MILISARIAN RACE

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MILISARIAN RACE

Post by Nyx on Sun May 31, 2015 2:44 am

MILISARIANS:

Milisarians are a race of telepathic, awakened humanoids (most with incredible strength and powers), who enter a state of hibernation every five years. Milisarians naturally have pale skin and have markings upon their flesh to hold intelligence that was sealed away due to the brain self-destructing when filled with too much information. A normal Milisarian has around 5-10 chains of marking on their bodices (favouring the right side) and are usually either green, red, blue or purple. Abnormal Milisarians may have 11-12 chains on their bodies. It is recommended for a Milisarian to understand at least more than two of their markings in their life-span, as most of the beings live to around eighty. Both males and females have odd colours of hair and eyes - the natural shades being silver, green and blue hair - alongside golden, red and violet eyes. Silver and green hair is more likely to be found, while blue is rare.  It is the same with golden eyes and red, violet is also rare.  They thrive in most planets - with the exception of some planets; of which are too hot for their hibernations - thriving on their home planet, Minaria, especially.



MILISARIAN CLASS SYSTEM:

Royal Milisarians, such as the Grand Empress and the High Governess, will be taught from a young age to fine-tune telepathic powers to channel elemental powers from the ground of Minaria itself. They are naturally ‘fattened’ with intelligence so the Khreva*[1] may be pleased with their offerings. Due to their heavily imbued intelligence, the ak’sahs of a Royal Milisarian will be far brighter than that of a normal Milisarian.

Some Milisarians are imbued with mass importance and are thus experimented upon to become higher beings than that of Wiser Milisarians. These Milisarians are called Proto Wisers (dubbed Proto Milisarians) and are naturally used in the Minarian government. Because of their unorthodox way of ‘learning’ their ak’sahs under forced and controlled conditions, their markings have lost their colours and have become black. Lower-level Proto Wisers are individuals with a natural finesse for teaching, and naturally spend their lifetime teaching others how to adapt to their ak’sahs. Middle-level Proto Wisers are individuals such as soldiers, guards and senior infantrymen. Senior Proto Wisers are bodyguards and guardians to those in higher power - such as Grand Empresses and High Governesses. All Proto Wisers will have a broad knowledge but more significant detail upon certain attributes and topics that are deemed important to their job roles - for example, a Senior Proto Wiser will know more about defending others than a Middle-level Proto Wiser would, and a Middle-level Proto Wiser will know more about enforcing law and structure more than a Senior Proto Wiser would.

While Doctors and teachers may spend their lives teaching others about their markings, scholars, Professors and Intelligence Professionals may spend their lives trying to understand their markings wholly, of whom will normally understand 6-8 of their markings. This gives Wiser Milisarians an average of 1 marking understood per ten years. The Wiser Milisarians are the ‘upper class’.

Middle-class Milisarians (named Selshare Milisarians), such as athletes, mercenaries and weaponsmiths, were individuals who decided to follow a path of ambition - selling their skills to many. A weaponsmith may understand their markings through their work, where many report to see apparitions and hear voices in the fires of their forges. Athletes may push themselves exceedingly in their actions - to the point where they unlock pieces of information as to how to improve their speed and pace, alongside how to fine tune muscles to throw further, leap higher and jump further. Mercenaries may do the same, co-ordinating specific parts of the Milisarian brain to react less to pain or to improve telepathic powers. Co-ordinating  the mind can also improve hand-eye coordination, improving aiming skills with firearms and quick reactions with melee.

Lower-class Milisarians (dubbed Worshare Milisarians), such as merchants and tailors, were individuals that merely wanted to make a living in Minaria by selling their wares, food or clothing. A tailor may unlock their own intelligence  by envisioning their projects in dreams - where merchants may just ‘know’ things about their customers, and will thus forth persuade them to buy products merely because they know how their customers prefer to be spoken to.


CULTURE:


Their culture is highly competitive in both mind and sport - where most individuals either train themselves in mind and in muscle. However, both skills are needed to play the national sport, - Khrelal, involving two teams fighting for control of three flags in a constantly-changing, maze-like arena. The game of Khrelal itself is to compete for the honour of sacrificing oneself to the dark beings below the surface of Minaria - the Khreva. It is only played on the final day before the hibernations.The winning team is sacrificed ‘gloriously’ to Khreva. The High Governess of the five years is also sacrificed, alongside the Empress - to hope for bearable summers. However, the Governess and Empress remain unknowing of their sacrifice until the actual ritual - in aid of pleasing the beings furthermore.


DRUGS AND ALCOHOL:

C318 (AKA CardShark) is a drug commonly passed around and dealt in the poorer planets of the galaxy, mostly used by hustlers (injected in the eye) to boost retina strength - so much so to the point where they will be able to see through cards when hustling and gambling. It may give different effects dependent on its user and in its qualities, but naturally it may gift its user the ability to harness boosted abilities, such as superhuman strength (if injected into both biceps/other muscles), or any other abilities of the sort. Its side effects include mild sickness, insomnia, schizophrenic tendencies and after taking large quantities of CardShark, can be lethal.

Since finding out that Sphyx Carklog from Silphon IV had used such substances to boost his strength in the Khrelal games of 2449, it is currently under close observation by the Aldar Corps and other forms of intergalactic polices on the planet(s):

Tarpheon, Gilbrin II, Silphon IV and Glarion.


CRIME AND PUNISHMENT:


In Minaria, the Death Sentence is still in order, but there are specific tiers to crime - where the most extreme of acts are sentencable by death. Some crimes like prostitution are not illegal but must be approved by the government, to take taxes from the business. Non-declared prostitution is illegal and is punishable by death. The death sentence is not an act of generosity - but the act of being thrown out into space - where the accused would suffocate and die. DO note that all of these punishments can happen to one person (accused can be beaten, tortured, then sentenced to death).
The tiers of punishment are as follows (from most extreme to least extreme):


Death Sentence


  • First-Degree Murder and Second-Degree Murder
    Treason (including Major Forgery)
    Non-declared Prostitution
    Voluntary Manslaughter



Physical/Mental Torture (then imprisonment)  


  • Hacking into Government Systems
    Spying
    Kidnapping



Public Beatings (then imprisonment)


  • Drug Possession (High Quantity)
    Major Theft
    Sexual Assault
    Rape
    Involuntary Manslaughter
    Disturbing the Peace



Prison Sentence


  • Drug Possession (Medium Quantity)
    Petty Theft
    Forgery (of minor reasoning)



Warning


  • Drug Possession (Low Quantity)
    Vandalism
    Public Intoxication
    Indecent Exposure





ECONOMY:

As a rich planet, most question how Minaria gains its money. The odd truth is that it is the home to many an odd creature - specifically the Kharvin, the offspring of the Khreva. The Kharvin are large, arachnid-like creatures that spin fine silk and in death, ooze a rich fluid that is used for cooking specific meals and is even drunk by many a Milisarian in their time (further information below). Minaria sells almost its weight in Kharvin Silk and Kharvin Extract. The average price for Kharvin Silk (per metre) is around 600 units, where Kharvin Extract costs around 5300 units per litre.


FOOD/DRINK:

Milisarians are known to have their quirks and delicacies, from Minarian coffee to Kharvin Milk. Certain dishes will be infused with Kharvin Milk, such as Har’kim, a fine and rich soup that is infused with spices and later balanced out with Kharvin Milk. Other foods will use the Milk in sauces - such as Khrin’skan, a sauce conjured from the fat of cooked animals and is thus thickened with Kharvin. Kharvin Milk can, in fact be drunk pure and is normally a delicacy among the richer folk, especially given to the Empress and the Governess in the evening and in the morning as a sign of planetary respect.

Minarian coffee, named Rak’skyr, is created from the Skyr bean, of which can be found in the forests and jungles of Minaria. It is rich and strong - and is usually mixed with Kharvin milk and Har’skyr sugar.

Another item of interest in the Minarian culture is Ar’kinso, a vivid orange alcoholic drink, created from the ground of Minaria itself. Ar’kinso is the sap from the Khrin trees in the forests of Minaria, and in exceedingly high quantities, can be lethal. However, in responsible intake, it can be a pleasant and spicy drink.


RELIGION:

At the beginning of time, there were sixteen suns and the Khreva. The Khreva were naturally hungry creatures, and so they began to fight each other and feast on the insides, leaving the shells behind. The dead shells formed the planets of the Galaxy. One Khreva, however, was smarter than the others. He ate the stars — leaving but one behind. It was after this that his insides shrunk, and his shell grew. This Khreva formed Minaria. Minarians believe that they live on the shell of the last Khreva, and if they do not worship and donate sacrifices to him, he will burst out of his shell and crush Minaria. But, because they do not want him to grow at such an extreme rate, they sacrifice every five years. This may also be because they do not want his belly to grow warm with digestion and burn the surface of Minaria. It is believed that in the 'Dárkvàh Ap Sãrkvèèn' (end of days), the last Khreva will burst out of his shell and die — releasing the fifteen suns he ate. This time, when all sixteen suns are born again, is what the Minarians call the 'Ōkkvah Ao Préhvó' (order of sixteen suns).

Because of their religion, the Minarians follow the calendar referring to 16 months, each month to each sun. The first month of the 16-month year is known as first sun, the second month is known as the second sun, the third is the third sun, and etc....


THE BROTHERHOOD OF SIXTEEN SUNS:

“A home for refugees, exiles and fugitives of Minaria.”

The Brotherhood of Sixteen Suns are a faction on Euplilia Prime, a planet riddled and strewn with ruins of temples - a planet once deserted. The Brotherhood believes that the original ideology of worshipping the Khreva is false, and that the Minarians should instead worship the sixteen suns of the universe. As to spread the message of their belief, rejects, exiles, refugees and fugitives of Minaria are contacted and very frequently invited to spend a few nights at the temples. However, there are many dark secrets harbored behind the bright face of hope that is the Brotherhood of Sixteen Suns. They believe that by blowing up Minaria, they will kill the Khreva within, and the Ōkkvah Ao Préhvó will come at a much earlier date. To become a true brother or sister of the Sixteen Suns, a Milisarian will have to engage in the ‘rebirthing ritual’, which is the process of burning and scarring the ak’sah prominent side of the body, which will lead to the ak’sahs being entirely concealed with scars. This will burn out the ak’sahs or conceal them with scars, both removing the Milisarian identity that the now-brother/sister of the Sixteen Suns had. This ritual was adapted when Lady Sinister, the founder of the Brotherhood, burned her right hand - which became scarred. She found the ak’sahs on her hand to be entirely concealed by burn-scars. Taking this as a sign of rebirth, Lady Sinister dubbed this to be a sign from the Last Sun, and burned along her right side entirely to conceal all ak’sahs beneath scars.

During the month of the second sun, Lady Sinister demanded that it was time to take action and spur on the Ōkkvah Ao Préhvó. This would be done by blowing up Minaria and killing the Khreva, exactly as practiced in the Brotherhood. This action would become known as Project SUNRISE - and was led by Lady Sinister and her councilmen. However, after much planning and discussion, Lady Sinister was found setting up explosives under the surface of Minaria, and was promptly executed. The others escaped, but the Minarian government made sure that she would not escape.

The following individuals are under close surveillance of involvement with Project Sunrise, and if seen, should be reported to an Alder Corps instantly:




  • Ar’vehr Skróls
    Enwhrys H’vádΐr
    Sar’vinryr Cðrklắn



IMPORTANT MEMBERS OF THE BROTHERHOOD:

The following individuals are important pieces and ex-pieces in the board that is the Brotherhood. Should you know anything about these people, or see these people, report to an Aldar Corps station straight away.


  • Lady Sinister (founder, former leader) - DECEASED
    Ar’vehr Skróls (current leader)
    Kashmyr Mosghao (daughter of Lady Sinister, ex-assassin) - DISAFFILIATED
    Enwhrys H’vádΐr (councilman)
    Sar’vinryr Cðrklắn (councilman)
    Skắ’hriks  Harvðk (henchwoman)
    Hypr’éon Mak’sóh (henchwoman) - DECEASED
    Cáh’lyp Skisó (priestess)
    Cắté’l Slaðΐ (temple huntress)



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*[1]: Khreva are powerful beings that live under the surface of Minaria - who crave a group sacrifice every five years.
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Nyx

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