Aloria is brimming with a plethora of races scattered all about the lands and seas alike. Alorian races are all incredibly diverse and individually unique, spanning from the prosperous Humans and their excellent ability to expand, the Maiar that rise to the surface or dwell deep beneath the water, and the Mekett, whose strong culture has only recently surfaced from the deepest pits underground. What makes a race different from any other beast is primarily its sentience; a race has the ability to think, communicate, and is able to be aware of itself, while a beast cannot always do that. Races are playable on MassiveCraft while beasts are typically not, and when referenced, race names are capitalized and beast names are left lowercase. For example, a troll is a beast, while an Orc is a race.
They prayed silently, side by side, for the continued supremacy of the human race.
From the warm coastlines of Daendroc
to the icy ranges of New Ceardia
, the Ailor Humans rule supreme in Aloria. Peaking the social, political, and economic ladder, the Ailor, often referred to as Humans, consider themselves to be the height of society (to the disdain of the other civilized races). In the beginning, they existed as barbaric peoples in Ceardia
. To their eventual rise and expansion outward, the Ailor Humans have proven to be the most progressive and aggressive people of Aloria, having conquered an assortment of populations and nations. The most prominent of these conquerors are those of the Regalian Empire
, perhaps one of the largest ruling bodies in Aloria. Sometimes considered the inheritor realm after the fall of the Elven Empire
, the Regalian Empire proves to essentially be the center of Alorian life and activity, the empire’s capital sitting as a cultural, political, and economic center. While maintaining a similar build to the other Human races of Aloria, the Ailor tend to be the most diverse. Ranging from paler complexions to dark tans, Ailor Humans feature a wide spectrum of physical appearances and culture, having been a widespread people throughout Aloria. Along with their unique physical aspects, the Ailor’s culture, customs, and traditions vary even more.
Small ships sailed between towns, propelled by breezes cast from tired mages.
Quiet and elusive, the Ch’ien-Ji are no new people to the world of Aloria. These seafaring folk are masters of the sail, using their unique prowess in magical arts to help with their maritime efforts. Proud, peaceful, and wise, the Ch’ien-Ji grew rapidly from their homeland of the Yang-Tzu Isles
, going onwards to establish an early trade empire. However, their progression into what could’ve been a magnificent society has been stunted by the aggressive Wulong
, a beastly people who shared the isles with the Chi’en-Ji. Many years of bloody war and conflict polluted the isles, and copious amounts of Chi’en-Ji fled their homeland in pursuit of better lives. Being a beacon of opportunity and a fresh start, the city of Regalia
houses the shorter Humans, regardless of their peculiar culture and their distant native land. Typically, Regalians treat them as first class citizens, despite their unfamiliar oriental culture. The rituals and habits of these people tend to be endearing to those who are native to Regalia, though they tolerate the behavior as a cultural anomaly. Chi’en-Ji typically have olive or tan skin tones, with black hair and golden eyes to compliment it. Their language and naming patterns are usually based off real-world Korean, Chinese, or Japanese.
Deep underground, ingenuity sparked as bright as the forges that fueled them.
Stocky and short, the practical and innovative Dwarven race is known as a source of great progress as well as tragedy at the hands of others. Inventors and expert axe fighters, the Dwarves continue to contribute to the world’s mechanical and forging advances while they cling onto what little remains of their proud heritage, marred by the betrayal and destruction caused by other races. At the hands of the Dakkar
and betrayal by the collapsing Nelfin
Empire, the Dwarves suffered greatly and lost many of their great kingdoms. Many fled to the surface, others remained to defend what little pride remained. For those who did flee to the surface, integration into the Regalian Empire
was inevitable, bringing with them a wealth of knowledge on airships
, cannons and other uses of gunpowder. Certainly, Dwarves are what gave the Regalians a technological advantage over the other major political players. Dwarves continue to fulfill an important role in the industries of this large Empire, being the only truly non-Ailor race that is universally accepted by them, albeit with some comedy at the expense of their height. The Dwarves dream of one day reconquering their Dwarven holds lost during the Dakkar wars, with or without the help of their Ailor
No information available...
No information available...
The gentle ticking of the Almuttaq divines the path to Esrah Alwattah in earnest.
Qadir, or sometimes called Mansuriya, are the native people of the Farah'deen
continent before the collapse of their civilization at the hands of the Songaskia
. Meticulous and precise, the Qadir are known clockworkers, fine silver carvers and praised artists who take pride and value in their expertly crafted items. The Qadir are few in the world, but they are a resilient and inventive people, distrusting of outsiders since the fall of their great Empire, yet willing to teach the lesser races in the ways of their culture and knowledge. For every calamity that strikes their people, or the world, the Qadir have some invention that will give them a chance at beating the odds. The Qadir are ruled by a collective of clockwork machines, divining decisions for a race that has lost faith in the existence of gods a long time ago. Despite their small numbers, Qadir are ever present across the world, hired by the rich and famous for their skills and unrivaled sharp sight. Their Hadritya’s, places of learning, are yearned for many would be scholars, even if entry is ever so difficult to achieve.
Leaping from tree to tree, all it takes is one touch, and you’ve met your match
The Solangeria Qadir (shortened to Solangerians or Solang or Jungle-Qadir) are a sub-race of the Qadir race, though their common ancestry is somewhat vague and speculation purely on the color of their skin. The Solangeria are considered by many to be the missing step between Wulong and Human, in that their body frame is different from most Humanoid species, and they have a monkey like tail, though every other aspect about them is Human. They are often also called “Mimics” because of their unique ability to absorb skill based knowledge from an opponent by touch. The Solangeria Qadir live on the continent of Solangeria where the dense forests hide their homes among the few caves that break the surface. The Solang are both aggressive and tribal, though in recent years some have been found across Aloria as slaves or servants.
As the sun dials turned, the focus point was cast in fire, and soon, the convict was no more than ash.
Fiery and cruel to other races, the Songaskia control a major rivalling Empire to Regalia
, the Masaya of Farah’deen
. The Songaskia are dark skinned humanoids with white hair and golden eyes that betray a past intricately linked with magic and the disappearance of Dragons from their corner of the world. Ever militant and magical, the Songaskia combine the arts of warfare with magic to establish their dominance to the south east of Regalia, in an ever escalating conflict of supremacy. Wars between the Ailor
and the Songaskia are frequent, but war is not all these desert dwellers are good at. Infamous pirates and slavers, to be captured by the Songaskia is to be sent on a wild journey through the pearl cities of the desert, massive bastions of Songaskia power and wealth. Between the gold domed palaces of the desert princes, processions of magic herald the supreme rule of the sun, the focus of Songaskian religion. Songaskia’s found in Regalia are often a painful reminder to the Regalian Empire of the short lived occupation that is all too fresh in memory.
Trekking through the forests, they stop upon seeing the dancing shape of spirits.
Although not a standalone race, the Tarchlann culture differentiates so much from its Ailor
roots that it is easy to believe it shares no roots whatsoever. Worshippers of nature and the last true practitioners of Primal Magic
, the newly discovered Tarchlann of the southern hemispheric continent of Muird
, are a culture wrapped in tradition and mystery. Bringing with them spiritual forces
and a power once thought lost, those of the Tarchlann culture find themselves foreigners in a world that may forever mark them as outsiders. While their history remains unclear to the rest of Aloria
, stories and illustrations reveal that the ‘Marked Ones’ are no strangers to trials and tribulations.
It was unclear whether they were territorial, or whether it was war that fueled them.
Depending on perspective, the ape-like Wulong are either the cruelest of savages or the embodiment of uninhibited, natural thought and action. They are made fearsome by their physical presence and more exotic because of their tails and thick tufts of hair, but it is the mind of the Wulong that makes them truly dangerous: they are emphatically blind to the suffering of other races and motivated only by the pursuit of that which pleases them. Much taller and stronger than Ailor
, they move with the same raw and unrestrained power that characterizes every facet of their life. Wulong hunt, dance, fight, and even appreciate the natural world with an unmatched, if somewhat scattershot, enthusiasm. On the rocky and barren islands of the northern Yang-Tzu
archipelago this subrace of Humans lived in primitive isolation until they encountered their southern neighbors, the Ch'ien-Ji
. Centuries of war have followed those first bloody territorial disputes, affecting every area of Wulong tribal life and even driving some of their numbers beyond the archipelago. Those who have found their way to Regalia
may find themselves unsuited to a place where restraint and reason secures one’s place in society. At best, citizens and guards will keep a close and suspicious watch, but the reaction of any Ch'ien-Ji may be far more explosive.
The ghosts of the Elven Empire whispered in the eaves of every town, city, and tribe
Upon a first glance at the husks of the great city of Rie, one would hardly think that only four hundred years ago, it was occupied by millions of Altalar. The original, as well as most populous subrace of Nelfin, the Altalar once ruled the Alorian stage as a great power with their magic might and their overzealous expansionism. They most frequently have blond hair, and are often seen with blue or green eyes. This is all accompanied by their incredibly angular faces with equally pointed ears. Most Altalar enjoy intellectual provocation, taking to scholarship, magical pursuit, and politics more than most other races, utilizing their intellectual superiority and longevity to become the ultimate mages. Altalar schools often double as temples devoted to the Elven Goddess known as Estel, a mysterious female figure thought to hold complete hegemony over all of Aloria. Rather than fighting or caring for nature, the Elves of the city enjoy a life of decadence, delving into personal pleasures rather than bettering the world around them.
Prior to the Cataclysm, the Elven Empire ruled as one of Aloria's highest organized powers. They enslaved many races, such as the Ailor, Tigrans, and Slizzar. This Empire survived until the most recent Void Invasion
, where nearly most of the population would be wiped out. Following this, a subsequent Orc invasion cut the remaining population in half, hammering the final nail of death into the coffin known as the Elven Empire. Today, the Altalar of Regalia
begrudgingly acknowledge the Ailor
supremacy. They shun most other races, but out of convenience, they acknowledge the military might of the Regalian Empire. This doesn’t stop the Altalar from holding the belief that the Nelfin will rise again and retake the mantel of their fallen Empire. Until then, the Elves shall bide their time and wait, perfecting their arcane arts and expanding their knowledge of Aloria.
With a single kick, the horse was spurred with a cry as the arrows flew overhead
To many, the Avanthar are the wild horse masters of the plains of Daendroc
and the open fields stretching into Lusits
. While originally being an Elven
race, the Avanthar have since their first interbreeding changed far away from their Elven lineage due to their belief that the Elven race was physically inferior to the Ailor (and other races for that matter), and that they should absorb the strengths of other races. In many ways, the Avanthar have become a half-breed race, but they have developed their own unique features that set them apart from other Half-Elves. Their culture is also a far cry from the old Elven high standard of living, having reverted to being pasture nomads, but isn’t nearly as barbaric as it is often implied by ignorant Daendroque
settlers. Avanthar engage in an aggressive guerrilla style warfare employed against primarily Orcs
, while taking the unofficial mantle of the protectors of the plains, and all that live within. Skillful with a bow and large in number, the Avanthar are primarily a war-like race that continue the fight against the Orcs. Even three centuries after the last semblance of their Empire
collapsed, the Avanthar steele on in the hopes of one day cleansing their lands of the green menace and taking up a leading role in what they call the Nelfellim, the resurgence of their Empire.
A gentle wind blows at the windmill, the only movement on a quiet plain.
Cielothar as a name refers to the more agrarian Elves who are also commonly called the Wind Elves. This nickname comes from the fact that central to all of their settlements stands a massive windmill that doubles as their main granary as well as their social gathering center. The Cielothar are often seen as the antithesis of the Altalar
, believing in a tranquil existence in worship and respect of the forest, in harmony with nature and the land and at peace with the wildlife of the world. The Cielothar have returned to a much simpler agrarian existence, rejecting the urban and decadent lifestyle of the Altalar Elves and all war-like behaviors associated with it. Ironically enough this always causes the Cielothar to be seen as the victim Elves, their strong adherence to pacifism making them soft targets for Orc
raiders or Human bandits. The Cielothar are often seen as infantile and naive by the other Nelfin denominations, though they have a natural affinity for Light Magic
and Wind Magic
and are exceptionally skilled when dealing with animals and taking care of their needs.
Far from Aloria's prying eyes, their armies stood strong against the Void demons.
The Dark Elves of Drowda
have a history that reaches back to the conclusion of the third Void Invasion
and the resulting Cataclysm
. Once normal Altalar Nelfin (or Elves
) who fought avidly for their goddess Estel
, their aggressive and militaristic nature and obsession with demons made those around them uneasy. Even when the demons became entrapped on the Forbidden Continent
and Aloria was met with relative safety, these people insisted that more needed to be done. The Drowdar Elves were cast from society due to their frightening adamance to completely destroy Behesael’s army once and for all. Eventually, these Dark Elves flocked to the Forbidden Continent to finish the work they had tried to convince their fellow Altalar to do. The contamination from the continent colored their skin an alien blue and their hair silvery white. To this day, the Drowdar elves predominantly live their lives in citadels on the faraway continent, battling off the torrent of demonic armies and the Shendar elves that roamed the land. While very few are seen to leave Drowda, those that do were either exiled or left by choice. They are treated with suspicion from the rest of the world. Regalians
typically grow uncomfortable around dark elves, and they’ll most often be treated as if they were unpossessed Shendar
, despite the Drowdars’ deep hatred for their grey-skinned cousins. Certainly being exposed to so much void contamination had its drawbacks. Anything from the Forbidden Continent couldn’t be good news. Yet the Drowdar knew that their minds were clear and their cause was pure. They would be the saviors of Aloria.
They faded and returned before anyone could fathom what had happened.
An elusive and mysterious race, the Isldar
prefer to remain shut off from the rest of the world, instead weaving their way into Elladorian
legends. This Nelfin subrace holds a central belief that Dragons
gave life to the world. They say the more elusive Isldar remain sheltered away, tending to the remaining Frost Dragons
. Thanks to their icy seclusion, this subrace bears very similar features, including pale, blue-tinted skin, blue eyes, and white hair. Naturally, Isldar share the typical angular features and pointed ears of other Nelfin. As the existence of most Isldar revolve around their religious beliefs, any Isldar who leave the hold are often considered traitors or heretics for violating religious beliefs. Aside from these beliefs, Isldar appreciate song and music but generally lack the intellectual decadence of other Nelfin sub-races. Many Isldar cannot read or write, speak solely Nelfin or broken Common, and are assumed dependant on magic. Other aspects of Isldar culture and beliefs still remain a mystery as the Nelfin sub-race continues to guard its society, embedded in the worship and fear of the ancient Frostweaver dragon.
The cuts dripped blood upon the floor as a thousand incantations spread into the sky.
The Saivalthar are an enigmatic subrace of elves who are famed for culture of sadomasochism, decadence, and magical prowess. Few non-elves know of these fanatics who stayed true to the path of the old Elven Empire
and continued to live its opulence and moral corruption to the modern day. These mysterious masters of pain and magic
hail from lands further south than Hyarroc in a mysterious continent known as Saivale
, and have only recently returned to the known world. They see all the other Elven
subraces as errant children in need of their control and guidance, but hold no specific love for their fellow Elven brethren. They will not hesitate to sacrifice large scores of other Elves to achieve their goals, which seem hell bent on domination of the western half of Aloria, bringing the old Elven Empire back with slavery in its wake.
The darkness of the Void eventually tainted their skin, their lives, and their souls.
With a cloud cast over them by the Archdemon Behesael
, the Shadow Elves, or Shendar, were once normal Elves who fought alongside the goddess Estel
in the third Void Invasion
. As they succumbed to evil, they soon grew to be their own distinct sub-race. When they began to change, they turned into outcasts, and most gravitated toward their Shadow Council
in Void Worship
and heresy. But the instability in Daendroc
eventually crippled them. The Orcs
invaded, the council fell, and Shadow Elves spread far across the continent. With their distinction from Altalar, their appearances changed. Their skin turned an ashy gray, and their normally healthy hair faded to a shocking white. However, Shendar are still capable of having all the eye colors a normal Elf may have. Nowadays, Shendar are usually possessed by demons at birth, and live in heretical tribes scattered about Daendroc. Their culture is steeped in tradition and magic
. In Regalia
, they are outlawed for their deep history in Void Worship, but a rare Shendar who has not been possessed will have a chance of safely walking the streets lawfully. Unfortunately, tolerance is low for these fair-haired Elves, and Shendar will often find themselves victims to hate crimes, hardly controlled by Regalian guards because of their deep disdain for the race. A Shendar must be charismatic and make good friends if they want to survive the streets of Regalia. Otherwise, they may simply disappear.
An ancient people, clinging to long-outdated ideas...
Wild, aggressive, territorial, and competitive, the Wolathar are everything the Altalar
despise, and everything they want to forget about their own past. Having survived for centuries in isolated pockets deep in the forests, the Wolathar are a remnant of the past, a time and era when the Elves lacked their greatest pride; their Empire. They cling feverishly to their old ways, rejecting the modern Elves and their culture as straying from the path of strength. The Wolathar have become more daring since the collapse of the Elven Empire
in their attempts to broaden their habitat. No longer content to just reserve themselves to the deep woodlands, their nomadic herds and Wód
venture beyond the traditional forest lines, encroaching upon the Yanar
, and even coming into conflict with the Avanthar
on woodland’s edge. Wolathar are as rare in the world beyond Hyarroc
as they are enigmatic, offering a window to the past, yet confusing or questioning established notions of Elven development and origins.
Written on their scales was the rich heritage from which they'd come—ancient history.
The Allar race has had a sorted and ancient history starting back before the Cataclysm on their home continent of Sendras. The main line of the Allar, the Al-Allar, were the most numerous. Skilled in alchemy, they crafted a new race to serve them, the Sa-Allar as cousin races the Zu-Allar and the Es-Allar rose to their own prominence. But with the coming the murderous Mu-Allar, the Allar fled with their Sa-Allar servants to Hadar. There, the Slizzar
incorporated them into the nation and soon, their united kingdoms under the banner of the Essa Empire
. When the Regalian Empire came to the island chain however, intent on ending the growing threat to their imperial power, the Slizzar slipped away to leave the Allar to face the brunt of the Regalian assault. Despite suffering atrocious casualties in the war, the Al-Allar and Sa-Allar survived to seek revenge on the Slizzar, massacring them as the Chrysant War
came to an end. Now serving as dutiful subjects to the Regalian Empire
, their people working to grow again after the horrors inflicted on their people. The Allar as a whole share the same general traits of dark green to brown to grey and even yellow scales covering a reptilian body with spikes and horns growing from their edges with a rigid tail growing out behind them. While the Al-Allar are frail in build, the Sa-Allar were designed to be bulky workers with natural muscular while the Mu-Allar’s defining trait is their feathered bodies. Alchemy as well as wider science are the central focus of many Allar lives. Glassblowing, an art they perfected years ago, is also important to them.
They never realized there was a world outside their harrowing underground caverns.
If there was ever a creature that could survive a direct impact from a sledge hammer, it would be the Dakkar. Hulking beasts, the Dakkar fall in the same category as Orcs
, due to their large sizes . The Dakkar however, as opposed to the Ur and Orcs, are a more armor-oriented species that gains its phenomenal combat efficiency from being bestowed with such a tough hide. Introduced to the world by mere coincidence and bad luck, the Dakkar are singlehandedly responsible for the destruction and collapse of the Dwarven Empire, as well as pushing them to the verge of extinction. Similarities may be drawn in between the tales of the Orcs and the Dakkar, as they both supplanted one great power and then fell to instability among themselves. The Dakkar conflict (referred to by the Dakkar themselves as "The Great Strife"), is an ongoing civil war that has various Dakkar sects fighting one another for religious dominance. Their faith of Hael
, an inherently chaotic religion is an ever-evolving belief system that demands different things from the Dakkar every generation. The Dakkar now stand poised to strike out against the Isldar
, a clash of fire and ice that would send Ellador
into a spiral of violence and conflict. Still, the future of this race is not entirely drenched in warfare and violence, there are peaceful elements among the Dakkar that advocate compromise and peaceful coexistence in this (to them) new and unexplored surface world.
Serpents slithered across endless streets, both deadly and magnificent.
As mysterious and secretive as common snakes, the Slizzar are the rarest race in Aloria; only a few thousand still exist in the entire world. Slizzar were once abundant in the Essa Empire
and before, though war and racial cleansing seriously diminished their numbers. Slizzar are distrusted, yet alluring to most other races due to their inherent shape-shifting abilities. Slizzar continue to do what they do best nowadays: worming their way into the trust of individuals in power, and then using that to better themselves. They can often be seen as courtesans and advisers, but are also successful assassins or spies. Few can be found in the open, though all of them travel back to Ssasrakand every year during the solar eclipse day.
The willing slaves purred beside their masters, minds tainted with former servitude.
No race bears as extensive a history of slavery as that of the Tigran race; once all beastial creatures of the wild, Tigrans are known for their resilience in the face of adversity. A prime example of this can be seen in the transformation of some Tigrans into those who have become known as Tamed. These Tigrans have gained a sophistication and a loss of instinctual responses; they are often the most intelligent and most tamed of the species, often finding themselves in self-servitude not too unlike their ancestral history of slavery. Large and Small Ferals, on the other hand, are Tigrans resembling large and small wild cats which often travel in tribes. They are seen as savage and are more often spotted in the wild than not. The most unspeakable and rare subrace of Tigran is known as the Degenerate. These creatures walk on four legs and have no intellectual capabilities. These sub-races have developed in response to the slavery the race has been subjected to through the years. Originating in Ithania
, Tigrans were initially discovered by Elves
who proceeded to hunt Tigrans for sport and enslaved those Tigrans bearing intellectual capabilities; at one point, ninety-five percent of the Tigran race found themselves enslaved to Daendroquin
Elves. At the pivotal collapse of the Elven Empire
, Tigrans were able to escape and have since evolved into a wandering race with no true culture of their own, often seeking to adapt to the cultures around them. Those that have found their way to Regalia
have tried to integrate into the community as best as possible, having found that they bear little to no rights and hence little protection within the city. More often than not Tigrans indenture themselves as servants to the wealthy and the nobility, not straying too far from their ancestry.
Their large, burly bodies walked with surprisingly gentle steps in the frozen tundra.
One is likely to mistake an Ur for a bear standing upright, more so if seen through the falling snow on some frozen plain. Their ursine bodies are typically muscular and bulky, often with layers of insulation that keep them safe in climates that could kill a Human
even when wrapped in furs. However, that same observer might also notice the totems and jewelry that speak of reverence for their ancestors and of the great spirit Svelarun
. And while the incorporation of their belief system into everyday life has helped earn them a somewhat unfounded reputation as gentle giants, the Ur have been engaged in a religious and territorial, species-wide war with the Thylan
. That conflict has shaped nearly all of Ur history over the past few centuries, driving them to form large tribal confederacies where they’d previously traveled nomadic routes alone or in small groups. Some have gone further, spreading out across Aloria in search of allies that may help turn the war in their favor. An Ur traveling as far as Regalia
should always wear clothing, lest they actually be mistaken for a wild bear. And while capable of defending themselves, they should watch their backs—their furs are still worth quite a lot in Regalia.
No information available...
No information available...
Crude weapons crushed by crooked tusks; they fought with passion and fury.
Large, hostile, and in possession of tusks capable of goring an enemy, Orcs have earned their reputation as fierce and intimidating warriors. Even their young are left to fight it out in ‘pits’ where litters are reduced to only the strongest few survivors. Throughout their lives such strength and ability in battle will always determine their social status. Not surprisingly, tribes tend to maintain distance from one another, and even then, infighting has always limited the growth of any large scale Orcish empire. Physically, they are sometimes called grotesque, perhaps due to their gray or green skin, imposing musculature, and less than sunny disposition, but that hasn’t deterred other races, such as the Humans
, from employing them to do the heavy, dangerous work in battle. But whether recruited into war or self-motivated, theirs is a history defined by conflict. In particular, Orcs have been engaged with the Elves
ever since first fleeing the increasingly poisoned air of their homeland, Guldar
. Once they even brought the Elven Empire
to its knees in a war culminating with the ‘Big Boom’ that wiped the capital of Ríë
off of the map.
They awoke to a great purpose, and built their hives with a fearsome vigor.
The Circci have awoken to a world that has moved on, a place where the thriving civilization their ancestors built has been forgotten. Lost too is the physical form of the Meraic
of old, for the Mekett who emerged from the earth in their stead have been transformed by their time in stasis into an insect-like species with features alien to the other inhabitants of Aloria. Much like some of the creatures they resemble, the Mekett are born into one of two forms: the ruling Circci—spinners of Chrysalis Magic
or the mindless worker Vissi—not considered a sentient race.Together they serve the Great Purpose
, a mission left to them by their ancestors on tablets and scriptures. While less than twenty years have passed, the invasive Mekett have already secured a foothold, forming new hives in the ruins of the recently fallen Naylar empire. Even in Regalia
they may be found, often in a delegation of Circci accompanied by servants and bodyguards. Their position within the outside world is a neutral presence as they seek aid in repairing a looming physical flaw: They seem unable to breed with each other which might, in time, result in their race’s demise.
They appeared to be a tiny human, until their tails and ears came in sight.
The Lampar are a peaceful race of Kleinfolk inhabiting the smaller islands of the Evokai
island groups, somewhere off the southern coast of Farah’deen
. To many other races around the world, the Lampar
are a race of short vermin people who scavenge the trash and leftovers of the other races and generally make a living in any hole and crack they can find. This behavior is often detrimental to their standing in society, especially in Regalia
, where they bring disease and damage buildings by creating homes in the foundations. Despite their reputation however, Lampar can be very good company. They are naturally peace and fun loving creatures who always have a smile on their faces. Their behavior can often be considered as comical as well, leading to many of them being employed in circuses and street performances. The Lampar only very recently made an entry onto the world’s stage due to the relative isolation of their homeland in the Silent Ocean
between the known world and Muird
. Still, their curiosity can carry them across the world, much to the enjoyment or irritation of the other races.
Quaint and modest villages settled comfortably in the small places of the world.
The Rashaq are a race of feline-like Kleinfolk
inhabiting the central islands of the Evokai
island groups, somewhere off the southern coast of Farah’deen
. To many other races around the world, the Rashaq are described as a mixture between Ailor
given Dwarven height. This, however, falls their race short, as the Rashaq have some of the most unique cultural inclinations in Aloria, with a deep and rich history and folklore. The Rashaq, much like their Lampar
cousins, are often seen as an exotic anomaly in Regalia, performing in circuses or acrobatic street acts due to their unnatural agility. Rashaq are in many ways still very feral, but are also incredibly social people, enjoying large, extensive families and warm bonds with local community members. Their ability to accept anyone as a friend or companion, similar to the same trait of the Lampar but more sophisticated, makes them a happily received guest despite their odd behaviors. Rashaq venture out into the world looking for fortune, much like the Lampar they are beset with curiosity, but more curiosity born out of greed and desire for wealth.
A set of eyes appeared in the murky depths, and water drifted around webbed fingers.
Under the oceans of Aloria, the various types of Maiar make their homes in towns and cities built by the numerous castes of Maiar society under the waves. With the higher rings of the Maiar socioeconomic ladder going as far as to cannibalize their slower and unintelligent cousins, Maiar have very unique and interesting histories of evolution and devolution with changes in intelligence and social status crossing as quick as just a few generations. Despite their awkward inability to stay above water for more than a day for any of their castes, Maiar are found in almost every region of ocean in the world, and Maiar cities are growing slowly into larger and more grandiose proportions. Resembling many sorts of fish and ocean life, Maiar are slowly becoming a more known presence in Regalia and other parts of the world. While most opinions of Maiar from other races is a bit poor, Maiar are free to walk the streets of Regalia and even have a small pool in the tavern for their visitations considering the shortcomings that accompany being a water-based race. Some Maiar have gone as far as to serve high ranking nobility, making themselves useful in naval tactics and espionage. The average Maiar won’t find themselves going this far, due to the riots that typically ensue when a non-human gains land. However, opportunities for advancement are abound for the crafty or more intelligent of their species.
From nature they came, and to nature they would lovingly return.
From the extensive forests to the rising cities reborn from the destruction of the Elven Empire
, the Yanar can be seen about Daendroc
and other great holdings of nature, tending to their groves and gardens as their lady Estel
has instructed them. Well known for their plant-like appearance, these humanoids grow flowers, bark, fungus and fruit seemingly out of (or in place of) their flesh. Yanar are elegant and pure in their youth, but withered and decomposing in their older ages, towards sixty years. Their hair and eye colors reflect the norm of the Elves
; that of golden, green, blue and brown eyes, to match brunette, black, and blonde hairs (if they have hair). As mentioned before, the Yanar all bear some resemblance to a plant, whether it be fruit or vegetation. These flowery folk were born when Estel saw the need to warn the Altalar within the Elven Empire of the most recent Void Invasion
. But the Altalar had strayed too far from nature, and they could not understand the Yanar. When the Shendar
did come, they were able to infect the plant-like people with a mildew substance, slowly deteriorating the physical and mental states of the host until he or she turned into a dark entity of Behaesal
: A corrupted Yanar. Following this, the Yanar began slowly being incorporated into Elven society, splitting with the Yanar at the Elven civil war. Now, they are renowned for their healing abilities using their general knowledge of the plantlife of Aloria, serving Regalia in that aspect and being treated with according respect.
While interbreeding between a number of races is very possible, there are plenty of specific intricacies that occur that must be noted before one creates a half-breed character. Refer to the chart linked below for all of the interbreeding rules.