haat-Maraya overall are harsh and downright mean with their friends or allies, alongside an aggressive impulse to defeat their foe as soon as possible, and then that foe’s allies, and then do a little more chaos because of strong impulsive desire. The vast majority of Haat-Maraya, however, have learned to resist the call of the Warped Mind beyond 1 or 2 Points of Warp Corruption every few years. But those that give in are called the Lost, Haat-Maraya who have surrendered to this mental state and form to become masochistic, bloodthirsty, and monstrous as one cannot deny the ugly nature of a completed Warped Form. When in this state, the non-Warped Mind still exists, but is said to be the secondary voice, urging the individual to stop, and reminding them of their past, and only sometimes succeeds.


==Summary of Racial Abilities==
==Summary of Racial Abilities==
All Abilities are listed in detail on the Ability List Page. Additional rules applied to those Abilities are recorded in the table below. Aesthetics for Abilities may be dictated by the players, as long as the Ability Name is mentioned in the Emote, which is mandatory for Ability use. The following Abilities are what is considered a Racial Ability Set. Meaning, that none of these Abilities attribute Aberrant status to any individual, even if they are classified like they would. Only additional Abilities gained from outside of this Racial Ability Set can attribute Aberrant Status.
All Abilities are listed in detail on the Ability List Page. Additional rules applied to those Abilities are recorded in the table below. Aesthetics for Abilities may be dictated by the players, as long as the Ability Name is mentioned in the Emote, which is mandatory for Ability use. The following Abilities are what is considered a Racial Ability Set meaning that none of these Abilities attribute Aberrant status to any individual, even if they are classified like they would. Only additional Abilities gained from outside of this Racial Ability Set can attribute Aberrant Status.
====El-Maraya====
====El-Maraya====
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| Region Enchant
| Region Enchant
| Player Region
| Player Region
| Grants the user {{#simple-tooltip: Home Enchant 3 | The user is able to Home Enchant 3 inside any Player Region such as Rental House Region or Clandestine Base, adding certain effects to certain Proficiencies used by the user inside the Region (and only the user). While inside the region where this Enchant is active, the user gains +5 Proficiency Points for the use of any Musical Skill, Visual Art, Craft Art, Household Art, or Culinary Art Proficiencies actively being used. Additionally, various items in the household will proceed to come alive, and visualize this effect by assisting the user, for example potted plants might aid in seasoning a stew, while flying books might blow extra air into a glass-blower to aid with crafting. If however the user is doing one of these activities together with 1 other person, that person is also aided, and gains the same boost. No visualization is needed for this Enchant, but the user may only have one active at any given time.
| Grants the user {{#simple-tooltip: Home Enchant 3 | The user is able to Home Enchant 3 inside any Player Region such as Rental House Region or Clandestine Base, adding certain effects to certain Proficiencies used by the user inside the Region (and only the user). While inside the region where this Enchant is active, the user gains +5 Proficiency Points for the use of any Musical Skill, Visual Art, Craft Art, Household Art, or Culinary Art Proficiencies actively being used. Additionally, various items in the household will proceed to come alive, and visualize this effect by assisting the user, for example, potted plants might aid in seasoning a stew while flying books might blow extra air into a glassblower to aid with crafting. If, however, the user is doing one of these activities together with 1 other person, that person is also aided, and gains the same boost. No visualization is needed for this Enchant, but the user may only have one active at any given time.
}}
}}
|-
|-
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| Constant Passive
| Constant Passive
| Self
| Self
| Grants the user {{#simple-tooltip: Meraic Will 2 | The user's hair is lustrous, long, and capable of being maneuvered at the will of the wearer to perform minor tasks. The hair can pick up objects no heavier than five pounds, and will be formed into two “limbs” when in this utility state. However, when the user wishes, they can engage an alteration that will split their hair into eight limbs that will harden into a leather-like consistency resistant to easy cutting. In this state, the hair can support a user’s weight to drag them along the ground and can perform up to eight minor aesthetic tasks.
| Grants the user {{#simple-tooltip: Meraic Will 2 | The user's hair is lustrous, long, and capable of being maneuvered at the will of the wearer to perform minor tasks. The hair can pick up objects no heavier than five pounds and will be formed into two “limbs” when in this utility state. However, when the user wishes, they can engage an alteration that will split their hair into eight limbs that will harden into a leather-like consistency resistant to easy cutting. In this state, the hair can support a user’s weight to drag them along the ground and can perform up to eight minor aesthetic tasks.


}}
}}
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| Immobile Channel
| Immobile Channel
| Emote Distance
| Emote Distance
| Grants the user {{#simple-tooltip: Body Tether 1 | The Character can target another Character they can clearly see within Emote Distance, and attach a ghostly Tether to them. While tethered, the Target cannot leave Emote Distance, but can move freely anywhere within that range. If the Character channeling is attacked, this Ability ends. A Character can only be affected by this Body Tether 1 once every Hour. Body Tether 1 can only be cast once within Emote Distance per 30 minutes.
| Grants the user {{#simple-tooltip: Body Tether 1 | The Character can target another Character they can clearly see within Emote Distance, and attach a ghostly Tether to them. While tethered, the Target cannot leave Emote Distance but can move freely anywhere within that range. If the Character channeling is attacked, this Ability ends. A Character can only be affected by this Body Tether 1 once every Hour. Body Tether 1 can only be cast once within Emote Distance per 30 minutes.
}}
}}
|-
|-
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| Magic Spell
| Magic Spell
| Direct Touch
| Direct Touch
| Grants the user {{#simple-tooltip:  Element Control 6 | The user can enchant any person’s outfit (not armor) with the Element Control 6 Enchant that lasts for up to an hour. When cast on an outfit, this counts as an Enchant on the outfit. While enchanted, the clothing may manifest any elemental aesthetic including but not limited to: frayed singing edges, sashes made of watery silk, frost crystalline formations in cotton, magmous seams or gently flickering static, or any combination and frequency of these and more. All these visual changes are merely aesthetic though and add no functions. Additionally, while their clothes have this Enchant on them, they will gently float and never fall at terminal velocity while moving downwards, thus never falling to their death. The user may Enchant up to 10 outfits per day, but removal of even a single piece of clothing after the Enchant is made will break the Enchant. If the Enchant is used on the user’s own clothing, it instead lasts for 24 hours, instead of 1 hour, but they can also end it prematurely.
| Grants the user {{#simple-tooltip:  Element Control 6 | The user can enchant any person’s outfit (not armor) with the Element Control 6 Enchant that lasts for up to an hour. When cast on an outfit, this counts as an Enchant on the outfit. While enchanted, the clothing may manifest any elemental aesthetic including but not limited to: frayed singing edges, sashes made of watery silk, frost crystalline formations in cotton, magmous seams or gently flickering static, or any combination and frequency of these and more. All these visual changes are merely aesthetic though and add no functions. Additionally, while their clothes have this Enchant on them, they will gently float and never fall at terminal velocity while moving downwards, thus never falling to their death. The user may Enchant up to 10 outfits per day, but the removal of even a single piece of clothing after the Enchant is made will break the Enchant. If the Enchant is used on the user’s own clothing, it instead lasts for 24 hours, instead of 1 hour, but they can also end it prematurely.
}}
}}
|-
|-
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| Region Enchant
| Region Enchant
| Player Region
| Player Region
| Grants the user {{#simple-tooltip: Home Enchant 3 | The user is able to Home Enchant 3 inside any Player Region such as Rental House Region or Clandestine Base, adding certain effects to certain Proficiencies used by the user inside the Region (and only the user). While inside the region where this Enchant is active, the user gains +5 Proficiency Points for the use of any Musical Skill, Visual Art, Craft Art, Household Art, or Culinary Art Proficiencies actively being used. Additionally, various items in the household will proceed to come alive, and visualize this effect by assisting the user, for example potted plants might aid in seasoning a stew, while flying books might blow extra air into a glass-blower to aid with crafting. If however the user is doing one of these activities together with 1 other person, that person is also aided, and gains the same boost. No visualization is needed for this Enchant, but the user may only have one active at any given time.
| Grants the user {{#simple-tooltip: Home Enchant 3 | The user is able to Home Enchant 3 inside any Player Region such as Rental House Region or Clandestine Base, adding certain effects to certain Proficiencies used by the user inside the Region (and only the user). While inside the region where this Enchant is active, the user gains +5 Proficiency Points for the use of any Musical Skill, Visual Art, Craft Art, Household Art, or Culinary Art Proficiencies actively being used. Additionally, various items in the household will proceed to come alive, and visualize this effect by assisting the user, for example, potted plants might aid in seasoning a stew while flying books might blow extra air into a glassblower to aid with crafting. If, however, the user is doing one of these activities together with 1 other person, that person is also aided, and gains the same boost. No visualization is needed for this Enchant, but the user may only have one active at any given time.
}}
}}
|-
|-
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| Constant Passive
| Constant Passive
| Emote Distance
| Emote Distance
| Grants the user {{#simple-tooltip:  Empath Sense 5 | While in any area that major events took place in the past or repeated emotions were felt, for example battle-fields, graveyards, burial sites, hospitals, celebration halls, throne rooms, etc, the Character is able to detect the lingering emotions that were felt in these areas. They are not strong enough to affect the Character’s own psyche, they are just able to feel the lingering emotions of centuries past. This is only felt in areas where lots of people come together to do a similar thing, or hundreds of people felt a similar thing at the same time.
| Grants the user {{#simple-tooltip:  Empath Sense 5 | While in any area that major events took place in the past or repeated emotions were felt, for example, battlefields, graveyards, burial sites, hospitals, celebration halls, throne rooms, etc, the Character is able to detect the lingering emotions that were felt in these areas. They are not strong enough to affect the Character’s own psyche, they are just able to feel the lingering emotions of centuries past. This is only felt in areas where lots of people come together to do a similar thing, or hundreds of people felt a similar thing at the same time.
}}
}}
|-
|-
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| Magic Spell
| Magic Spell
| Self
| Self
| Grants the user {{#simple-tooltip: Element Control 1 | The user gains a number of utility functions. They may remove all water from their clothing and themselves, instantly drying them. They may walk on water as if it is merely the road. They may also use the Water as a trampoline, allowing them to jump 6 blocks high while standing on the water. They may also super-cool any lukewarm or warmed up drink and become immune to the slowing (but not rooting) effects of any Ability that uses frost, snow or ice to slow down movement. None of these smaller functions have Cooldowns.
| Grants the user {{#simple-tooltip: Element Control 1 | The user gains a number of utility functions. They may remove all water from their clothing and themselves, instantly drying them. They may walk on water as if it is merely the road. They may also use the Water as a trampoline, allowing them to jump 6 blocks high while standing on the water. They may also super-cool any lukewarm or warmed-up drink and become immune to the slowing (but not rooting) effects of any Ability that uses frost, snow, or ice to slow down movement. None of these smaller functions have Cooldowns.
}}
}}
|-
|-
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| Constant Passive
| Constant Passive
| Self
| Self
| Grants the user {{#simple-tooltip: Body Tail 2 | The user possesses a large non-prehensile tail that is shaped like a shark’s. The user can use it to swim with a high efficiency and faster than anyone, except for Mai-Allar or Mai-Allar equivalent swimmers.
| Grants the user {{#simple-tooltip: Body Tail 2 | The user possesses a large non-prehensile tail that is shaped like a shark’s. The user can use it to swim with high efficiency and faster than anyone, except for Mai-Allar or Mai-Allar equivalent swimmers.
}}
}}
|-
|-
|}
|}
====Haat-Maraya====
====Haat-Maraya====
{| class="wikitable"  
{| class="wikitable"  
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| Region Enchant
| Region Enchant
| Player Region
| Player Region
| Grants the user {{#simple-tooltip: Home Enchant 3 | The user is able to Home Enchant 3 inside any Player Region such as Rental House Region or Clandestine Base, adding certain effects to certain Proficiencies used by the user inside the Region (and only the user). While inside the region where this Enchant is active, the user gains +5 Proficiency Points for the use of any Musical Skill, Visual Art, Craft Art, Household Art, or Culinary Art Proficiencies actively being used. Additionally, various items in the household will proceed to come alive, and visualize this effect by assisting the user, for example potted plants might aid in seasoning a stew, while flying books might blow extra air into a glass-blower to aid with crafting. If however the user is doing one of these activities together with 1 other person, that person is also aided, and gains the same boost. No visualization is needed for this Enchant, but the user may only have one active at any given time.
| Grants the user {{#simple-tooltip: Home Enchant 3 | The user is able to Home Enchant 3 inside any Player Region such as Rental House Region or Clandestine Base, adding certain effects to certain Proficiencies used by the user inside the Region (and only the user). While inside the region where this Enchant is active, the user gains +5 Proficiency Points for the use of any Musical Skill, Visual Art, Craft Art, Household Art, or Culinary Art Proficiencies actively being used. Additionally, various items in the household will proceed to come alive, and visualize this effect by assisting the user, for example, potted plants might aid in seasoning a stew while flying books might blow extra air into a glassblower to aid with crafting. If, however, the user is doing one of these activities together with 1 other person, that person is also aided, and gains the same boost. No visualization is needed for this Enchant, but the user may only have one active at any given time.
}}
}}
|-
|-
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| Constant Passive
| Constant Passive
| Self
| Self
| Grants the user {{#simple-tooltip:  Meraic Will 2 | The user's hair is lustrous, long, and capable of being maneuvered at the will of the wearer to perform minor tasks. The hair can pick up objects no heavier than five pounds, and will be formed into two “limbs” when in this utility state. However, when the user wishes, they can engage an alteration that will split their hair into eight limbs that will harden into a leather-like consistency resistant to easy cutting. In this state, the hair can support a user’s weight to drag them along the ground and can perform up to eight minor aesthetic tasks.
| Grants the user {{#simple-tooltip:  Meraic Will 2 | The user's hair is lustrous, long, and capable of being maneuvered at the will of the wearer to perform minor tasks. The hair can pick up objects no heavier than five pounds and will be formed into two “limbs” when in this utility state. However, when the user wishes, they can engage an alteration that will split their hair into eight limbs that will harden into a leather-like consistency resistant to easy cutting. In this state, the hair can support a user’s weight to drag them along the ground and can perform up to eight minor aesthetic tasks.
}}
}}
|-
|-
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}}
}}
|-
|-
| style="background-color:#c6faf9;" | Wall Climb 4
| style="background-color:#c6faf9;" | Omniaware 1
| Toggle Passive
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Omniaware 1 | The user cannot be taken by surprise from behind, below, the sides, above or from far away. If any (Mundane) attack or harming Ability is used on them, a sixth sense will trigger, making them aware of an attack that would otherwise take them by surprise. This does not grant additional dodging or avoiding mechanisms or guarantees, so standard Combat Roleplay Logic must still apply to dictate whether or not the user would be able to fairly block or avoid an incoming attack. This Ability purely gives the knowledge of such an incoming attack.
}}
|-
| style="background-color:#c6faf9;" | Body Tail 1
| Constant Passive
| Self
| Self
| Grants the user {{#simple-tooltip: Wall Climb 4 | The user can climb up, down, or sideways (but not diagonally) on any vertical surface with walking speed, and hold onto the wall with one hand stopping and resuming at any spot. This Ability does not grant any lethal falling damage mitigation, though it is possible for climbers to jump from a suspended position halfway up the wall. Channel Abilities cannot be utilized while Climbing with Wall Climb 4.
| Grants the user {{#simple-tooltip: Body Tail 1 | The user possesses a single prehensile tail which can be used in both Combat Roleplay and to hold items or people. This tail has half the strength of the arm, meaning that all actions derive 50% of the Proficiency Points or the Physical Stat of the user when using the tail.
}}
}}
|}
=====Corruption Abilities=====
These four Abilities have the power to Corrupt the Haat-Maraya user. For each Ability used from this set, 1 Point of Corruption is added to the user, with a maximum of 5 Points before a Haat-Maraya is Lost. 1 Point of Corruption fades after 1 week of time, so Haat-Maraya are capable of avoiding transformation.
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
|-
| style="background-color:#c6faf9;" | Body Claws 1
| style="background-color:#c6faf9;" | Wall Climb 4
| Toggle Passive
| Toggle Passive
| Self
| Self
| Grants the user {{#simple-tooltip: Body Claws 1 | The Character can retract or manifest sharp claws that ignore any type of armor that is not plate-tier, and can tear up even chainmail and cured leather. These claws utilize Unarmed Proficiency for combat, but cannot be used in conjunction with any Melee or Ranged Weapons, and must be fully retracted to wield them.
| Grants the user {{#simple-tooltip: Wall Climb 4 | The user can climb up, down, or sideways (but not diagonally) on any vertical surface with walking speed, and hold onto the wall with one hand stopping and resuming at any spot. This Ability does not grant any lethal falling damage mitigation, though it is possible for climbers to jump from a suspended position halfway up the wall. Channel Abilities cannot be utilized while Climbing with Wall Climb 4.
}}
}}
|-
|-
|-
| style="background-color:#c6faf9;" | Darkness 3
| style="background-color:#c6faf9;" | Darkness 3
| Magic Spell
| Magic Spell
| Emote Distance
| Emote Distance
| Grants the user {{#simple-tooltip: Darkness 3 | The user can cast this Magic spell at a Target with a projectile that is a guaranteed hit as long as there is line of sight. The Target will sink to their knees into the ground into a 2x2 puddle of Darkness that forms around their feet, and travels with them as they wade around, thus not allowing them to step out of it. The Target can still use their upper body outside of the puddle, however they cannot move faster than a slow walking pace. This Ability starts tapering off after having been in effect for 5 minutes, during which the person can step out of the pond slowly as it stops moving. This Ability can only be used once every 5 minutes, and the same person can only be affected with this Ability (even from different sources) once per hour.
| Grants the user {{#simple-tooltip: Darkness 3 | The user can cast this Magic spell at a Target with a projectile that is a guaranteed hit as long as there is line of sight. The Target will sink to their knees into the ground into a 2x2 puddle of Darkness that forms around their feet, and travels with them as they wade around, thus not allowing them to step out of it. The Target can still use their upper body outside of the puddle, however, they cannot move faster than a slow walking pace. This Ability starts tapering off after having been in effect for 5 minutes, during which the person can step out of the pond slowly as it stops moving. This Ability can only be used once every 5 minutes, and the same person can only be affected with this Ability (even from different sources) once per hour.
}}
}}
|-
|-
| style="background-color:#c6faf9;" | Darkness 5
| Magic Spell
| Self
| Grants the user {{#simple-tooltip: Darkness 5 | The user may summon up to two melee weapons from their shadows. The weapons are made of materialized shadows and are tough as steel. The summoned weapons must be identical copies of each other, cannot leave the user’s hand, or be handed off to others. The user may choose to make the weapons pass through certain people and not through others. If this Ability is Countered, or if the weapons are un-summoned, it has a 30-second cooldown.
}}
|-
|  style="background-color:#c6faf9;" | Dark Curse 2
| Target Curse
| Emote Distance
| Grants the user {{#simple-tooltip: Dark Curse 2 | The user can Target any individual in Emote Distance, causing the Target Curse to take instant effect. The Target’s mouth becomes filled with shadows, leaking out of the corners of their mouth and their nose if they try to open their mouth. This Curse makes them unable to speak, only garbled noises and warped sounds will come from their mouth. This Curse remains active for 24 hours, and has a 24-hour Cooldown also.}}
|}
|}


==History==
==History==
Maraya history is an enigma, even to their own people, constructed around vague fragments of the Meraic Empire, either through what still exists on the surface world, or from the trinkets, writings, and memorabilia remaining in the Tohn Vaults. These scraps of knowledge allow brief glimpses into what the Maraya once were, but are scarce; such materials from other vaults dwindle over time, suffering from failure of magical archive wards, or from simple passage of time, destroying nearly all Meraic written material. Modern scholars estimate the initial period in which the Maraya were intended to sleep was for roughly 300 years; instead, their stasis lasted for at the very least 2500 years. Their Vaults numbered 177 initially, a number gleaned from the Tohn Sona, a religious text, and one of the very last surviving remnants of Meraic literature, though only 55 of these Vaults have ever been discovered in modern times. Of these 55, only the Tohn Elaya, Tohn Kaya, and Tohn Haat offered life; most were reduced to ancient, intricate crypts with little more than dust, while others fell victim to natural disasters like earthquakes and flooding, only discovered by stumbling upon their last fragments.
===Ancient Past===
 
Maraya history is an enigma, even to their own people, constructed around vague fragments of the Meraic Empire either through what still exists on the surface world or from the trinkets, writings, and memorabilia remaining in the Tohn Vaults. These scraps of knowledge allow brief glimpses into what the Maraya once were, but are scarce; such materials from other Vaults dwindle over time, lost from the failure of magical archive wards, or from the simple passage of time, destroying nearly all Meraic written material. Modern scholars estimate the initial period in which the Meraic were intended to sleep was for roughly 300 years; instead, their stasis lasted for at the very least 2500 years. Their Vaults numbered 177 initially, a number gleaned from one of the texts of the Tohn Sona, one of only a few surviving, complete remnants of Meraic literature, though only 56 of these Vaults have ever been discovered in the modern times. Of these 56, only the Tohn Elaya, Tohn Kaya, and Tohn Haat are known for certain to have offered life; most of the rest of the 121 Vaults were reduced to ancient, intricate crypts with little more than dust, while others fell victim to natural disasters like earthquakes and flooding, only discovered by stumbling upon their last fragments.
When the Maraya awoke, they collectively could not remember their past. In three separate locations the Ka-, El-, and Haat-Maraya awoke in utter darkness to irreparable ruin and failing Magics. Of the dozens of rings and levels constructed in their great underground silos, barely a handful remained, their heritage and ancestry utterly crushed by rockslides and the erosion of time. The newly awoken Maraya spent months or even years still inside their Tohn Vaults, subsisting off Magics which needed to be manually re-activated to initiate a painfully slow opening process. The first of these vaults to open was the El-Maraya Elaya Vault, which suffered no complications in opening, and released the Maraya Home Swarm. This Swarm, a large fleet of airborne houses suspended and merged with a single balloon of Meraic origin, made the first preliminary scouting expeditions around the vault, concluding to them the world had been taken over by new Races. The Maraya concealed themselves high above the clouds of tropical storm, making use of devices left behind by the Meraic to observe and collect information on the Allar and Slizzar beneath them, in the initial stages of the foundation of the [[Essa Empire]]. Elsewhere, they watched as the Ailor established the [[Regalian Empire]] after casting off the shackles of their tyrannical Regalian King.
===Awakening===
When the Maraya awoke, they collectively could not remember their past. In three separate locations, the Ka-, El-, and Haat-Maraya awoke in utter darkness to irreparable ruin and failing Magics. Of the dozens of rings and levels constructed in their great underground silos, barely a handful remained, their heritage and ancestry crushed by rockslides and the erosion of time. The newly awoken Maraya spent months or even years still inside their Tohn Vaults, subsisting off Magics which needed to be manually re-activated to initiate a painfully slow opening process. The first of these Vaults to open was the El-Maraya Elaya Vault, which suffered no complications in opening, and released the Maraya Home Fleet. This Fleet, a large collection of airborne residences suspended and merged with a single balloon of Meraic origin, made the first preliminary scouting expeditions around the Vault, concluding to them the world had been taken over by new Races. The Maraya concealed themselves high above the clouds of a tropical storm, making use of devices left behind by the Meraic to observe and collect information on the [[Allar]] and [[Slizzar]] beneath them in the initial stages of the foundation of the [[Chrysant Kingdoms]]. Elsewhere, they watched as the Ailor established the [[Regalian Empire]] after casting off the shackles of their tyrannical Regalian King.


Here, the Maraya came to the realization they could not seek conflict; less than 50,000 Maraya had awoken from the Elaya Vault, they were receiving no communication from any other Tohn Vault, and their advanced astronomy and navigation skills opened their eyes to two dire truths; they had far overslept their target, and there were no remaining Meraic cities. What little had survived of their settlements and structures had been absorbed and cannibalized into Altalar cities. The tropical storms which followed their Home Swarm kept them hidden from sight by the surface dwellers for decades, until the reception of an emergency signal from the Tohn Kaya Vault, whose inhabitants were unable to open their main vault door. The Home Swarm descended from the clouds to [[Sendras]], discovering an Allar Void Cult making residence directly on top of the Tohn Kaya door. The first contact of the Meraic inheritors to the new Alorian races was slaughter; the Home Swarm Maraya proceeded to utterly eradicate the tribal Allar and force the Tohn Kaya gate open, releasing their Tohnsa-Ka-Meraic, which would go on to become known as the Queenship in modern times. The Queenship was constructed by the Meraic civilization, and outfitted with technologies still unparalleled today. Powerful propulsion systems enabled the Queenship to take its place at altitudes untouched by modern Alorians, and crystalline structures built into the Queenship allowed it to alter the very weather around it, creating the clouds with which it would hide itself in later times. United, the Maraya would bring together their Tohnsa and the Home Swarm, electing the Tohnsa as their capital ship, from which they established a government in 172 AC, and formally adopted the name ‘Maraya’, differentiating themselves from the Meraic civilization which had come before them.
Here, the Maraya came to the realization they could not seek conflict; less than 50,000 Maraya had awoken from the Elaya Vault, they were receiving no communication from any other Tohn Vault, and their advanced astronomy and navigation skills opened their eyes to two dire truths; they had far overslept their target, and there were no remaining Meraic cities. What little had survived of their settlements and structures had been absorbed and cannibalized into Altalar cities. The tropical storms which followed their Home Fleet kept them hidden from sight by the surface dwellers for decades, until the reception of an emergency signal from the Tohn Kaya Vault, whose inhabitants were unable to open their main Vault door. The Home Fleet descended from the clouds to [[Sendras]], discovering an Allar Void Cult making residence directly on top of the Tohn Kaya door. The first contact of the Meraic inheritors to the new Alorian Races was slaughter; the Home Fleet Maraya proceeded to utterly eradicate the tribal Allar and force the Tohn Kaya gate open, releasing the Tohnsa-Ka-Meraic, which would go on to become known as the Queenship in modern times. The Queenship was constructed by the Meraic civilization and outfitted with technologies still unparalleled today. Powerful propulsion systems enabled the Queenship to take its place at altitudes untouched by modern Alorians, and crystalline structures built into the Queenship allowed it to alter the very weather around it, creating the clouds with which it would hide itself in later times. United, the Maraya would bring together their Tohnsa and the Home Fleet, electing the Tohnsa as their capital ship, from which they established a government in 42 AC, and formally adopted the name ‘Maraya’, differentiating themselves from the Meraic civilization which had come before them.
===Complicated Relations===
The Tohn Haat, conversely, never released their distress signal. Upon being awoken sometime around 10 AC, the Haat-Maraya Vault descended into chaos as their unhappy society broke down upon the discovery of the Warped Form. A faction destroyed the distress device out of self loathing, while others attempting to leave damaged the locks of the Vault door. They did not follow the Meraic teachings that would have sustained them, though many now suggest they could not, their stored records of information damaged in the civil war, as well as with damage caused by age and the same corruption the Haat-Maraya had suffered themselves. By the opening of the Tohn Haat in 92 AC thanks to the work of [[Kathar]] and their slaves from outside the structure, the Haat-Maraya were a vicious, half-mad people who had resorted to cannibalism to survive, with many becoming what would now be termed Lost. While many from the external party were then slaughtered in this initial meeting, and conflict continued for weeks after, some Haat-Maraya more sane and born into the savage life of their parents emerged to meet with future Kathar out of a desire to leave behind the squalor and miserable self-loathing. Initially convinced that the Haat were nothing more than animals, tales claim that beings from the Void, be that Arken or Ancients, compelled the Kathar to make massive efforts in order to translate and negotiate with the Haat, which were ultimately successful. It helped that despite their initial savagery, the Haat-Maraya were energetic, complex people who quickly grew on the Kathar. By 100 AC, the Haat-Maraya were now part of the Dread Empire and had abandoned their original Vault.


The Tohn Haat, conversely, never released their distress signal. Disgusted by what they had become, the Haat-Maraya rejected Meraic teachings and hid within their vault for far longer than was intended, even past the establishment of a Maraya government by the other opened Vaults. By the opening of the Tohn Haat in 192 AC, the Haat-Maraya had long since resorted to cannibalism for sustenance, out of fear of what the world outside would force them to confront. The generations would inherit the Tohn Haat from the first Haat-Maraya to awaken would become increasingly violent and cruel, with frequent internal conflict, and aforementioned commonplace cannibalism. The Tohn Haat was forced open by Kathar from the outside, who had led an expedition into Altalar lands in which the Tohn Haat lay. Initial relations between the Kathar and the newly freed Haat-Maraya were unspeakably hostile but, through this hostility, the Kathar developed an appreciation for the Haat they could harbor for no other races. With massive efforts on behalf of the Kathar to translate and negotiate with the Haat, so as to prevent the Haat attacking them for use as a good source, they were convinced to join the Kathar expedition in their return to the Dread Empire, and found colonies to live life how they desired. To this day, the Haat retain a taste for Kathar, who they can very easily see as both a dish, and a lover.
The Home Fleet, led by the Tohnsa-Ka-Meraic, were witness to all of this, but could not intervene from their place in the clouds. Even with time to reproduce, and the bolstering of their numbers by the scholarly Ka-Maraya, they numbered only around 230,000. With only a few decades of existence as a formal state, they elected to instead record the events and their observations, and disappear back into the clouds, using all that had been learned to establish a plan at a later point. However, this event ultimately caused a division among the Homefleet’s inhabitants. While many agreed with the choices of the Queenship, a vocal minority stated that the surface was in need of Maraya guidance, and that Vaults like those of the Haat might exist hidden from sight until it was too late, with more tragedy striking. Over time, these groups became more and more outspoken until they finally left of their own accord, being allowed to leave but warned that their departure would mean a near-permanent separation from the rest of their fellows. They left anyway and separated from the Queenship and her resources, 40,000 exiles divided into four parties, descending to Aloria where they established new Tohns on the surface, hidden from the view of most. As decades passed, their numbers grew, and the Queenship continued to watch the Haat with disdain from afar. The Haat had also found new statehood. The Haat-Heshaksaa, a loose union of Haat-Maraya, expanded their people across the Meraic ruins of The Far West under the eyes of the Dread Empire. The Haat-Maraya proved their worth to the Kathar, but these acts were the last straw. Ultimately, the Home Fleet made their move.  


The Home Swarm and Tohnsa-Ka-Meraic were witness to all of this, but could not intervene from their place in the clouds; even with time to reproduce, and the bolstering of their numbers by the scholarly Ka-Maraya, they numbered only around 230,000. With only two decades of existence as a formal state, they elected to instead record the events and their observations, disappear back into the clouds, and establish a plan at a later point. In the meantime, they were confronted with increasingly disheartening experiences, as each Tohn Vault they tracked down was discovered to be an empty ruin, devoid of all life. The first recorded instance of an intervention of the Home Swarm in regards to the Haat was an attempt to seize a ship carrying Haat eggs between two colonies in 261AC. In doing so, the Ka- and El-Maraya cemented their lasting hatred from the Haat; envied by the Haat-Maraya for their lack of mutation, the two sister clades had made their first contact with their relatives an act of theft, trying to steal the unborn children of the Haat. Although the theft was a success, a stowaway remained aboard the fleet until it floated somewhere over [[Daenshore’s]] northern coastline. This stowaway initiated a series of fights which would disable a number of levitation devices and cause the disconnection of a breeding chamber ship from the Home Swarm, which would crash onto the land below, killing all on board and leaving rubble over a mile-long stretch. The Maraya of the Home Swarm chose to abandon the wreck and accept the eggs as lost.
In 221 AC, the Home Fleet with support from Tohn Bannomm Qinsheen located in [[Hyarroc]] descended to seize an airship carrying Haat-Maraya eggs between two of their recently founded colonies. This choice had been made under the leadership of a newly elected Maraya Queen, who felt that the Haat could not be allowed to spread unimpeded, and that raising their eggs among the Home Fleet might prove an act of unity for the three subraces. But in doing so, the El- and Ka-Maraya earned a lasting hatred from the Haat; long-envied by the Haat-Maraya for their lack of the Warped Form (for rumor of the untainted Maraya had seeped back to Rokhara over the decades), the two sister-clades had made their first contact with their relatives an act of theft, trying to steal the unborn children of the Haat. Although the theft was a success, a stowaway Haat warrior slipped aboard the Home Fleet and bided their time. As the Home Fleet was over eastern Daendroc a week later, however, the stowaway sprung into action, initiating a series of calamitous Crystaltech failures that disabled a number of engines on board a Home Fleet incubation chamber, which held a majority of the recently taken Haat eggs and even El- and Ka-Maraya eggs as well. The chamber plummeted from the Home Fleet, down through the sky, and crashed into the earth in a long, dragging collision, killing dozens on the surface in its path while also killing all adults onboard the craft. The stowaway, still with the Home Fleet, was ultimately killed by Queenborn warriors, but this was little comfort for the Home Fleet who retreated up into the sky after they dipped low to survey the damage, unwilling to reveal themselves in a recovery operation as Altalar, Ailor and [[Avanthar]] forces closed in.


Thanks to the work of the Maraya still aboard the ship as it fell, however, many of the eggs store inside survived. These eggs were taken by the Altalar and Ailor nearby, who saw them as curiosities. Of these eggs, a significant number simply died, locked in Altalar cabinets and seen as little more than trinkets. Ailor, on the other hand, saw much greater success. Attempting to keep the eggs warm with dried hay, the Ailor inadvertently provided them with the plant matter necessary for them to survive and gestate. When these eggs hatched, hundreds of Maraya were raised in the slum towns of Daenshore, even in spite of apprehension regarding the sudden appearance of this apparent new race. The Maraya of the Home Swarm and Tohnsa-Ka-Maraya labelled these the Skyfallen Maraya, of Ka-, El-, and Haat-Maraya origin. These Maraya adapted to Ailor and Altalar culture quickly, and prompted the Home Swarm to alter its tactics; with the appearance of their kin on the ground, it was only a matter of time until their fleet was exposed to the world at large. Nearly a century after the opening of the Haat Vault, the Home Fleet chose to act, falling upon the Essa Empire in 287 AC. Collapsing under the weight of an already-invading Regalian Empire, the Essa lacked their Allar defenses and access to resource-rich regions they had previously possessed. The Maraya readily took advantage of this, testing their now-functionally sized military, and using their invasion of the Essa Empire as a staging ground to test their might, refill their resources, and announce their presence to the world. They descended from the tropical storms generated by the Home Swarm, invading the Allar with strong guerilla tactics, hopping from one side of the Empire to another, consistently outpacing the military minds of the [[Cro-Allar]].  
Unknown to any in the Home Fleet though, many hundreds, if not thousands, of eggs survived. In the fall, those alive on board the incubation chamber had loaded a number of eggs into escape balloons, which sent them to slowly drift elsewhere in Daen, or had reinforced the egg chambers at the cost of their own survival. Some of these eggs did not survive for long. Over the coming years, these unfortunate few were locked away as objects of curiosity and beauty by Altalar and Ailor nobles and collectors, leading to petrification and a lack of survival for the babies within. Others, however, managed to live, particularly among the Ailor. Attempting to keep the eggs warm with dried hay, many Ailor inadvertently provided them with the plant matter necessary for them to survive and gestate. When these eggs hatched, hundreds of Maraya emerged into the rural towns of Daendroc, the vineyard estates of [[Ithania]], and even in the shadow of the reborn towers of the Altalar in [[Teled Methen]] or Hyarroc. While many initially suffered, the shock of the unfamiliar Race too much in the moment for some around them, a majority continued on to thrive and mature. Over the coming decades, all of the eggs from the infamous Chamber Crash, as it became known among the Maraya, hatched, the last one known to have emerged in 290 AC. The Maraya of the Home Fleet and among the Tohns on the surface soon named them Skyfallen, and they forged their own pathway, while also looking to their lost parentage for answers and knowledge over the coming century.
===Modern Day===
Many in Aloria were first properly introduced to the Maraya during the [[Chrysant War]], as before that time, rumors of strange, pastel beings from the sky or the earth were largely disregarded by most in the [[Regalian Archipelago]], or from those beyond the communities who had directly met Maraya. However, the Regalian Empire could not ignore the Maraya when the Regalians pushed into the territory of Tohn Maar Zintheer, dismissing the warnings given by local, captured Allar. There, the Regalians suffered a crushing defeat and were delivered the same ultimatum as had been given to the Allar over a century before: to leave Tohn territory and never return. The Regalian Empire, shocked at the destruction and unwilling to challenge those with abilities and technology so beyond their own knowledge backed down, and for the rest of the war, ignored that area of Hadaria. However, it was then the Essa Empire who suddenly began to suffer at the hands of the Maraya, but this time in the form of the Home Fleet. Sweeping in from the west of Hadar and proceeding south, dozens of Queenborn expeditions stripped the islands in their path of people, and materials. The Cro-Allar military leaders were helpless to stop them, and just as soon as the Home Fleet Maraya had emerged, they again vanished. This crippling of backline logistics earned the Maraya legendary status among the Regalian Empire, who were no longer antagonized by the Maraya’s strange nature, but deeply intrigued, if not grateful, for how they had likely shortened the war by several years. It took a long time for the Regalians to understand the divisions within Maraya society.


The Maraya played a small, but influential role in crippling Allar logistics which would enable Regalia to utterly crush the Essa Empire, but formal agreements or positive bonds between the two were never established; the two warring parties simply shared a common enemy. If anything, the Home Fleet continued to treat all foreign nations as enemies, no matter their standing or actions. By the time of the [[Bone Horror Crisis]] however, the Maraya began to understand making enemies out of everyone would not suit them in the long run, and they began sending sleeper populations and envoys to various corners of the world to learn more about the locals. Eventually however, many of these envoys would have children who themselves would integrate and spread the influence and culture of the Maraya into the various states in the world. The relevance of the Tohn Sona declined massively in these latter years; the message of racial superiority and an optimistic, utopian view of the world became less of a driving aspect of their society, and more like a goal stuck as a pipe dream. Many of the Maraya abandoned their old ways, and simply opted to try and live as best they could in the alien world they were now a part of.  
In the wake of so much Maraya activity in Hadar, Maraya elsewhere in Aloria began to make themselves known. Communes of Skyfallen emerged, dotted across Daen, rallying supplies and knowledge together to finally know more of where they had come from. In this, they were helped by Tohnborn Maraya who felt they needed guidance to avoid the fate of the early Haat-Maraya. This has been the way of things since the Chrysant War, with Maraya activity and discoveries only picking up in the last handful of years. A lost Vault in Ithania was discovered by scholars of the Regalian Empire, with ancient recordings revealing much in the way of past, obscure facts, while the Home Fleet and Queenship itself have been sighted with more frequency, engaging in more operations on the ground through small teams avoiding contact with even the Tohnborn as the Queenborn fully disregard all but themselves. There are also indications that the Maraya are looking into the past, as an ancient Vault, not of their kind, was discovered under the City of Regalia belonging to the [[Third Civilization]], yet had been excavated by Queenborn Maraya before Regalian authorities reached it. Ultimately, the Maraya have been divided far more than they once would have liked, though with unique societies being forged out of one common ancient origin and much knowledge to recover in the wider world driving them to this day.


==Society==
==Society==
[[File:BunMay.png|260px|thumb|right|Some Maraya have managed to reclaim parts of their ancient heritage, and take great pride in (literally) putting people's face in it.]]
[[File:BunMay.png|260px|thumb|right|Some Maraya have managed to reclaim parts of their ancient heritage, and take great pride in putting people's faces in it.]]
Maraya society is a very flat society of indifferent democracy. That is to say, the vast majority of the Maraya believe in the concept of communal decision taking and voting on important matters, but are so comfortable that the ruling classes do a good job at it they simply don’t show up at voting processions. Theoretically every Maraya has a right to vote on the business of the Home Swarm, but very few actually end up voting and most of the meetings are mainly participated in by the elected representatives which are often elected for life and merely pass from one parent to another. The Maraya have essentially produced a de facto aristocracy, without it explicitly being aristocratic in nature. Most of these aristocrats are Ka-Maraya in nature which makes sense, since the seat of government is on the Queenship, the Tohnsa, where most of the Ka-Maraya live. Those living on the ground and away from the Home Swarm are rarely loyal to the Home Swarm however, as the primary directive of the Maraya is to operate independently and thrive away from the collective, if only to come back at some distant point in the future to contribute some value to the Tohn Sona’s future development.  
Maraya society has greatly divided in the past three centuries since they awoke in the wake of the Cataclysm, both on purpose but also by accident. There exist four groups among the Race, which sometimes cross the lines of subraces. There are the Queenborn, those from the Home Fleet who are named after the Queenship which so defines their existence. However, knowledge of the Queenborn, their home, and their ways are very speculative as they actively avoid contact with other Races, even Maraya born on the surface of Aloria. It is important to note OOCly: It is not possible to play a Queenborn Maraya from the Home Fleet or Queenship. The next group are the Tohnborn Maraya. Tohnborn are those from the quartet of Tohns secretly settled across Aloria who have since expanded to become microstates under the nose or eyes of most in Aloria. They largely keep to themselves, but their founding purpose, to seek out and aid the surface with Maraya knowledge, especially when it involves the Meraic, does see a slow trickle of their kind enter the world. The most common Maraya seen in the wider world, though, are the Skyfallen. Be they children born from the eggs that fell to Aloria’s surface nearly a century ago, or the offspring of such Maraya, the Skyfallen represent a far more blended society than most other Maraya. Polyglots and eager for more to life, they exist in Qomma or “Communes” dotted across Daen and the Regalian Archipelago today. At last, there is the Haat-Heshaksaa, whose followers and citizens are called Heshaphists by the rest of Maraya society. They are a loose union of Void-aligned Maraya dominated in number by the Haat located within the bounds of the Dread Empire, with colonies in Meraic ruins and Vault remains reaching into Daen. They are shadowy but known to most Maraya, and tend to keep close to Kathar, feeling an obligation to aid the Race which saved them from oblivion. Many Haat actually dislike Kathar society, as it is rife with the emotions which trigger the Warped Form in Haat and so they keep away, using Kathar proxies and other Maraya who have come to the Dread Empire to engage with matters of Dread statecraft.
===Culture===
===Culture===
Maraya culture is entirely lacking. What little Maraya were able to gleam from the Tohn Vaults has been incorporated in their architecture, language and writing, but practically everything else is a mixture of the other Races. At the Home Swarm, most of the fashion and cultural practices are Altalar in nature, a culture which they most self-identified with in comparing it to their Meraic cultural traditions. Aside from this however, most Maraya on the ground adapt to whatever they feel like, while Haat-Maraya are nigh perfectly integrated into Kathar society. Maraya as such remain flexible and fluid, a trait in culture which aids their predisposition to being pragmatic and good at lying to others as personality traits.  
====Families and Romance====
The Maraya are largely of a liberal mindset when it comes to the formations of families and romance among their society. Among the Tohnborn, Skyfallen and even Heshaphists, there is both gender equality and sexual equality as same sex unions and relationships freely take place alongside different sex unions and relationships. The male or more dominant partner is not under any pressure to make the first move and neither is the opposite party, though there are some nuances and slight differences across the different societies. Tohnborn have traditions which state female family members, and women overall, deserve the utmost respect, resulting in their consultation on many matters, as well as female friends or relatives to one’s chosen partner acting as a form of first defense, to weight and test a prospective partner before allowing them in closer, or alone, with the chosen individual. Skyfallen on the other hand, are diverse in their courtship rules or ideals based on where or how an individual is or was raised. Communes often emphasize large group gatherings before people are broken into smaller, more intimate parties to discuss this background, and to understand where each person comes from. The result is typically a mutual respect about the background of a chosen partner, and also ample time to learn about it before pursuing a courtship or close relationship. Heshaphists, meanwhile, follow Kathar rules of family, with often large, interlinked units of people and the capacity for more than one chief partner. Prospective partners size each other up in what is known as a “Life Dance”. This is where two Haat-Maraya, or members of the Haat-Heshaksaa, get in very physically close and disclose personal information, feelings, and background while their eyes are locked on one another, slowly moving in a circle in the middle of an open room.
 
Despite all of these practices, the Maraya are also a pragmatic people aware of a blunt truth: they are a rare Race, low in overall population when compared to the millions of Allar, Ailor and Altalar that commonly surround them. As a result of this, overall, relationships outside of their own Race are discouraged by the different societies, and matches with one’s own subrace are desirable. Among the Tohnborn, this is almost unsaid, since it goes with the territory of their isolation, though Tohnborn outside the Tohn are known to indulge, sometimes simply for the sake of understanding another group’s rules and manners of relationships. Among the Heshaphists, full and open lovers of other Races are acceptable, but actually bonding with one in a serious way as a life partner is frowned on. In fact, it is common for such partners to leave their home of origin for a colony, or Void or Kathar-aligned location elsewhere in Aloria to avoid the pain of social disgrace. Those who violate these different rules though often use the fact that the Maraya are a very long-lived Race to their advantage, and claim that they will have many decades to find and choose a Maraya mate. Only the Skyfallen lack such pressures to keep one’s amorous focus within the Race.
 
As one can imagine, the Maraya subscribe to a diverse array of family units, but the cultural ideal, expressed by many older members of each society, is the Nouyo. The Nouyo is the Maraya concept of the nuclear family, with two parents, and three children, with no gender preference or sexuality preference mentioned. Those who wish to become parents do not carry their young to live birth like other Races, but will instead produce one to two thin-shelled eggs which quickly leave the body. Over the course of several months, the shells of the eggs harden enough to protect them from most casual damage. While this happens, the eggs must be kept warm, and also periodically fed with simple foods like greens laid on top of the shell which is absorbed for nourishment by the baby within. The individual then hatches after about nine months, appearing like a humanoid baby newborn, and with the same reactions to the world as many others. Maraya eggs can go into hibernation, however, if they are not kept heated or fed, and this is also where another essential part of the Maraya familial unit comes into play. While many, upon hearing that Maraya have eggs, may comedically assume the exotic Race sits on them in some sort of nest, they are instead kept within small, private covered containers known as Shevell-Saamboq, or “Life-Nests”. Lined with warming crystals, and kept in near total darkness, family members must keep a very careful eye on the Life-Nests of siblings or relatives to be born. This also leads to family shifts tending to the egg, and often fosters a closeness that remains in Maraya families long after the child is born.
====Language====
The Maraya all speak the Language of Shalota, a tongue even older than those of the 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 are also rumors of several different tongues among the Meraic, of differing sophistication and alphabets, and so some wonder if Shalota comes from a common, general tongue of the majority of the Race, or a more select group chosen to go into the Vaults for a reason. There is also one more quirk of Shalota, and that is in the use of the word “Tohn.” While it once had connotations to greatness or great places, it has evolved to reference locations, and as a descriptive term, has expanded to indicate traits in those from surface Tohns, who are Tohnborn. Thus, the use of “Tohn”, at least in Shalota, now requires context with surrounding words and minor inflection changes to indicate what it is referring to.
====Lifestyle and Leisure====
The Maraya of the different societies live very different lives to one another, with different sorts of leisure undertaken to match. The Tohnborn Maraya are perhaps the least troubled when it comes to their livelihoods, with plenty of leisure time to devote themselves to a myriad of arts and more. The Tohns are rich with Crystaltech devices, some as old as the Vaults, others crafted new or based on older machines or imagery of them found over the generations. These machines work to provide constant service and resources for the benefit of each and every Tohn, so ultimately, many Tohnborn go through their lives in need of little. However, given the ease at which they move through life, many might think them to have grown slothful or hedonistic, but this is not the case. With everyday mundane matters handled by machines, Tohnborn turn to training and education with fervor. Built on top of old Vaults, exploration of the silos and tunnels, alongside education in weaponry and Crystaltech sciences occupy many a Tohnborn’s time. But when there is true leisure time among their people, they tend to engage in reading or writing, alongside quiet games of skill to test on another in one-to-one situations, though some of their games also involve competition between four parties, or physical sports witnessed by small crowds.
 
By contrast, many Skyfallen are much like any other Alorian, working to survive and make a living for themselves in the wider world. However, their Communes allow them to pool their resources, if not live communally, so many have an easier life than others should they find other Skyfallen. Skyfallen leisure is often taken up with communal activities and, strangely, often involves not the exploration of their own racial culture but that of others. They might for a week, choose to eat Leutz-based cuisine, or take a month to study the literary works of a notable [[Ithanian]] playwright, and have a group discussion at the end of their experiences to assess what they liked, disliked, or found interesting about the topic. All of this is done in the name of understanding the non-Maraya of the world, and also often to benefit one member of the community from the Culture being explored. Actual Maraya culture is considered something to do when one is working, and to be actively pursued, so taking a break from that sees people turn to other Cultures and cultural practices. Skyfallen are also far more into the art of dancing and entertainment as part of their society than the other groups of Maraya. Communal synchronized dances with flowing, thin, silken robes as everyone moves about in circles, locking arms, and spinning, alongside acts of acrobatics and more are common features of Skyfallen celebrations. Much of this is taken from [[Daendroque]] and Ithanian festivals, but the Maraya always inject their own spirit into the motions. A number of Skyfallen Maraya also use their leisure time to learn Shalota, as Communes tend to have libraries or material and older members learned on the subject to help teach others.
 
Finally, there are the Heshaphists. Overall, they lack leisure time in the traditional sense and live constantly vigilant lives as many have, with the passage of time, come to view the Dread Empire as self-destructive. For that reason, martial combat training among their people is highly prevalent, as is stealth training, since the Haat-Maraya know that so long as they are useful to the Kathar, they will be left alone. Indeed, they are, and this focus on weapons and stealth as well as their underground homes breeds a fearsome reputation. However, the Haat-Maraya are capable of laying down blades for relaxation, with meditation common among their kind as they work to, as a community, retain a peace of mind. They are often surrounded by sweet-smelling incense, and the gentle humming of unique crystals as they do this, providing great scenes of tranquility away from prying eyes. Non-Haat part of the Hesha engage in this activity both for the community it generates, but also for its effectiveness at reducing overall stress. However, for some Heshaphists, aspects of Kathar tradition bring them joy, and they can take the time to attend Kathar religious festivals, participating with varying levels of enthusiasm in what happens at these dangerous parties of fun and sacrifice.
====Clothing====
Maraya fashion is regularly compared to that of the Altalar, and in many ways this is true. Particularly among the Skyfallen, Altalar robes and vestments find a great frequency of use, from across all the [[Types]] based on the Commune’s location, but also where the Maraya was raised. There is also much in the way of Ailor-focused fashion among the Skyfallen. However, among the Tohns and often for special events with Skyfallen Maraya, more traditional clothing makes its appearance which, while also like Altalar fashion, has its own distinct flourishes. The most obvious is the unique patterning that Maraya fashion often makes use of, with vibrant colors in unique arrangements in large bolts fabricated by Crystaltech sewing devices, but there are other differences also.
 
Traditional Maraya fashion frequently involves a nondescript fabric top with a broad, circular collar around the neck, with a rounded edge more common among men and a pointed, or more “ornate” pointed edge more common among women. It is also common for men and women to not wear shirts at all, instead wrapping their upper body with bolts of fabric or wearing scarves and sashes over top. Bandoliers, either in a sash style or crossed over the chest meeting at a middle point, are also not uncommon. As for their lower bodies, traditional Maraya fashion has more variety. The most common, for both sexes, are short pants which end just after the knees or along the lower calf and are often puffed in size before being cinched close to the skin when the pant hem reaches an end. These are often paired with fanning flaps of fabric that rest on top of it which hang downward from the waist, sometimes with a simple rectangular design, or with a more ornate, oblong design that allows for easy leg movements. Another common style of lower body fashion are simple skirts called Sommpos, worn by both women, and men, which similarly end just after the knee. These often have a decorated front with a more embroidered flap of fabric hanging down from a metal belt that helps support the fashion’s structure. These belts are also commonly used with the short pants, as well as the final style which is a more baggy, loose puffed style of pants which end in tight wrapping by the ankles.
 
There are, however, some unique styles of Maraya wear which, while traditional, reject the styles mentioned above. First, there is the Bloomed Enrobement, a term for large, billowing and sometimes, ground-trailing fabric arrangements on a Maraya’s body decorated by shoulder features in the shape of flora with a single chain of [[Gold]] or [[Silver]] along the middle. This style is often worn at the most important of events, especially when meeting with nobility or attending formal functions, and is seen as a carry-over from the Queenship itself. The second style is unique to the Haat-Maraya, known as the Skin-cloak. They feel a greater need to show off their bodies as a way to indicate their difference from other Maraya, and so prefer skin-tight fabric. There are also frequently pointed aspects to the design, be that in the top of boots, or around the collar of an outfit. This style is particularly favored among the Haat-Heshaksaa, though some Skyfallen Haat-Maraya have adopted it as well. Maraya footwear is limited, and those of the Tohn and Haats often go barefoot through their centers of power, but sandals, and simple shoes are worn when out in the wider world. As for Maraya self-decoration, their jewelry is heavily based in crystals and gemstones that compliment their chosen visual color, alongside fairly mundane metals which make up the basis of the metal used in their fashion. However, Gold, Silver, [[Electrum]], and other more valuable minerals are also used in bandoliers, belts and jewelry pieces. Some Maraya have also devised ways to cap their head crests and set coronets or headbands into their crests with ornate decorations within. Haat-Maraya specifically accessorize with metal necklaces, either draped stylized beads or tighter ones visually similar to chokers.
====Art====
Maraya artistic efforts are often unique in Aloria for their lean toward the abstract. Most Maraya visual artwork is, in a practical sense, their Crystaltech work. While some within the Race might disagree and state that their efforts are not so much for beauty or aesthetics as function, and upholding their traditional visual language, it typically results in ornate creations with a gorgeous external appearance due to the minerals used to make it. However, formal art is part of the Maraya as well. Rather than making use of paint or pencil, Maraya artists align crystals of differing colors to shine light onto a canvas to produce vibrant fractals that have no express visual meaning, but are instead meant to evoke an emotional response in its observer. Although some non-Maraya have attempted to recreate this form of art using stained-glass, the sheer clarity and brightness of color found in authentic pieces cannot be imitated without the crystals themselves. Additionally, Maraya visual art can involve harmoniously aligned, if not oddly shaped or placed, collections of minerals slowly moving in a pattern or orbit around another object within a certain area. While beautiful to look at, these too are meant to craft an emotional response based on one’s interpretation of the movements and the colors at play.
 
However, there is one form of art that all Maraya, regardless of society, embrace when able: vocal music. While instruments are known among their people, the most well-known being strange crystalline half-spheres with a handle which hums and vary in an emitted pitch when touched and stroked called Pyppa, or crystalline rods akin to flutes, Maraya overall prefer to use their voices alone. Communal song is heard throughout their society, and often starts at home, or at least ideally does. Eggs kept in incubators are sung to by their families at least once a week, and newborn babies are brought before the community to witness “The Harmony,” a communal song welcoming a newcomer into the world. There are more times when communal singing takes place, on certain anniversaries both community-wide or personal, in the name of entertainment, or in the name of a union of two parties together in love or arrangement. There is even a communal funeral dirge for those who have passed on, sung when someone has died. All of this singing is extremely harmonious and melodic, Shalota almost naturally suited for singing as a tongue. Even bad singers, who might cause an issue, are incorporated into these musical efforts, and no one is shunned in Maraya society for their lack of a singing voice, or ability to play an instrument.
====Cuisine====
In comparison to other parts of their society, Maraya cuisine is fairly lackluster. Few if any records survived of Meraic culinary creations, and those that did often call for materials the Home Fleet was simply unable to acquire, given the world had changed so much over the millennia, or plants and animals involved in the cuisine had gone extinct with their forebears. As a result, even Maraya Tohns have culinary dishes that reflect their surroundings more than they do a shared racial heritage, especially seen at Skyfallen tables with Ailor and Altalar dishes being served regularly. Tohnborn and Skyfallen cuisine does have some notable aspects, however, that have been likely transmitted from the Queenship, and in the case of the Skyfallen, are eaten at special occasions. Traditional Maraya meals tend to favor soups and stews over other forms of food, and frequently make use of exotic spices and plants, which are easily grown in the controlled environment of Crystaltech greenhouses and Crystaltech-managed fields. They also make frequent use of seafood and craft a paste known as “Prall’hossq” from fish and seafood, which is used as the basis in much of their traditional cooking. As for the Heshaphists, and also some Haat-Maraya Skyfallen, they tend to favor the consumption of Kathar-based dishes with the table variety that comes with it.
====Architecture====
It may be said that the Maraya have no architecture because they take it all from the Meraic, and that is ultimately correct. That is not to say there have not been developments and alterations to Meraic designs over the centuries, but on the whole, Maraya society keeps to the visuals of their ancient forebears. The Skyfallen do not build unique architecture, but instead use existing structures and decorating them with Crystaltech and other imagery of the Maraya to clearly illustrate their possession of an often Ailor or Altalar-built space. The Heshaphists, meanwhile, largely live in the tunnels and ancient ruin network of the Vaults, maintaining what exists but not building anything of their own. If anything new is raised, it is in a more Katharic style. It is only the Tohnborn who have built new structures based on the work of the Meraic, but even this is limited. All Tohns on Aloria’s surface are built over old Vaults, and so have an extensive underground network attached to silos, chambers, and tunnels hewn of stone and decorated in a Meraic way. This network of tunnels is guarded and explored by the Tohnborn Maraya, but also has small towns built on the surface meant to guard any exposed entryway into the Vault network. Many of these towns are simple, with large stone buildings built of blocks cut by Crystaltech machines, then assembled by other machines and Maraya working together. They tend to be one to three stories tall, and feature a broad, square base that slowly narrows into a “domed” roof though the outfit is often so ornate with carvings, it is more like a gradual cone. Others have a semicircular roof, with thick rod-style tiling formations sending water out two ways from the house, while the two ends of this formation are flat walls. Circular and square columns exist, mainly as decoration outside, but inside serve as actual structural support, while walls are sometimes carved to feature scenes reminiscent of those down in the Maraya Vaults, though with modern subject matter. These areas are also laced with Crystaltech, walls studded with gems and crystals as part of devices to provide light inside and outside when the sun has gone, or allow for doors to open without the need to push or pull on them.
 
==Maraya States==
There exist three examples of Maraya statehood in Aloria, all of which are divided from one another but function on similar forms of leadership and leadership selection. They are also scattered across Aloria, existing in hidden places, not in easy sight of most thanks to the rugged terrain that surrounds them, but also, especially in Daen and elsewhere, the forces of Magic and change brought to the world which allows for easy concealment.
===Queendom of the Sky===
The Maraya Queendom, or Queendom of the Sky as some also call it, is the formal name for the Home Fleet and their flagship, the Queenship, which is headed by an elected queen. She is chosen from a body of some forty “Rabba-Qarbannach,” which most translate to meaning “Count” or “Countess.” In truth, each are the leader of a section of the Home Fleet and might more easily be known as Captains or Controllers. The Queenship and its leaders are aloof to what happens down below, and most Tohnborn Maraya see all of this information on an elected leader, alongside the structure of Queenborn society, as out of date. Little else is known about the Queendom aside from a greatly advanced level of Crystaltech knowledge, far greater than the Tohnborn, and rumors of powerful war machines capable of flight or warfare on the ground to defend the Queenship’s assets.
===Haat-Heshaksaa===
Also known as the Haat Underground or the “15th Great Kaahl”, the Haat-Heshaksaa is a monarchy similar in scope to the functions of the Queenship. It is ruled by a Hesha, the Haat-Maraya term for “Queen”, and her rule is law. Their society is one built of family ties and alliances, with a host of lesser nobles existing in a court around the Hesha to help in relations with the Kathar, as well as organize their people. The Heshaksaa has a network of colony sites across Dread Empire controlled territory, with rumors of some existing on mainland Daen as well, but is based out of a Meraic ruin sitting underneath the Kathar capital city of [[Paärthalaär]]. This was not the original Tohn Haat, which itself is deeper into the continent of Rokhara, and is largely abandoned by the Haat-Maraya of the modern day. The Haat-Heshaksaa are not a subservient part of the Dread Empire, as some Kathar like to think, but are semi-independent on the understanding that they provide their warriors, spies, and scouts when called upon by the Dread Empress and other leaders. However, they also have individual contracts with a number of the Great Kaahls that provide them valuable resources. The Kathar also find value in the ancient technology and knowledge the Heshaphists are able to retrieve from their old Vaults and tunnel network. It is important to also note that there are Ka- and El-Maraya among the Haat-Heshaksaa, some lured there by Kathar and finding companionship with the Haat, while others view themselves on a more personal mission to learn, educate, and understand this often misunderstood people.
===Reborn Tohns===
The Reborn Tohns are a grouping of four microstates on the Alorian world stage, scattered from the south into the west of Aloria, formed from the four landing parties which originally left the Home Fleet and Queenship nearly two centuries ago. They established themselves over the ruin of former Vaults, none of which were active, and after a period of exploration and salvage, properly founded their communities with the expectation of expansion, and learning more about both the surface, but also the Vaults across Aloria. This has overall taken place, though with the increased activity of the Queenship, some wonder if the Tohns will be contacted again soon like they sometimes were in older times. Each Tohn is ruled by an elected Potentate (called a Khallan’saa in Shalota) who is chosen from one of twelve Councillors. These Councillors each have assigned duties and are respected by the community, and while not universally so, are often older Maraya long settled into their roles in life. It is important to note that there are Haat-Maraya within the Tohns. While they were kept at arm's length upon first arrival, a small but vibrant group of Haat now exists within each Tohn scattered across Aloria. The four Reborn Tohns are as follows:
*'''Tohn Maar Zintheer''': This Tohn was founded in Hadar and is the only one whose territorial boundary, as well as location in Aloria, is known for certain. As the most publicly known Tohn, it has a heavy military focus, certain they will be attacked by a large force someday, but is also commonly a point where Skyfallen come to meet Tohnborn Maraya. It is also the site of the Tohn Amantheet, a school of archeology open to all Maraya, and able to be attended by Skyfallen.
*'''Tohn Qaar Damman’llau''': Located somewhere in the Hȏrtutor Wildlands, Qaar Damman’llau has kept itself hidden despite active searches undertaken by Altalar over the past century who are aware it is somewhere in their territory. It is probably best known as the Tohn of Light, given its unique technology focusing on lights, projection and more.
*'''Tohn Bannomm Qinsheen''': This Tohn is found somewhere in Hyarroc, near the border of Avanthar Rokhaal, Talant Ilha Faial and Talant Sulleÿ-Fanhaal. Often called the Plains Tohn by Maraya given its location within the Ularen Plains, it is best known for its focus on harnessing wind power and for launching small, one to three-person airships powered largely by the wind. It is also theorized to have some of the same weather-control technology as the Queenship.
*'''Tohn Tharm Demm''': The furthest Tohn of all them, Tohn Tharm Demm is found on [[Fendarfelle]], in the rugged wilderness near its coastline. While it is not currently within the territory of the local Colonial Charters, many suspect their borders are creeping closer toward this isolated Tohn. The Tohn is best known for its unique systems of power harnessing, supposedly thriving off the heat generated by regional lava flows.
 
==Combat and Warfare==
[[File:Stirrin.jpg|200px|thumb|right|An example of the whip-and-striking weapon known as the Stirrin, used by the Maraya. The whip part is adjustable to allow for the dual function of a short to longer-range striking tool.]]
The Maraya methods of combat and warfare have often been mischaracterized by non-Maraya until more recent times. This was largely due to a false conflation that the Home Fleet and Queenship were in the same society as the surface Tohns, with the Skyfallen more like infiltrators, and the Haat-Maraya distant dark assassins, representing a dark underbelly to the Race as a whole. As a result, Regalians and others viewed the Maraya in insectoid terms, a swarm that was spreading across Aloria with different avenues of infiltration and affiliation with those around them. Despite the offense it causes, many still use such terms, naming the Home Fleet the Home Swarm, and call the Maraya nothing more than bugs. It does not help that the Queenship’s tactics, when engaged in group combat, involves overwhelming force, from dozens of advanced Crystaltech machines leading the way for armored and masked warriors, guarding machines which then drop to start extracting material resources. This method of warfare is exclusive to them, however, and the other groups do not engage in it. The Tohnborn often fight defensive conflicts, with a strong offensive focus only when their regional territory is violated to drive out attackers. Skyfallen range from pacifistic to militaristic, all depending on their upbringing, while the Haat-Maraya take on combat roles as elite scouts and warriors, who work as special units within the Kathar military to fulfill the Dread Empire’s goals.
 
As for the individual forms of combat that the Maraya make use of, there are several varieties. Their best skills are based on their agile movements in hand-to-hand combat. Their agility and surprising flexibility further assists in their ability to defeat foes. El-Maraya commonly use whip and flail-like weapons, while Ka-Maraya are more prone to using their own fists and heavier weapons, and the Haat-Maraya fight with their hair and claws. The [[School of Bommasamoll]] encapsulates each of these forms of combat and is the most common form of combat training among all three Maraya subraces. However, there is also a form of combat different from Bommasamoll, which often doubles as a sport in Maraya society. Known as Meray Boraan, or the Meraic Boxing Art, it is the oldest form of unarmed combat that the Maraya are able to recall, with roots in meditative practices back from their Empire days.


Maraya culture is something of a patchwork. Maraya architecture, language, and writing is descended from the Tohn Veer Vaults of their Meraic ancestors; however, everything else is derived from the works of other races. The fashion and practices among the Maraya of the Home Swarm are lifted from Altalar; the Haat-Maraya, on the other hand, take practically everything from the Kathar for themselves. Fluidity, as such, is perhaps the most defining feature of their culture. However, over time, some more self-determined Maraya have elected to create their own cultural norms and activities, suchs as sports involving throwing inflated balls into raised rings. The Home Swarm cuisine is derived from, but not identical to, the recipes of the Altalar, with a greater emphasis placed on red and white meats and breads, while imitating their visual styles. Conversely, Haat-Maraya take almost their entire cuisine from the Kathar, with the single defining aspect being the consumption of Kathar meat when available.
Meray Boraan is a low-stance martial art, involving numerous kicks, clinches, and knees. Each Subrace has their own take on the discipline, with the El-Maraya form considered the default but simultaneously the most graceful and well-pivoted, the Ka-Maraya form considered slower and more ponderous but carrying heavy strikes and well-placed tail swings, and the Haat-Maraya form considered unstable and less composed but more aggressive, with strikes to poke eyes and bruise the weak points of limbs worked into attacking rhythms. When practiced in sport form, it is tradition to fight for the best of three blows landed on one’s opponent. Maraya boxers dip their hands in paint before fighting and allow them to dry until they are no longer dripping so that no one can doubt when a strike has been made from the fluorescent dye left behind. Regardless of society, all Maraya come together to bond over this sport, and Crystaltech Engineers compete to build so-called Pattern-Golems, crystal constructs that let a fighter practice against a pre-programmed opponent.


Arts and leisure among all Maraya is constructed largely around the crystals that their technology revolves around. Marayan music is a combination of voice and the resonation of their crystals, creating a sound that can, when conducted correctly, take on an almost otherworldly beauty. Art in Marayan colonies is some of the most abstract of any culture in Aloria; rather than making use of paint or pencil, the Maraya align crystals of differing colors to shine light onto a canvas to produce vibrant fractals that have no express visual meaning, but are instead meant to evoke an emotional response in its observer. Although migrant Maraya and even some non-Maraya have attempted to recreate this form of art using stained glass, the sheer clarity and brightness of color found in authentic pieces cannot be imitated without the crystals themselves.  
==Religion==
The Maraya lack a formal Religion, and there are some who believe the Meraic similarly lacked one. However, the Maraya of the Queenship and the Tohns did have, for a number of years, the “Tohn Sona”, or Great Purpose, which were a collection of documents stored in every intact Vault sleeping chamber. They were meant to be a guide to the world after the Void Invasion, with charts and maps included alongside copious instructions, written survival guides, and general information on the Vaults, to allow those who emerged to rebuild and thrive. However, the Meraic slumbered so long that they became a new Race, and that Race emerged into a world where the Tohn Sona was nearly useless. Instead it took on a philosophical edge, especially after the rescue of the Ka-Maraya from Sendras. It became a guide of morals and ways of living, but also how to treat the world. As time went on, and the Tohnborn reached the surface, the Great Purpose faded from focus for the Maraya. It claimed racial supremacy, that the Maraya would inherit the world. Instead, the Maraya were weak, forced to avoid large-scale conflicts of expansion as their population remained small and unable to prosper as had been imagined. Additionally, with the scholarly and philosophical bend of the Ka-Maraya, many soon began to profess different beliefs, or rejected the nature of the Great Purpose in favor of philosophies of life to guide existence. Nearly all modern Maraya writings are authored by Ka-Maraya scholars, with a keen affinity for the exploration of philosophy and the roots of the many external practices in other Races when it comes to faith. While many still study and make use of the Tohn Sona’s texts to inform their life, the prevailing theory among most Tohnborn Maraya is that there is an energy across all of the universe, between all [[Dimensions]], which exists in the living, the dead, and the inanimate. Their Crystaltech is a manipulation of this worldly energy, and each Race has certain traits that benefit from the twisting of this energy through them. However, where one’s beliefs go from here is often up to individual interpretation; though meditation, observations of the natural environment, and the study of knowledge are all ways people are known to engage with this energy. Skyfallen and Heshaphists are often informed on these beliefs, but only sometimes practice them as they more commonly follow Ailor, Altalar, or Kathar faith practices respectively.


Maraya literature is one of the few aspects of their culture not dependent on their crystalline technology, this being the core reason why most Meraic texts failed to survive their slumber. Instead, their texts are written into paper and parchment, intended to be easily stored and moved around. Nearly all of the modern Maraya writings are authored by Ka-Maraya scholars, with an keen affinity for the exploration of philosophy and the roots of the many external practices adopted from other races, such as the self-aggrandizing tendencies of the Altalar, or the ease with which Ailor seem to submit to their own kind, even to detrimental ends.
==Economy and Technology==
===Religion===
There is little to be said about the Maraya economy, as there is no trade to external powers from the Queenship or the Tohns on the surface. The Skyfallen and the Heshaphists, meanwhile, are part of the economies of wherever they are found, regularly exchanging their services and knowledge for resources for their broader communities. However, Maraya technology, known as Crystaltech, is far more notable given its unique status and visual appearance. Often appearing like Magic, with large carved pieces of [[Quartz]] and gemstones knit together with other smaller pieces, often in clusters, and sometimes with metallic sheets or flourishes set as a minority, Crystaltech involves the alignment and harmonizing of these elements together into a working whole. The knowledge is purely of Meraic origin, and now, is in the hands of the Maraya. Tohnborn are the most prolific users of Crystaltech of the three Maraya groups, and tend to teach others of their Race when outside of their Tohns and in the wider world. This technology is also what allows the Tohnborn Maraya to live such hardship-free lives. Their water is drawn from the air and up from the earth via moisture collections and automatic water pumps, farmed and purified for common use by their households. Giant crystalline machines slowly crawl through the agricultural fields and plant groves of Tohnborn farms, planting, watering, tiling, and weeding what lies beneath their appendages. Then there are the machines of pure convenience, unique lights that turn on and off, devices that play recorded sound, even records or stories of the past played for the viewing or listening pleasure of those around them. Other devices offer floating tables to follow after their owners, grant unique perspectives on the world around them through varied lenses, or are noisemakers to amuse, shock, or harmonize with. Ultimately, all of it is unique and comes in shades of purple, pink, blue, and green. Due to its aetheric nature, and also beauty to look at, many outsiders desire it for this stunning appearance, especially wealthy outsiders. As a result, the provision of Crystaltech devices for a price can be said to drive a portion of the Maraya economy, not that they need it, given how much is often granted through their autonomous and helpful machines without the need to spend money.
The Maraya lack a standard religion; instead, they have the Tohn Sona, or the Great Purpose, outlined in a collection of documents stored in every intact vault sleeping chamber. While it is self-evident 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 dominance. They do not recognize any 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 sometimes be found studying the Tohn Sona, meditating or analyzing their surroundings (often by stealing or enslaving Allar for this purpose) to divine their future aspirations and fulfill their spiritual needs.


===Economy and Technology===
==Interactions and Customs==
Maraya economy is laughable compared to other Races in the world of Aloria, with virtually no commerce among those who live with the Home Swarm, but their technology is extremely interesting. Technology constitutes a significant portion of the daily lifestyles of most Maraya; the water used for drinking, bathing, and farming by the Maraya is collected and purified by Meraic-derived devices. Agriculture at large is similarly dependent, with a few select fields tended by massive crystalline constructs intended to efficiently harvest vast quantities of grain while simultaneously ploughing the field behind it. All of it cannot be operated by non-Maraya and practically all of it is kept on the Home Swarm and aboard the Tohnsa-Ka-Meraic, but the technology produced by the Meraic millenia ago surprisingly still functions as if it was produced mere years ago, and continues to serve the Home Swarm as it moves around the known world, reaping resources where it goes. Allar are routinely enslaved for simple jobs and maintenance, which is why it’s commonly said the only non-Maraya Race living on the Home Swarm are Allar, though this isn’t strictly true. Some foreign guests have occasionally been allowed on, and at least one Regalian Empire ambassador lives in one of the aft ships, though denied access to the inner ships. The Home Swarm continues to move around, occasionally attaching to cliff sides and mountains like a large colony of lanterns, before being swept up by the wind again when local resources have run dry. Their technology is also extremely similar, if not far more advanced, than modern [[Artificaurorum]] devices. Some have concluded that the art, therefore, originates with the Meraic and was the basis for the Regalian Empire's Artificaurorum, though the research and original materials of the founders of the technology form remain inaccessible to the outside world to prove this.
*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.”
===Combat and Warfare===
*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.
[[File:Stirrin.jpg|200px|thumb|right|An example of the whip-riding crop weapon known as the Stirrin used by the Maraya. The whip part is adjustable to allow for the dual function of a short to longer-range striking tool.]]
*The recovery of the petrified Maraya eggs from the Chamber Crash is one of the most important missions any Maraya can find themselves on. Any Maraya on such a mission is virtually immediately given whatever aid is possible by other Maraya, even across society lines.
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 Kathar 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 Allar 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 forced to use weapons, they will often use whip and flail-like weapons. The Ka-Maraya are more prone to using their own fists and heavier weapons however, while the Haat-Maraya also fight with their hair and claws. The [[School of Bommasamoll]] encapsulates each of these forms of combat and is the most common form of combat training among all three Maraya subraces.
*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.
*Maraya generally avoid sharing too much information with outsiders about their origins, which has not helped misconceptions about their existence. One way to earn their trust is by providing them with crystals and gemstones, especially if they are Engineers.
*It is considered a sign of importance or closeness for a Maraya to change their coloration in front of someone else, as this is usually a private happening akin to getting dressed or undressed.
*El-Maraya greatly enjoy strong aromas and scents. While odd, it is customary to let them smell a dish made for them within a foyer of a home before they allow someone deeper in.
*Ka-Maraya greatly dislike any meal involving shark meat or shark fins as ingredients. Such meals are rare, but they tend to sit back, cross their arms, and thump their tail slowly on the ground when confronted with such a dish.
*Haat-Maraya have a fondness for dark places, given that they can see in the dark without much trouble, many not even bothering to properly light their homes which can prove troublesome when having non-Haat as guests.
*Lost Maraya are often referred to obliquely as “those off the path” and “that which is still” even when they are within earshot or directly in front of non-Lost. This can easily infuriate them, but it is a necessary part of Maraya society to reject these Haat-Maraya by compelling them to gain back their proper name in the eyes of their fellow Maraya.


==Trivia==
==Trivia==
*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 which only other Maraya can hear.
*It is said that during their gradual awakening the Maraya sang to one another, serenading their newly emerging fellows until entire sleeping chambers were filled with their harmonious melody. There is thus a belief among some that Shalota was actually once a sung Language and not one that was casually spoken.
*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.
*There are unsubstantiated rumors of heavy Draconic imagery in many Maraya Vaults, and that the mysterious Leylines of Aloria, also tied to [[Dragons]], played a role in the function of these Vaults.
*Maraya love crystalline based jewelry, necklaces and earrings. [[Quartz]], colorful gems and stones are especially loved.
*Maraya Engineering has a fondness for additional pairs of limbs in their creations, a trait most commonly seen in their Golems and Familiars.
*Carbonated drinks actually do exist in Aloria, produced by a particular Alchemical process. Maraya however 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.  
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|Artists =  
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[[Category:Races]] [[category:Maia Races]]
[[Category:Races]] [[category:Maia Races]]

Revision as of 19:51, 5 December 2021

Maraya
Race
PronunciationMaa-raa-ya
ClassificationMaia
SubracesKa, El and Haat
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 Age400
Height5'5 - 6’2
Eye ColorsRace Palette
Hair ColorsRace Palette
Skin TonesRace Palette

As the last remnants of the ancient Meraic Civilization and survivors of the Void Invasion, the Maraya are the oldest living Race in Aloria. When faced with imminent extinction, the greatest minds and Mages of their world-spanning society came together and constructed the Tohn Vaults: massive underground stasis chambers intended to preserve their species in a centuries-long slumber. Their slumber could only last so long, however. At the end of the Void Invasion that had pressed them into their Vaults, Magic was drained from the world, an event unforeseen by the Meraic. With each passing century, extinction loomed ever closer for the sleeping Maraya, with Vaults worldwide failing without the Magic used to sustain them. While some Vaults became the final grave of their inhabitants, others managed to preserve their lives, and others still were subject to magical corruption, altering the biology of the Maraya within. Eventually, with the destruction brought by the Cataclysm and the Wildering in the Allorn Empire, the Vault seals were broken and exposed, and the sudden burst of Magic preceding these events re-activated the mechanisms of the Vaults, awakening those within. Wrought by memory loss and the effects of long-term hibernation, the Maraya emerged into a world that was alien and hostile to them. Guided by a collection of knowledge known as the Tohn Sona, they set out in the world to try and reclaim some of their lost glory. But after many struggles, the Maraya have become divided and realize more now than ever that their past is long behind them. They have to adapt to survive in a world that is too full of other Races all fighting for dominion to even have a chance of their own, at least, for now.

Physical & Mental Characteristics

El-Maraya

El-Maraya are considered to be the most beautiful Maraya among their number.

The El-Maraya are the most common form of Maraya found, as they were born from the Tohn Elaya, the vault for the common folk. Back in the Meraic Empire, the Meraic Race experienced speciation. This means that the Maraya were split between at least two Races that had a shared ancestor, but diverged in development at some point in history to form two distinct species. The El-Maraya resemble Altalar in many ways through their Body Shape, though there are some very distinct differences. The most obvious difference is their natural skin tone, ranging between pastel colors of blue, orange, yellow, and red, while their hair has similar pastel colors. Their irises are often a very bright variety of these main colors, for example sky-blue, bright pink, or vibrant yellow. Other prominent features are their cranial features and their ears. These cranial features are usually two triangular shapes with smaller ridges extending outwards growing up from their forehead, differing in shape between individuals. Some shapes can also be disk-shaped, and some can also be rectangular, as the edges differ wildly. Their ears are much like those of the Altalar, but twice as long and curved slightly upwards, with two butterfly-wing shaped lobes hanging on the underside. Their hair, despite not being made of real silk, has a very silken feeling to it, and can quickly grow to longer lengths. Male El-Maraya can also grow facial hair, but often shave it off. It is said that El-Maraya hair can grow up to an inch a day on their head, until it reaches to around their waist, when the hair growth stops. Their hair is capable of picking up objects and being used to perform minor tasks, such as opening a jar.

Ka-Maraya

Ka-Maraya still look very similar to the El-Maraya, but are typically mistaken for male El-Maraya (regardless of their gender).
Lore Compliant Maraya Hair or Skin colors. Maraya can have any combination of these colors for Hair and Skin.

The Ka-Maraya are the less common form of the Maraya found as they were born from the Tohn Kaya, the vault for the scholars and philosophers. The Ka-Maraya are the sister-clade to the El-Maraya, sharing a common ancestor in the Meraic species, who represented a more philosophical and religious caste within their civilization (though have since abandoned that distinction). The Ka-Maraya are considerably larger than the El-Maraya who are generally slim and athletic. They are bulkier and larger, despite their more scholarly inclined disposition, and are often mistaken for the male dichotomy of the El-Maraya, even though both El and Ka-Maraya have male and female genders within their Subraces. The Ka-Maraya have a similar skin tone palette to the El-Maraya, but all their colors are generally less pastel and more gray-muted with darker tones. Their eyes are the same, and they also have cranial formations on their forehead. Additionally, they can also have these on their cheekbones, their chin, and they usally have two sets of horns that flow from their cranial formations on their forehead to follow the curve of their skull backwards.

Most Ka-Maraya don’t have hair on top of their head, though when they do it is usually a very color-muted variety of their skin tone. That means to say, for example, if a Ka-Maraya has a darker blue skin-tone, then their hair color is black but with a very light tint of midnight blue. Additionally, nearly all Ka-Maraya males have some form of facial hair growth that grows much faster than any other Race’s facial hair growth. It is very common to see a Ka-Maraya with a full beard, the older and more venerable ones even having beards down to their chest. Ka-Maraya also have a number of skin-deep formations on their cranial formations, their cheeks, and neck that often appear like sub-skin veins but are actually thicker skin shapes. These differ between individuals. They furthermore have long ears like those of the El-Maraya, but these ears tend to be more angular and pointed, and the lobes on their ears are not butterfly-wing-shaped but more like actual triangles. Finally, the Ka-Maraya have a non-prehensile strong muscular tail that is about as thick as their upper leg when flowing from their spine but narrows as it goes closer to the ground. Towards the end, the tail is shaped like that of a thresher shark. They can move this tail around with some efficiency to strike people, but it is not flexible enough to hold items or their weight. They are able to use this tail to swim faster than most other races, barring those who are naturally aquatic as well.

Haat-Maraya

The Haat-Maraya were once El-Maraya but were corrupted by the Tohn Haat’s magical bindings failing and Void Essence leaking into their chambers. The Haat-Maraya as such physically changed away from the Meraic racial standard (of either the El or Ka-Maraya) but remained genetically Maraya and part of their racial category. The Haat-Maraya have the same shape as the El-Maraya but have a few minor differences that mark them as unique. The most prominent is their horn crown, a unique head feature with smooth, blunted horn formations that run lengthwise along the forehead and back along the head while sometimes also pushing forward. These horns never exceed two inches in length and do not prominently push off from the head. The tip of these formations are often a more vibrant, noticeable color than the dominant tone of the horn crown as well. Another difference is their hair, which is similarly long and rich like that of the El-Maraya, but also has the same possibility of vibrant tipping on the hair ends as the tips of the horn crown. Haat-Maraya colors naturally skew to the darker side, ranging from purples and shades of brown or green, with their brighter colors coming to the tipping of their aforementioned hair and horn crown. Finally, Haat-Maraya possess a tail, but it is unlike that of the Ka-Maraya, as it is prehensile, with smooth skin and sometimes, a split end. It can also have the vibrant tips of the other body features.

Haat-Maraya are capable of drastically changing when they enter the so-called Karross’rekallan, or Warped Form. This state is triggered when a Haat-Maraya willingly embraces a negative mindset and similar emotions, such as rage, pride, greed, masochism and so on, while triggering one of a series of corrupting Abilities. The set of Abilities which activates this Form is described in the Summary of Racial Abilities, while the different mental state that accompanies this transformation is described further in the Personalities section. Entering the Warped Form is not immediate. Instead, a Haat-Maraya gains 1 Point of Warp Corruption when one of their corrupting Abilities is activated, and this can stack up to four times before, upon the triggering of a fifth, a Haat-Maraya becomes Lost. The Lost are Haat-Maraya who give in to the Warped Form, allowing it to permanently marr their bodies and minds. But, a Haat-Maraya can reduce their stack of Warp Corruption through refraining from using those specific Abilities for one week. This only removes 1 Warp Corruption at a time, and after triggering one of those Abilities, the Warped Mind also becomes dominant for 24 hours. Below is a list of traits Warp Corruption can cause. For each Point of Corruption, a Haat-Maraya gains one of these traits. These traits are all aesthetic.

  • The individual’s horn crown grows larger and sharper, with three pairs of orange or red eyes manifesting along its surface in a mirrored pattern while the individual’s own eyes are altered to possess black sclera, bright red irises, an orange limbus, and the absence of any pupil.
  • As much as 30% of an individual’s body becomes studded and marred by dark and jagged black, red, or dark purple crystals.
  • The individual’s body mass increases, and they also grow up to a foot taller while their hair grows thick, moving on its own and tending to lash out at those around them.
  • An individual’s skin significantly pales with black veins running underneath while their nails turn sharp, and their teeth develop prominent canines.
  • An individual’s tail develops chitinous plating, and the tail tips significantly narrow into a whip-like state.
  • Long thin spikes of dark chitin grow out from the elbows, stopping at the wrist.
  • The individual’s legs from the knee down transform into spiked, pointed limbs, appearing like pointed ballerina shoes that allow them to walk on the single spiked tips. These are made of dark chitin.
  • Hardened tendril-like extensions grow in a pattern from the sides and back of the head, matching the hair color. They are movable, but act like sensory organs, rearing up and turning in the direction of loud sounds or strong smells as they are detected by the individual. Their tips can be colored like the other tips of the individual.
  • The individual’s voice drops to a deep rumble while a black, tar-like substance slowly oozes out from the corner of the eyes, defying gravity by moving horizontally back along the temple, and rapidly drying in the open air. This does not disrupt the individual’s eyesight.

When a Haat-Maraya becomes Lost, five traits from the above list which existed at the time of transformation into the Warped Form become almost permanently fused to their body and impossible to remove. This allows for easy identification, and these traits are impossible to hide from other Maraya. However, there are two ways of escaping the status of being Lost, and both are only recent discoveries by the Maraya of the City of Regalia. The first is through using Hacking to activate the Void Spire, and the second is Primal Cleansing by the Dragon Matron. In both cases, the individual is reverted to their former, un-Warped state, but they lose all access to their Corrupting Abilities for a 30-day period.

Maraya Common Traits

All Maraya species share the same age and height restrictions, but do have different Body Shape restrictions, as noted on the Proficiency Page. Racial breeding between the sub-species can result in one of three options. If for example the mother is El-Maraya and the father Ka-Maraya, then a child may be born as either an El or Ka-Maraya, or it may be born as a Nol-Maraya. Nol-Maraya aren’t officially defined on this page because they are a form of semi-sterile (to their own species) mutt Maraya that is not able to reproduce with other Nol-Maraya and as such seen more as a physical abnormality than an actual racial category. Nol-Maraya take physical traits from both parents. They could for example inherit the mother’s ears and facial features but the father’s tail. They simply can't reproduce beyond mating with other Ka-, Haat- or El-Maraya, in which case they do, either they or their partner give birth to the Maraya variety of the other non-Nol-Maraya partner. Maraya age up to 400 years old, but this aging principle follows much of the Ailor process. Maraya become adults at the age of 20, after which they continue to age at a normal rate until they reach around 100 years old, which is 80 years in equivalence to Ailor. Then, they continue to live another 300 years after their 100th birthday, but remain as if 80 years old throughout that time, until they finally die of old age around 400. Note, characters above the age of 150 years old require a Special Permission application from the Forums. Maraya do not give birth like other Races, but instead, they produce small eggs immediately after intercourse (both males and females can produce eggs). These eggs continue to grow from fist-sized to about child-sized for over several months, absorbing plant matter that is put onto the shell. A child is eventually born with a connection to their biological parents, but able to adopt any person as their parent if their real parents are absent.

Maraya Personalities

The El and Ka-Maraya have roughly similar personalities, which are seemingly conflicting with their world view of wanting to regain their lost glories. One would expect the Maraya to be very arrogant and cold like the Altalar, which is true, but not at face value. Many of the Races experience the Maraya as the most two-faced Race in existence, able to have a poker face that is so effective and thorough that it is said to be impossible for the other Races to tell whether they are being truthful or deceiving, before being capable of great personality and expression the next moment. Maraya are masters at masking their own emotions and intentions and know just what to say to make others comfortable around them, all while keeping their true motivations hidden. This doesn’t mean that all Maraya are inherently evil conspirators, however, it simply means they wield emotions differently than others. Many of the Maraya don’t buy into the glory reconquest ideology as professed by the Tohn Sona and are more than happy to just be alive, haunted with memories and knowledge of the utter destruction that came to the world millennia ago during the Void Invasion. Now living in a world where Void Invasions are seemingly a thing of the past, and with little loyalty to their old memory, the Maraya remain flexible and fluid in their movements between social circles, using their crafty personality to get in good graces anywhere they like. The El- and Ka-Maraya have an overarching ideology that wishes for them to become great again but ultimately there is no urgency to this plan, and many Maraya have accepted that they simply need to have a larger population before this can become a priority.

Haat-Maraya, however, are a different deal altogether from their brethren. While corrupted by the Void, it seems the Maraya mind was extremely resilient against these efforts, and the Haat-Maraya managed to lock away such corruption to a small part of themselves and their mental state. When outside of the Warped Form, the Haat-Maraya display a surprising range of complexity and mental breadth with how they handle life, perhaps being the most malleable of all the subraces in how they can be taught to act or engage with the world. In general, however, Haat-Maraya are known as exacting about details, and less able to obscure their emotions than the other Maraya, which can make them blunt or even harsh in discussions. They also feel that secrets have no role in society and often become obsessed with asking questions and seeking out answers, as well as stripping bare their relationship with others with honesty and pragmatic understanding ruling the day. This process gain’s one trust with a Haat-Maraya, and they will show very little care or real affection for those who are not trusted by them. However, this drive to know as well as the focus on detail is often used by others to make Haat-Maraya spies or scouts, something the subrace is uniquely suited to.

But then there is the Warped Mind, the term used for the almost second personality lurking within every Haat-Maraya which triggers when they enter their Warped Form. It is best described as an alluring but harsh voice in the mind of every Haat-Maraya, urging them to give in and do more to love the powers they have been gifted and care not what anyone else thinks of them while in the Warped Form. It encourages baring true the secrets of the universe through violence, and that pain is pleasurable to all. When giving in to the Warped Mind for the 24-hour period following the use of one of their corrupting Abilities, Haat-Maraya overall are harsh and downright mean with their friends or allies, alongside an aggressive impulse to defeat their foe as soon as possible, and then that foe’s allies, and then do a little more chaos because of strong impulsive desire. The vast majority of Haat-Maraya, however, have learned to resist the call of the Warped Mind beyond 1 or 2 Points of Warp Corruption every few years. But those that give in are called the Lost, Haat-Maraya who have surrendered to this mental state and form to become masochistic, bloodthirsty, and monstrous as one cannot deny the ugly nature of a completed Warped Form. When in this state, the non-Warped Mind still exists, but is said to be the secondary voice, urging the individual to stop, and reminding them of their past, and only sometimes succeeds.

Summary of Racial Abilities

All Abilities are listed in detail on the Ability List Page. Additional rules applied to those Abilities are recorded in the table below. Aesthetics for Abilities may be dictated by the players, as long as the Ability Name is mentioned in the Emote, which is mandatory for Ability use. The following Abilities are what is considered a Racial Ability Set meaning that none of these Abilities attribute Aberrant status to any individual, even if they are classified like they would. Only additional Abilities gained from outside of this Racial Ability Set can attribute Aberrant Status.

El-Maraya

Ability Name Ability Type Ability Range Ability Description
Keen Mind 1 Trigger Passive Emote Distance Grants the user Keen Mind 1

Home Enchant 3 Region Enchant Player Region Grants the user Home Enchant 3

Meraic Will 1 Constant Passive Self Grants the user Meraic Will 1

Meraic Will 2 Constant Passive Self Grants the user Meraic Will 2

Body Tether 1 Immobile Channel Emote Distance Grants the user Body Tether 1

Mind Shield 1 Control Power Self Grants the user Mind Shield 1

Element Control 6 Magic Spell Direct Touch Grants the user Element Control 6

Ka-Maraya

Ability Name Ability Type Ability Range Ability Description
Keen Mind 1 Trigger Passive Emote Distance Grants the user Keen Mind 1

Home Enchant 3 Region Enchant Player Region Grants the user Home Enchant 3

Meraic Will 1 Constant Passive Self Grants the user Meraic Will 1

Meraic Will 3 Constant Passive Self Grants the user Meraic Will 3

Empath Sense 5 Constant Passive Emote Distance Grants the user Empath Sense 5

Element Control 1 Magic Spell Self Grants the user Element Control 1

Body Tail 2 Constant Passive Self Grants the user Body Tail 2

Haat-Maraya

Ability Name Ability Type Ability Range Ability Description
Keen Mind 1 Trigger Passive Emote Distance Grants the user Keen Mind 1

Home Enchant 3 Region Enchant Player Region Grants the user Home Enchant 3

Meraic Will 1 Constant Passive Self Grants the user Meraic Will 1

Meraic Will 2 Constant Passive Self Grants the user Meraic Will 2

Magic Sight 3 Toggle Passive Self Grants the user Magic Sight 3

Omniaware 1 Constant Passive Self Grants the user Omniaware 1

Body Tail 1 Constant Passive Self Grants the user Body Tail 1

Corruption Abilities

These four Abilities have the power to Corrupt the Haat-Maraya user. For each Ability used from this set, 1 Point of Corruption is added to the user, with a maximum of 5 Points before a Haat-Maraya is Lost. 1 Point of Corruption fades after 1 week of time, so Haat-Maraya are capable of avoiding transformation.

Ability Name Ability Type Ability Range Ability Description
Wall Climb 4 Toggle Passive Self Grants the user Wall Climb 4

Darkness 3 Magic Spell Emote Distance Grants the user Darkness 3

Darkness 5 Magic Spell Self Grants the user Darkness 5

Dark Curse 2 Target Curse Emote Distance Grants the user Dark Curse 2

History

Ancient Past

Maraya history is an enigma, even to their own people, constructed around vague fragments of the Meraic Empire either through what still exists on the surface world or from the trinkets, writings, and memorabilia remaining in the Tohn Vaults. These scraps of knowledge allow brief glimpses into what the Maraya once were, but are scarce; such materials from other Vaults dwindle over time, lost from the failure of magical archive wards, or from the simple passage of time, destroying nearly all Meraic written material. Modern scholars estimate the initial period in which the Meraic were intended to sleep was for roughly 300 years; instead, their stasis lasted for at the very least 2500 years. Their Vaults numbered 177 initially, a number gleaned from one of the texts of the Tohn Sona, one of only a few surviving, complete remnants of Meraic literature, though only 56 of these Vaults have ever been discovered in the modern times. Of these 56, only the Tohn Elaya, Tohn Kaya, and Tohn Haat are known for certain to have offered life; most of the rest of the 121 Vaults were reduced to ancient, intricate crypts with little more than dust, while others fell victim to natural disasters like earthquakes and flooding, only discovered by stumbling upon their last fragments.

Awakening

When the Maraya awoke, they collectively could not remember their past. In three separate locations, the Ka-, El-, and Haat-Maraya awoke in utter darkness to irreparable ruin and failing Magics. Of the dozens of rings and levels constructed in their great underground silos, barely a handful remained, their heritage and ancestry crushed by rockslides and the erosion of time. The newly awoken Maraya spent months or even years still inside their Tohn Vaults, subsisting off Magics which needed to be manually re-activated to initiate a painfully slow opening process. The first of these Vaults to open was the El-Maraya Elaya Vault, which suffered no complications in opening, and released the Maraya Home Fleet. This Fleet, a large collection of airborne residences suspended and merged with a single balloon of Meraic origin, made the first preliminary scouting expeditions around the Vault, concluding to them the world had been taken over by new Races. The Maraya concealed themselves high above the clouds of a tropical storm, making use of devices left behind by the Meraic to observe and collect information on the Allar and Slizzar beneath them in the initial stages of the foundation of the Chrysant Kingdoms. Elsewhere, they watched as the Ailor established the Regalian Empire after casting off the shackles of their tyrannical Regalian King.

Here, the Maraya came to the realization they could not seek conflict; less than 50,000 Maraya had awoken from the Elaya Vault, they were receiving no communication from any other Tohn Vault, and their advanced astronomy and navigation skills opened their eyes to two dire truths; they had far overslept their target, and there were no remaining Meraic cities. What little had survived of their settlements and structures had been absorbed and cannibalized into Altalar cities. The tropical storms which followed their Home Fleet kept them hidden from sight by the surface dwellers for decades, until the reception of an emergency signal from the Tohn Kaya Vault, whose inhabitants were unable to open their main Vault door. The Home Fleet descended from the clouds to Sendras, discovering an Allar Void Cult making residence directly on top of the Tohn Kaya door. The first contact of the Meraic inheritors to the new Alorian Races was slaughter; the Home Fleet Maraya proceeded to utterly eradicate the tribal Allar and force the Tohn Kaya gate open, releasing the Tohnsa-Ka-Meraic, which would go on to become known as the Queenship in modern times. The Queenship was constructed by the Meraic civilization and outfitted with technologies still unparalleled today. Powerful propulsion systems enabled the Queenship to take its place at altitudes untouched by modern Alorians, and crystalline structures built into the Queenship allowed it to alter the very weather around it, creating the clouds with which it would hide itself in later times. United, the Maraya would bring together their Tohnsa and the Home Fleet, electing the Tohnsa as their capital ship, from which they established a government in 42 AC, and formally adopted the name ‘Maraya’, differentiating themselves from the Meraic civilization which had come before them.

Complicated Relations

The Tohn Haat, conversely, never released their distress signal. Upon being awoken sometime around 10 AC, the Haat-Maraya Vault descended into chaos as their unhappy society broke down upon the discovery of the Warped Form. A faction destroyed the distress device out of self loathing, while others attempting to leave damaged the locks of the Vault door. They did not follow the Meraic teachings that would have sustained them, though many now suggest they could not, their stored records of information damaged in the civil war, as well as with damage caused by age and the same corruption the Haat-Maraya had suffered themselves. By the opening of the Tohn Haat in 92 AC thanks to the work of Kathar and their slaves from outside the structure, the Haat-Maraya were a vicious, half-mad people who had resorted to cannibalism to survive, with many becoming what would now be termed Lost. While many from the external party were then slaughtered in this initial meeting, and conflict continued for weeks after, some Haat-Maraya more sane and born into the savage life of their parents emerged to meet with future Kathar out of a desire to leave behind the squalor and miserable self-loathing. Initially convinced that the Haat were nothing more than animals, tales claim that beings from the Void, be that Arken or Ancients, compelled the Kathar to make massive efforts in order to translate and negotiate with the Haat, which were ultimately successful. It helped that despite their initial savagery, the Haat-Maraya were energetic, complex people who quickly grew on the Kathar. By 100 AC, the Haat-Maraya were now part of the Dread Empire and had abandoned their original Vault.

The Home Fleet, led by the Tohnsa-Ka-Meraic, were witness to all of this, but could not intervene from their place in the clouds. Even with time to reproduce, and the bolstering of their numbers by the scholarly Ka-Maraya, they numbered only around 230,000. With only a few decades of existence as a formal state, they elected to instead record the events and their observations, and disappear back into the clouds, using all that had been learned to establish a plan at a later point. However, this event ultimately caused a division among the Homefleet’s inhabitants. While many agreed with the choices of the Queenship, a vocal minority stated that the surface was in need of Maraya guidance, and that Vaults like those of the Haat might exist hidden from sight until it was too late, with more tragedy striking. Over time, these groups became more and more outspoken until they finally left of their own accord, being allowed to leave but warned that their departure would mean a near-permanent separation from the rest of their fellows. They left anyway and separated from the Queenship and her resources, 40,000 exiles divided into four parties, descending to Aloria where they established new Tohns on the surface, hidden from the view of most. As decades passed, their numbers grew, and the Queenship continued to watch the Haat with disdain from afar. The Haat had also found new statehood. The Haat-Heshaksaa, a loose union of Haat-Maraya, expanded their people across the Meraic ruins of The Far West under the eyes of the Dread Empire. The Haat-Maraya proved their worth to the Kathar, but these acts were the last straw. Ultimately, the Home Fleet made their move.

In 221 AC, the Home Fleet with support from Tohn Bannomm Qinsheen located in Hyarroc descended to seize an airship carrying Haat-Maraya eggs between two of their recently founded colonies. This choice had been made under the leadership of a newly elected Maraya Queen, who felt that the Haat could not be allowed to spread unimpeded, and that raising their eggs among the Home Fleet might prove an act of unity for the three subraces. But in doing so, the El- and Ka-Maraya earned a lasting hatred from the Haat; long-envied by the Haat-Maraya for their lack of the Warped Form (for rumor of the untainted Maraya had seeped back to Rokhara over the decades), the two sister-clades had made their first contact with their relatives an act of theft, trying to steal the unborn children of the Haat. Although the theft was a success, a stowaway Haat warrior slipped aboard the Home Fleet and bided their time. As the Home Fleet was over eastern Daendroc a week later, however, the stowaway sprung into action, initiating a series of calamitous Crystaltech failures that disabled a number of engines on board a Home Fleet incubation chamber, which held a majority of the recently taken Haat eggs and even El- and Ka-Maraya eggs as well. The chamber plummeted from the Home Fleet, down through the sky, and crashed into the earth in a long, dragging collision, killing dozens on the surface in its path while also killing all adults onboard the craft. The stowaway, still with the Home Fleet, was ultimately killed by Queenborn warriors, but this was little comfort for the Home Fleet who retreated up into the sky after they dipped low to survey the damage, unwilling to reveal themselves in a recovery operation as Altalar, Ailor and Avanthar forces closed in.

Unknown to any in the Home Fleet though, many hundreds, if not thousands, of eggs survived. In the fall, those alive on board the incubation chamber had loaded a number of eggs into escape balloons, which sent them to slowly drift elsewhere in Daen, or had reinforced the egg chambers at the cost of their own survival. Some of these eggs did not survive for long. Over the coming years, these unfortunate few were locked away as objects of curiosity and beauty by Altalar and Ailor nobles and collectors, leading to petrification and a lack of survival for the babies within. Others, however, managed to live, particularly among the Ailor. Attempting to keep the eggs warm with dried hay, many Ailor inadvertently provided them with the plant matter necessary for them to survive and gestate. When these eggs hatched, hundreds of Maraya emerged into the rural towns of Daendroc, the vineyard estates of Ithania, and even in the shadow of the reborn towers of the Altalar in Teled Methen or Hyarroc. While many initially suffered, the shock of the unfamiliar Race too much in the moment for some around them, a majority continued on to thrive and mature. Over the coming decades, all of the eggs from the infamous Chamber Crash, as it became known among the Maraya, hatched, the last one known to have emerged in 290 AC. The Maraya of the Home Fleet and among the Tohns on the surface soon named them Skyfallen, and they forged their own pathway, while also looking to their lost parentage for answers and knowledge over the coming century.

Modern Day

Many in Aloria were first properly introduced to the Maraya during the Chrysant War, as before that time, rumors of strange, pastel beings from the sky or the earth were largely disregarded by most in the Regalian Archipelago, or from those beyond the communities who had directly met Maraya. However, the Regalian Empire could not ignore the Maraya when the Regalians pushed into the territory of Tohn Maar Zintheer, dismissing the warnings given by local, captured Allar. There, the Regalians suffered a crushing defeat and were delivered the same ultimatum as had been given to the Allar over a century before: to leave Tohn territory and never return. The Regalian Empire, shocked at the destruction and unwilling to challenge those with abilities and technology so beyond their own knowledge backed down, and for the rest of the war, ignored that area of Hadaria. However, it was then the Essa Empire who suddenly began to suffer at the hands of the Maraya, but this time in the form of the Home Fleet. Sweeping in from the west of Hadar and proceeding south, dozens of Queenborn expeditions stripped the islands in their path of people, and materials. The Cro-Allar military leaders were helpless to stop them, and just as soon as the Home Fleet Maraya had emerged, they again vanished. This crippling of backline logistics earned the Maraya legendary status among the Regalian Empire, who were no longer antagonized by the Maraya’s strange nature, but deeply intrigued, if not grateful, for how they had likely shortened the war by several years. It took a long time for the Regalians to understand the divisions within Maraya society.

In the wake of so much Maraya activity in Hadar, Maraya elsewhere in Aloria began to make themselves known. Communes of Skyfallen emerged, dotted across Daen, rallying supplies and knowledge together to finally know more of where they had come from. In this, they were helped by Tohnborn Maraya who felt they needed guidance to avoid the fate of the early Haat-Maraya. This has been the way of things since the Chrysant War, with Maraya activity and discoveries only picking up in the last handful of years. A lost Vault in Ithania was discovered by scholars of the Regalian Empire, with ancient recordings revealing much in the way of past, obscure facts, while the Home Fleet and Queenship itself have been sighted with more frequency, engaging in more operations on the ground through small teams avoiding contact with even the Tohnborn as the Queenborn fully disregard all but themselves. There are also indications that the Maraya are looking into the past, as an ancient Vault, not of their kind, was discovered under the City of Regalia belonging to the Third Civilization, yet had been excavated by Queenborn Maraya before Regalian authorities reached it. Ultimately, the Maraya have been divided far more than they once would have liked, though with unique societies being forged out of one common ancient origin and much knowledge to recover in the wider world driving them to this day.

Society

Some Maraya have managed to reclaim parts of their ancient heritage, and take great pride in putting people's faces in it.

Maraya society has greatly divided in the past three centuries since they awoke in the wake of the Cataclysm, both on purpose but also by accident. There exist four groups among the Race, which sometimes cross the lines of subraces. There are the Queenborn, those from the Home Fleet who are named after the Queenship which so defines their existence. However, knowledge of the Queenborn, their home, and their ways are very speculative as they actively avoid contact with other Races, even Maraya born on the surface of Aloria. It is important to note OOCly: It is not possible to play a Queenborn Maraya from the Home Fleet or Queenship. The next group are the Tohnborn Maraya. Tohnborn are those from the quartet of Tohns secretly settled across Aloria who have since expanded to become microstates under the nose or eyes of most in Aloria. They largely keep to themselves, but their founding purpose, to seek out and aid the surface with Maraya knowledge, especially when it involves the Meraic, does see a slow trickle of their kind enter the world. The most common Maraya seen in the wider world, though, are the Skyfallen. Be they children born from the eggs that fell to Aloria’s surface nearly a century ago, or the offspring of such Maraya, the Skyfallen represent a far more blended society than most other Maraya. Polyglots and eager for more to life, they exist in Qomma or “Communes” dotted across Daen and the Regalian Archipelago today. At last, there is the Haat-Heshaksaa, whose followers and citizens are called Heshaphists by the rest of Maraya society. They are a loose union of Void-aligned Maraya dominated in number by the Haat located within the bounds of the Dread Empire, with colonies in Meraic ruins and Vault remains reaching into Daen. They are shadowy but known to most Maraya, and tend to keep close to Kathar, feeling an obligation to aid the Race which saved them from oblivion. Many Haat actually dislike Kathar society, as it is rife with the emotions which trigger the Warped Form in Haat and so they keep away, using Kathar proxies and other Maraya who have come to the Dread Empire to engage with matters of Dread statecraft.

Culture

Families and Romance

The Maraya are largely of a liberal mindset when it comes to the formations of families and romance among their society. Among the Tohnborn, Skyfallen and even Heshaphists, there is both gender equality and sexual equality as same sex unions and relationships freely take place alongside different sex unions and relationships. The male or more dominant partner is not under any pressure to make the first move and neither is the opposite party, though there are some nuances and slight differences across the different societies. Tohnborn have traditions which state female family members, and women overall, deserve the utmost respect, resulting in their consultation on many matters, as well as female friends or relatives to one’s chosen partner acting as a form of first defense, to weight and test a prospective partner before allowing them in closer, or alone, with the chosen individual. Skyfallen on the other hand, are diverse in their courtship rules or ideals based on where or how an individual is or was raised. Communes often emphasize large group gatherings before people are broken into smaller, more intimate parties to discuss this background, and to understand where each person comes from. The result is typically a mutual respect about the background of a chosen partner, and also ample time to learn about it before pursuing a courtship or close relationship. Heshaphists, meanwhile, follow Kathar rules of family, with often large, interlinked units of people and the capacity for more than one chief partner. Prospective partners size each other up in what is known as a “Life Dance”. This is where two Haat-Maraya, or members of the Haat-Heshaksaa, get in very physically close and disclose personal information, feelings, and background while their eyes are locked on one another, slowly moving in a circle in the middle of an open room.

Despite all of these practices, the Maraya are also a pragmatic people aware of a blunt truth: they are a rare Race, low in overall population when compared to the millions of Allar, Ailor and Altalar that commonly surround them. As a result of this, overall, relationships outside of their own Race are discouraged by the different societies, and matches with one’s own subrace are desirable. Among the Tohnborn, this is almost unsaid, since it goes with the territory of their isolation, though Tohnborn outside the Tohn are known to indulge, sometimes simply for the sake of understanding another group’s rules and manners of relationships. Among the Heshaphists, full and open lovers of other Races are acceptable, but actually bonding with one in a serious way as a life partner is frowned on. In fact, it is common for such partners to leave their home of origin for a colony, or Void or Kathar-aligned location elsewhere in Aloria to avoid the pain of social disgrace. Those who violate these different rules though often use the fact that the Maraya are a very long-lived Race to their advantage, and claim that they will have many decades to find and choose a Maraya mate. Only the Skyfallen lack such pressures to keep one’s amorous focus within the Race.

As one can imagine, the Maraya subscribe to a diverse array of family units, but the cultural ideal, expressed by many older members of each society, is the Nouyo. The Nouyo is the Maraya concept of the nuclear family, with two parents, and three children, with no gender preference or sexuality preference mentioned. Those who wish to become parents do not carry their young to live birth like other Races, but will instead produce one to two thin-shelled eggs which quickly leave the body. Over the course of several months, the shells of the eggs harden enough to protect them from most casual damage. While this happens, the eggs must be kept warm, and also periodically fed with simple foods like greens laid on top of the shell which is absorbed for nourishment by the baby within. The individual then hatches after about nine months, appearing like a humanoid baby newborn, and with the same reactions to the world as many others. Maraya eggs can go into hibernation, however, if they are not kept heated or fed, and this is also where another essential part of the Maraya familial unit comes into play. While many, upon hearing that Maraya have eggs, may comedically assume the exotic Race sits on them in some sort of nest, they are instead kept within small, private covered containers known as Shevell-Saamboq, or “Life-Nests”. Lined with warming crystals, and kept in near total darkness, family members must keep a very careful eye on the Life-Nests of siblings or relatives to be born. This also leads to family shifts tending to the egg, and often fosters a closeness that remains in Maraya families long after the child is born.

Language

The Maraya all speak the Language of Shalota, a tongue even older than those of the 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 are also rumors of several different tongues among the Meraic, of differing sophistication and alphabets, and so some wonder if Shalota comes from a common, general tongue of the majority of the Race, or a more select group chosen to go into the Vaults for a reason. There is also one more quirk of Shalota, and that is in the use of the word “Tohn.” While it once had connotations to greatness or great places, it has evolved to reference locations, and as a descriptive term, has expanded to indicate traits in those from surface Tohns, who are Tohnborn. Thus, the use of “Tohn”, at least in Shalota, now requires context with surrounding words and minor inflection changes to indicate what it is referring to.

Lifestyle and Leisure

The Maraya of the different societies live very different lives to one another, with different sorts of leisure undertaken to match. The Tohnborn Maraya are perhaps the least troubled when it comes to their livelihoods, with plenty of leisure time to devote themselves to a myriad of arts and more. The Tohns are rich with Crystaltech devices, some as old as the Vaults, others crafted new or based on older machines or imagery of them found over the generations. These machines work to provide constant service and resources for the benefit of each and every Tohn, so ultimately, many Tohnborn go through their lives in need of little. However, given the ease at which they move through life, many might think them to have grown slothful or hedonistic, but this is not the case. With everyday mundane matters handled by machines, Tohnborn turn to training and education with fervor. Built on top of old Vaults, exploration of the silos and tunnels, alongside education in weaponry and Crystaltech sciences occupy many a Tohnborn’s time. But when there is true leisure time among their people, they tend to engage in reading or writing, alongside quiet games of skill to test on another in one-to-one situations, though some of their games also involve competition between four parties, or physical sports witnessed by small crowds.

By contrast, many Skyfallen are much like any other Alorian, working to survive and make a living for themselves in the wider world. However, their Communes allow them to pool their resources, if not live communally, so many have an easier life than others should they find other Skyfallen. Skyfallen leisure is often taken up with communal activities and, strangely, often involves not the exploration of their own racial culture but that of others. They might for a week, choose to eat Leutz-based cuisine, or take a month to study the literary works of a notable Ithanian playwright, and have a group discussion at the end of their experiences to assess what they liked, disliked, or found interesting about the topic. All of this is done in the name of understanding the non-Maraya of the world, and also often to benefit one member of the community from the Culture being explored. Actual Maraya culture is considered something to do when one is working, and to be actively pursued, so taking a break from that sees people turn to other Cultures and cultural practices. Skyfallen are also far more into the art of dancing and entertainment as part of their society than the other groups of Maraya. Communal synchronized dances with flowing, thin, silken robes as everyone moves about in circles, locking arms, and spinning, alongside acts of acrobatics and more are common features of Skyfallen celebrations. Much of this is taken from Daendroque and Ithanian festivals, but the Maraya always inject their own spirit into the motions. A number of Skyfallen Maraya also use their leisure time to learn Shalota, as Communes tend to have libraries or material and older members learned on the subject to help teach others.

Finally, there are the Heshaphists. Overall, they lack leisure time in the traditional sense and live constantly vigilant lives as many have, with the passage of time, come to view the Dread Empire as self-destructive. For that reason, martial combat training among their people is highly prevalent, as is stealth training, since the Haat-Maraya know that so long as they are useful to the Kathar, they will be left alone. Indeed, they are, and this focus on weapons and stealth as well as their underground homes breeds a fearsome reputation. However, the Haat-Maraya are capable of laying down blades for relaxation, with meditation common among their kind as they work to, as a community, retain a peace of mind. They are often surrounded by sweet-smelling incense, and the gentle humming of unique crystals as they do this, providing great scenes of tranquility away from prying eyes. Non-Haat part of the Hesha engage in this activity both for the community it generates, but also for its effectiveness at reducing overall stress. However, for some Heshaphists, aspects of Kathar tradition bring them joy, and they can take the time to attend Kathar religious festivals, participating with varying levels of enthusiasm in what happens at these dangerous parties of fun and sacrifice.

Clothing

Maraya fashion is regularly compared to that of the Altalar, and in many ways this is true. Particularly among the Skyfallen, Altalar robes and vestments find a great frequency of use, from across all the Types based on the Commune’s location, but also where the Maraya was raised. There is also much in the way of Ailor-focused fashion among the Skyfallen. However, among the Tohns and often for special events with Skyfallen Maraya, more traditional clothing makes its appearance which, while also like Altalar fashion, has its own distinct flourishes. The most obvious is the unique patterning that Maraya fashion often makes use of, with vibrant colors in unique arrangements in large bolts fabricated by Crystaltech sewing devices, but there are other differences also.

Traditional Maraya fashion frequently involves a nondescript fabric top with a broad, circular collar around the neck, with a rounded edge more common among men and a pointed, or more “ornate” pointed edge more common among women. It is also common for men and women to not wear shirts at all, instead wrapping their upper body with bolts of fabric or wearing scarves and sashes over top. Bandoliers, either in a sash style or crossed over the chest meeting at a middle point, are also not uncommon. As for their lower bodies, traditional Maraya fashion has more variety. The most common, for both sexes, are short pants which end just after the knees or along the lower calf and are often puffed in size before being cinched close to the skin when the pant hem reaches an end. These are often paired with fanning flaps of fabric that rest on top of it which hang downward from the waist, sometimes with a simple rectangular design, or with a more ornate, oblong design that allows for easy leg movements. Another common style of lower body fashion are simple skirts called Sommpos, worn by both women, and men, which similarly end just after the knee. These often have a decorated front with a more embroidered flap of fabric hanging down from a metal belt that helps support the fashion’s structure. These belts are also commonly used with the short pants, as well as the final style which is a more baggy, loose puffed style of pants which end in tight wrapping by the ankles.

There are, however, some unique styles of Maraya wear which, while traditional, reject the styles mentioned above. First, there is the Bloomed Enrobement, a term for large, billowing and sometimes, ground-trailing fabric arrangements on a Maraya’s body decorated by shoulder features in the shape of flora with a single chain of Gold or Silver along the middle. This style is often worn at the most important of events, especially when meeting with nobility or attending formal functions, and is seen as a carry-over from the Queenship itself. The second style is unique to the Haat-Maraya, known as the Skin-cloak. They feel a greater need to show off their bodies as a way to indicate their difference from other Maraya, and so prefer skin-tight fabric. There are also frequently pointed aspects to the design, be that in the top of boots, or around the collar of an outfit. This style is particularly favored among the Haat-Heshaksaa, though some Skyfallen Haat-Maraya have adopted it as well. Maraya footwear is limited, and those of the Tohn and Haats often go barefoot through their centers of power, but sandals, and simple shoes are worn when out in the wider world. As for Maraya self-decoration, their jewelry is heavily based in crystals and gemstones that compliment their chosen visual color, alongside fairly mundane metals which make up the basis of the metal used in their fashion. However, Gold, Silver, Electrum, and other more valuable minerals are also used in bandoliers, belts and jewelry pieces. Some Maraya have also devised ways to cap their head crests and set coronets or headbands into their crests with ornate decorations within. Haat-Maraya specifically accessorize with metal necklaces, either draped stylized beads or tighter ones visually similar to chokers.

Art

Maraya artistic efforts are often unique in Aloria for their lean toward the abstract. Most Maraya visual artwork is, in a practical sense, their Crystaltech work. While some within the Race might disagree and state that their efforts are not so much for beauty or aesthetics as function, and upholding their traditional visual language, it typically results in ornate creations with a gorgeous external appearance due to the minerals used to make it. However, formal art is part of the Maraya as well. Rather than making use of paint or pencil, Maraya artists align crystals of differing colors to shine light onto a canvas to produce vibrant fractals that have no express visual meaning, but are instead meant to evoke an emotional response in its observer. Although some non-Maraya have attempted to recreate this form of art using stained-glass, the sheer clarity and brightness of color found in authentic pieces cannot be imitated without the crystals themselves. Additionally, Maraya visual art can involve harmoniously aligned, if not oddly shaped or placed, collections of minerals slowly moving in a pattern or orbit around another object within a certain area. While beautiful to look at, these too are meant to craft an emotional response based on one’s interpretation of the movements and the colors at play.

However, there is one form of art that all Maraya, regardless of society, embrace when able: vocal music. While instruments are known among their people, the most well-known being strange crystalline half-spheres with a handle which hums and vary in an emitted pitch when touched and stroked called Pyppa, or crystalline rods akin to flutes, Maraya overall prefer to use their voices alone. Communal song is heard throughout their society, and often starts at home, or at least ideally does. Eggs kept in incubators are sung to by their families at least once a week, and newborn babies are brought before the community to witness “The Harmony,” a communal song welcoming a newcomer into the world. There are more times when communal singing takes place, on certain anniversaries both community-wide or personal, in the name of entertainment, or in the name of a union of two parties together in love or arrangement. There is even a communal funeral dirge for those who have passed on, sung when someone has died. All of this singing is extremely harmonious and melodic, Shalota almost naturally suited for singing as a tongue. Even bad singers, who might cause an issue, are incorporated into these musical efforts, and no one is shunned in Maraya society for their lack of a singing voice, or ability to play an instrument.

Cuisine

In comparison to other parts of their society, Maraya cuisine is fairly lackluster. Few if any records survived of Meraic culinary creations, and those that did often call for materials the Home Fleet was simply unable to acquire, given the world had changed so much over the millennia, or plants and animals involved in the cuisine had gone extinct with their forebears. As a result, even Maraya Tohns have culinary dishes that reflect their surroundings more than they do a shared racial heritage, especially seen at Skyfallen tables with Ailor and Altalar dishes being served regularly. Tohnborn and Skyfallen cuisine does have some notable aspects, however, that have been likely transmitted from the Queenship, and in the case of the Skyfallen, are eaten at special occasions. Traditional Maraya meals tend to favor soups and stews over other forms of food, and frequently make use of exotic spices and plants, which are easily grown in the controlled environment of Crystaltech greenhouses and Crystaltech-managed fields. They also make frequent use of seafood and craft a paste known as “Prall’hossq” from fish and seafood, which is used as the basis in much of their traditional cooking. As for the Heshaphists, and also some Haat-Maraya Skyfallen, they tend to favor the consumption of Kathar-based dishes with the table variety that comes with it.

Architecture

It may be said that the Maraya have no architecture because they take it all from the Meraic, and that is ultimately correct. That is not to say there have not been developments and alterations to Meraic designs over the centuries, but on the whole, Maraya society keeps to the visuals of their ancient forebears. The Skyfallen do not build unique architecture, but instead use existing structures and decorating them with Crystaltech and other imagery of the Maraya to clearly illustrate their possession of an often Ailor or Altalar-built space. The Heshaphists, meanwhile, largely live in the tunnels and ancient ruin network of the Vaults, maintaining what exists but not building anything of their own. If anything new is raised, it is in a more Katharic style. It is only the Tohnborn who have built new structures based on the work of the Meraic, but even this is limited. All Tohns on Aloria’s surface are built over old Vaults, and so have an extensive underground network attached to silos, chambers, and tunnels hewn of stone and decorated in a Meraic way. This network of tunnels is guarded and explored by the Tohnborn Maraya, but also has small towns built on the surface meant to guard any exposed entryway into the Vault network. Many of these towns are simple, with large stone buildings built of blocks cut by Crystaltech machines, then assembled by other machines and Maraya working together. They tend to be one to three stories tall, and feature a broad, square base that slowly narrows into a “domed” roof though the outfit is often so ornate with carvings, it is more like a gradual cone. Others have a semicircular roof, with thick rod-style tiling formations sending water out two ways from the house, while the two ends of this formation are flat walls. Circular and square columns exist, mainly as decoration outside, but inside serve as actual structural support, while walls are sometimes carved to feature scenes reminiscent of those down in the Maraya Vaults, though with modern subject matter. These areas are also laced with Crystaltech, walls studded with gems and crystals as part of devices to provide light inside and outside when the sun has gone, or allow for doors to open without the need to push or pull on them.

Maraya States

There exist three examples of Maraya statehood in Aloria, all of which are divided from one another but function on similar forms of leadership and leadership selection. They are also scattered across Aloria, existing in hidden places, not in easy sight of most thanks to the rugged terrain that surrounds them, but also, especially in Daen and elsewhere, the forces of Magic and change brought to the world which allows for easy concealment.

Queendom of the Sky

The Maraya Queendom, or Queendom of the Sky as some also call it, is the formal name for the Home Fleet and their flagship, the Queenship, which is headed by an elected queen. She is chosen from a body of some forty “Rabba-Qarbannach,” which most translate to meaning “Count” or “Countess.” In truth, each are the leader of a section of the Home Fleet and might more easily be known as Captains or Controllers. The Queenship and its leaders are aloof to what happens down below, and most Tohnborn Maraya see all of this information on an elected leader, alongside the structure of Queenborn society, as out of date. Little else is known about the Queendom aside from a greatly advanced level of Crystaltech knowledge, far greater than the Tohnborn, and rumors of powerful war machines capable of flight or warfare on the ground to defend the Queenship’s assets.

Haat-Heshaksaa

Also known as the Haat Underground or the “15th Great Kaahl”, the Haat-Heshaksaa is a monarchy similar in scope to the functions of the Queenship. It is ruled by a Hesha, the Haat-Maraya term for “Queen”, and her rule is law. Their society is one built of family ties and alliances, with a host of lesser nobles existing in a court around the Hesha to help in relations with the Kathar, as well as organize their people. The Heshaksaa has a network of colony sites across Dread Empire controlled territory, with rumors of some existing on mainland Daen as well, but is based out of a Meraic ruin sitting underneath the Kathar capital city of Paärthalaär. This was not the original Tohn Haat, which itself is deeper into the continent of Rokhara, and is largely abandoned by the Haat-Maraya of the modern day. The Haat-Heshaksaa are not a subservient part of the Dread Empire, as some Kathar like to think, but are semi-independent on the understanding that they provide their warriors, spies, and scouts when called upon by the Dread Empress and other leaders. However, they also have individual contracts with a number of the Great Kaahls that provide them valuable resources. The Kathar also find value in the ancient technology and knowledge the Heshaphists are able to retrieve from their old Vaults and tunnel network. It is important to also note that there are Ka- and El-Maraya among the Haat-Heshaksaa, some lured there by Kathar and finding companionship with the Haat, while others view themselves on a more personal mission to learn, educate, and understand this often misunderstood people.

Reborn Tohns

The Reborn Tohns are a grouping of four microstates on the Alorian world stage, scattered from the south into the west of Aloria, formed from the four landing parties which originally left the Home Fleet and Queenship nearly two centuries ago. They established themselves over the ruin of former Vaults, none of which were active, and after a period of exploration and salvage, properly founded their communities with the expectation of expansion, and learning more about both the surface, but also the Vaults across Aloria. This has overall taken place, though with the increased activity of the Queenship, some wonder if the Tohns will be contacted again soon like they sometimes were in older times. Each Tohn is ruled by an elected Potentate (called a Khallan’saa in Shalota) who is chosen from one of twelve Councillors. These Councillors each have assigned duties and are respected by the community, and while not universally so, are often older Maraya long settled into their roles in life. It is important to note that there are Haat-Maraya within the Tohns. While they were kept at arm's length upon first arrival, a small but vibrant group of Haat now exists within each Tohn scattered across Aloria. The four Reborn Tohns are as follows:

  • Tohn Maar Zintheer: This Tohn was founded in Hadar and is the only one whose territorial boundary, as well as location in Aloria, is known for certain. As the most publicly known Tohn, it has a heavy military focus, certain they will be attacked by a large force someday, but is also commonly a point where Skyfallen come to meet Tohnborn Maraya. It is also the site of the Tohn Amantheet, a school of archeology open to all Maraya, and able to be attended by Skyfallen.
  • Tohn Qaar Damman’llau: Located somewhere in the Hȏrtutor Wildlands, Qaar Damman’llau has kept itself hidden despite active searches undertaken by Altalar over the past century who are aware it is somewhere in their territory. It is probably best known as the Tohn of Light, given its unique technology focusing on lights, projection and more.
  • Tohn Bannomm Qinsheen: This Tohn is found somewhere in Hyarroc, near the border of Avanthar Rokhaal, Talant Ilha Faial and Talant Sulleÿ-Fanhaal. Often called the Plains Tohn by Maraya given its location within the Ularen Plains, it is best known for its focus on harnessing wind power and for launching small, one to three-person airships powered largely by the wind. It is also theorized to have some of the same weather-control technology as the Queenship.
  • Tohn Tharm Demm: The furthest Tohn of all them, Tohn Tharm Demm is found on Fendarfelle, in the rugged wilderness near its coastline. While it is not currently within the territory of the local Colonial Charters, many suspect their borders are creeping closer toward this isolated Tohn. The Tohn is best known for its unique systems of power harnessing, supposedly thriving off the heat generated by regional lava flows.

Combat and Warfare

An example of the whip-and-striking weapon known as the Stirrin, used by the Maraya. The whip part is adjustable to allow for the dual function of a short to longer-range striking tool.

The Maraya methods of combat and warfare have often been mischaracterized by non-Maraya until more recent times. This was largely due to a false conflation that the Home Fleet and Queenship were in the same society as the surface Tohns, with the Skyfallen more like infiltrators, and the Haat-Maraya distant dark assassins, representing a dark underbelly to the Race as a whole. As a result, Regalians and others viewed the Maraya in insectoid terms, a swarm that was spreading across Aloria with different avenues of infiltration and affiliation with those around them. Despite the offense it causes, many still use such terms, naming the Home Fleet the Home Swarm, and call the Maraya nothing more than bugs. It does not help that the Queenship’s tactics, when engaged in group combat, involves overwhelming force, from dozens of advanced Crystaltech machines leading the way for armored and masked warriors, guarding machines which then drop to start extracting material resources. This method of warfare is exclusive to them, however, and the other groups do not engage in it. The Tohnborn often fight defensive conflicts, with a strong offensive focus only when their regional territory is violated to drive out attackers. Skyfallen range from pacifistic to militaristic, all depending on their upbringing, while the Haat-Maraya take on combat roles as elite scouts and warriors, who work as special units within the Kathar military to fulfill the Dread Empire’s goals.

As for the individual forms of combat that the Maraya make use of, there are several varieties. Their best skills are based on their agile movements in hand-to-hand combat. Their agility and surprising flexibility further assists in their ability to defeat foes. El-Maraya commonly use whip and flail-like weapons, while Ka-Maraya are more prone to using their own fists and heavier weapons, and the Haat-Maraya fight with their hair and claws. The School of Bommasamoll encapsulates each of these forms of combat and is the most common form of combat training among all three Maraya subraces. However, there is also a form of combat different from Bommasamoll, which often doubles as a sport in Maraya society. Known as Meray Boraan, or the Meraic Boxing Art, it is the oldest form of unarmed combat that the Maraya are able to recall, with roots in meditative practices back from their Empire days.

Meray Boraan is a low-stance martial art, involving numerous kicks, clinches, and knees. Each Subrace has their own take on the discipline, with the El-Maraya form considered the default but simultaneously the most graceful and well-pivoted, the Ka-Maraya form considered slower and more ponderous but carrying heavy strikes and well-placed tail swings, and the Haat-Maraya form considered unstable and less composed but more aggressive, with strikes to poke eyes and bruise the weak points of limbs worked into attacking rhythms. When practiced in sport form, it is tradition to fight for the best of three blows landed on one’s opponent. Maraya boxers dip their hands in paint before fighting and allow them to dry until they are no longer dripping so that no one can doubt when a strike has been made from the fluorescent dye left behind. Regardless of society, all Maraya come together to bond over this sport, and Crystaltech Engineers compete to build so-called Pattern-Golems, crystal constructs that let a fighter practice against a pre-programmed opponent.

Religion

The Maraya lack a formal Religion, and there are some who believe the Meraic similarly lacked one. However, the Maraya of the Queenship and the Tohns did have, for a number of years, the “Tohn Sona”, or Great Purpose, which were a collection of documents stored in every intact Vault sleeping chamber. They were meant to be a guide to the world after the Void Invasion, with charts and maps included alongside copious instructions, written survival guides, and general information on the Vaults, to allow those who emerged to rebuild and thrive. However, the Meraic slumbered so long that they became a new Race, and that Race emerged into a world where the Tohn Sona was nearly useless. Instead it took on a philosophical edge, especially after the rescue of the Ka-Maraya from Sendras. It became a guide of morals and ways of living, but also how to treat the world. As time went on, and the Tohnborn reached the surface, the Great Purpose faded from focus for the Maraya. It claimed racial supremacy, that the Maraya would inherit the world. Instead, the Maraya were weak, forced to avoid large-scale conflicts of expansion as their population remained small and unable to prosper as had been imagined. Additionally, with the scholarly and philosophical bend of the Ka-Maraya, many soon began to profess different beliefs, or rejected the nature of the Great Purpose in favor of philosophies of life to guide existence. Nearly all modern Maraya writings are authored by Ka-Maraya scholars, with a keen affinity for the exploration of philosophy and the roots of the many external practices in other Races when it comes to faith. While many still study and make use of the Tohn Sona’s texts to inform their life, the prevailing theory among most Tohnborn Maraya is that there is an energy across all of the universe, between all Dimensions, which exists in the living, the dead, and the inanimate. Their Crystaltech is a manipulation of this worldly energy, and each Race has certain traits that benefit from the twisting of this energy through them. However, where one’s beliefs go from here is often up to individual interpretation; though meditation, observations of the natural environment, and the study of knowledge are all ways people are known to engage with this energy. Skyfallen and Heshaphists are often informed on these beliefs, but only sometimes practice them as they more commonly follow Ailor, Altalar, or Kathar faith practices respectively.

Economy and Technology

There is little to be said about the Maraya economy, as there is no trade to external powers from the Queenship or the Tohns on the surface. The Skyfallen and the Heshaphists, meanwhile, are part of the economies of wherever they are found, regularly exchanging their services and knowledge for resources for their broader communities. However, Maraya technology, known as Crystaltech, is far more notable given its unique status and visual appearance. Often appearing like Magic, with large carved pieces of Quartz and gemstones knit together with other smaller pieces, often in clusters, and sometimes with metallic sheets or flourishes set as a minority, Crystaltech involves the alignment and harmonizing of these elements together into a working whole. The knowledge is purely of Meraic origin, and now, is in the hands of the Maraya. Tohnborn are the most prolific users of Crystaltech of the three Maraya groups, and tend to teach others of their Race when outside of their Tohns and in the wider world. This technology is also what allows the Tohnborn Maraya to live such hardship-free lives. Their water is drawn from the air and up from the earth via moisture collections and automatic water pumps, farmed and purified for common use by their households. Giant crystalline machines slowly crawl through the agricultural fields and plant groves of Tohnborn farms, planting, watering, tiling, and weeding what lies beneath their appendages. Then there are the machines of pure convenience, unique lights that turn on and off, devices that play recorded sound, even records or stories of the past played for the viewing or listening pleasure of those around them. Other devices offer floating tables to follow after their owners, grant unique perspectives on the world around them through varied lenses, or are noisemakers to amuse, shock, or harmonize with. Ultimately, all of it is unique and comes in shades of purple, pink, blue, and green. Due to its aetheric nature, and also beauty to look at, many outsiders desire it for this stunning appearance, especially wealthy outsiders. As a result, the provision of Crystaltech devices for a price can be said to drive a portion of the Maraya economy, not that they need it, given how much is often granted through their autonomous and helpful machines without the need to spend money.

Interactions and Customs

  • 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.”
  • 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.
  • The recovery of the petrified Maraya eggs from the Chamber Crash is one of the most important missions any Maraya can find themselves on. Any Maraya on such a mission is virtually immediately given whatever aid is possible by other Maraya, even across society lines.
  • 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.
  • Maraya generally avoid sharing too much information with outsiders about their origins, which has not helped misconceptions about their existence. One way to earn their trust is by providing them with crystals and gemstones, especially if they are Engineers.
  • It is considered a sign of importance or closeness for a Maraya to change their coloration in front of someone else, as this is usually a private happening akin to getting dressed or undressed.
  • El-Maraya greatly enjoy strong aromas and scents. While odd, it is customary to let them smell a dish made for them within a foyer of a home before they allow someone deeper in.
  • Ka-Maraya greatly dislike any meal involving shark meat or shark fins as ingredients. Such meals are rare, but they tend to sit back, cross their arms, and thump their tail slowly on the ground when confronted with such a dish.
  • Haat-Maraya have a fondness for dark places, given that they can see in the dark without much trouble, many not even bothering to properly light their homes which can prove troublesome when having non-Haat as guests.
  • Lost Maraya are often referred to obliquely as “those off the path” and “that which is still” even when they are within earshot or directly in front of non-Lost. This can easily infuriate them, but it is a necessary part of Maraya society to reject these Haat-Maraya by compelling them to gain back their proper name in the eyes of their fellow Maraya.

Trivia

  • It is said that during their gradual awakening the Maraya sang to one another, serenading their newly emerging fellows until entire sleeping chambers were filled with their harmonious melody. There is thus a belief among some that Shalota was actually once a sung Language and not one that was casually spoken.
  • There are unsubstantiated rumors of heavy Draconic imagery in many Maraya Vaults, and that the mysterious Leylines of Aloria, also tied to Dragons, played a role in the function of these Vaults.
  • Maraya Engineering has a fondness for additional pairs of limbs in their creations, a trait most commonly seen in their Golems and Familiars.

Accreditation
WritersMonMarty, HydraLana
ProcessorsAcosmism, Volaie, OkaDoka, FireFan96, MantaRey
Last EditorHydraLana on 12/5/2021.

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