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| {{Info Lineage
| | #REDIRECT [[Skyborn]] |
| |name = Qadir Ailor
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| |test = Ashkhas Minara (in Zahram)
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| |test2 = [[File:Qadirflag3.png|80px]]
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| |test3 = '''Motto:''' "Between the Machines of Knowledge and Ages of Wonder."
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| |image = Amwwir2.png
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| |state = Al-Alus
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| |ruler = Technocratic Council by Examination
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| |suzerain = Regalian Empire
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| |languages = Zahram, Common
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| |religion = Dogmatic Unionism
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| |first_recorded = 10,000 BC
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| |demonym = Qadiriq
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| |}}
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| The Qadir Ailor are a Lineage of Ailor that shares a common ancestry with Ailor, but diversed at some point in history when their people moved north-west into the unforgiving deserts of Ard al-Nur. Lineages sit somewhere in between a Culture and a Subrace, meaning the Qadir are not quite as distant from Ailor so as to be a full-fledged different Race altogether, but are also not as simple as just a different culture. Being technicians, engineers, and scholars, if ever the world had a people that could be described as the world’s most technologically gifted, it would be the Qadir Ailor. The Qadir were reborn from the ruins of their [[Sariyd Empire]], still littering in the desert sands, sending echoes of past technological glories to anyone brave enough to venture deep into the drought. The Qadir are famous for their highly advanced technology, with most of the world's technological advances being generated by the studious Qadir engineers, producing clockwork devices ranging from household equipment to military technology and vehicles. There is no upper limit to the curiosity and capacity for invention among the Qadir, they are not a people beset with dreams of conquest and subjugation, but of progress and fame. When referring to Qadir Ailor, one can use either Qadir Ailor, or just Qadir, but they should never be lumped in with all Ailor, as that is offensive to their unique culture and history away from their Ailor cousins.
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| ==Design==
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| Qadir are visually similar to their Ailor cousins, but different in some key ways. Skin tones for Qadir Ailor range only from Middle-Eastern, to Northern African, to Sahel-African, or Central Asia, strictly with darker to darkest skin tones (even if some white-coded people live in these regions). Qadir have a wide range of hair colors available, but also some that are unusual among Ailor: creamy beige, and crimson red. A very unique trait of the Qadir, is that they have sandstone-colored irises. Secondly, they have a curious skin-pigmentation that the Qadir Ailor call "Sirr al-Hayat" (Secret of Life), which involves a mandala-like pigmentation on the back of their hands that grows up their arms as they age, recording shapes reminiscent of important events in their lives in typical henna fashion. These pigmentations can have any color, change color part-ways, or faintly glow. Each Qadir Ailor has these Sirr al-Hayat, which usually end around their shoulders or chest when they die of old age. Qadir Ailor are a deeply intellectual and curious Race, valuing knowledge over (what their culture considers) crude pursuits of warfare and combat. While this curiosity can just as well be averted to Magic or the pursuit of a martial lifestyle, most Qadir Ailor invest their time in technological innovation and scholarly learning. Qadir Ailor tend to be introverted and book-wise rather than street-wise, with other Race sometimes accusing them of being self-absorbed or abrasive, when in reality they lack an understanding of how other societies operate.
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| ===Why Qadir in Regalia===
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| Why Qadir in Regalia is a section designed to give (new) Players some idea for why a Race might want to be in Regalia, as opposed to their homeland, as some Races are heavily homeland-coded and may need some contrivances to actually Roleplay in Regalia, where all the on-server activity takes place. While you can usually extrapolate other reasons from the Lore on this page, this section provides a few easy-access suggestions.
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| * '''Center of Learning:''' While Qadir schools are great for learning, only Regalia provides a cosmopolitan environment with other Races, Cultures, and Religions all living together. This presents a unique environment for knowledge sharing, that Qadir will not have easy access to elsewhere. Regalia also has some of the best schools, causing Qadir to migrate to Regalia, and eventually settle after graduation.
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| * '''Center of Chaos:''' Qadir Technicians in general love having test subjects, and where better than the center of the world's chaos, Regalia, where there are plenty of gullible Nobles who will buy pointless tech gadgets, or criminals running around free upon whom to test new inventions without guilt. Regalia is a great place to get rich, or at least gain invaluable test-field insight in the function of inventions.
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| * '''Center of Wealth:''' While it was already partially mentioned in the previous point, Regalia is the capital of the world's commerce (at least the world which accepts the Regal as legal tender). Many Qadir have "made it big" by moving to Regalia, and peddling their services for Mercenaries who keep losing arms to be replaced with prosthetics, or Nobles who think: "It's bread, how much could it cost, 10,000 Regals?".
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| * '''Center of Freedom:''' Qadir society can sometimes have a suffocating focus on Technology. Sometimes Qadir are just born with zero interest in innovation and tech, and have a far greater curiosity towards Magic or the Occult. While Al-Alus has restrictions on the use of Magic, Regalia is generally seen more loose, and allows a Qadir to easily find teachers and mentors to widen their horizons with the forbidden arts.
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| ==Racial Traits==
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| Racial Traits are a set of Abilities, Free Packs, Limitations, and Mechanics that each Race has access to. Half-Race characters select a dominant parent, thus receiving all Racial Abilities & Talents of that Race only, unless specified otherwise, while also taking dominant physical traits like for example skin tone, hair and fur color, ear shape, etc. If Abilities, Free Packs, Limitations, or Mechanics are not mentioned, it is safe to assume this Race does not have one of those. Abilities are usually Combat-Roleplay based, Free Packs give free Proficiency Packs that fit in a Race's design, Limitations are limits imposed on Character design to stay consistent with lore, while Mechanics change the way a Character is played, or how certain Packs interact in Roleplay.
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| ===Abilities===
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| {| class="wikitable" style="width: 60%;"
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| |- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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| ! Ability Name
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| ! Ability Type
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| ! Ability Range
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| ! Ability Description
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| ! Modifiers
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| |-
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| | style="background-color:#f2d5c4;" | Tech Breaker
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| | Skill Power
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| | {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
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| | Grants the user {{#simple-tooltip: Tech Breaker | When using Gadget Combat Attack Emotes (Melee only) against a Target that is using Wisdom as their Main Defense Stat when derived from Tech Point Buy(not Magic Combat), their Main Defense Stat is halved when defending against these Magical Attack Emotes from the user (rounded up). If the Target has the Ability Tech Breaker, this does not apply to them.
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| }}
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| | N/A
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| |-
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| |}
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| ===Free Packs===
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| * '''Qadir Buff 1:''' Qadir gain the [[Tech_Point_Buy#Tech_Suit_Pack|Tech Suit Pack]] for free, the [[Tech_Point_Buy#Tech_Ghost_Pack|Tech Ghost Pack]] for free, and [[Tech_Point_Buy#Tech_Talent|Tech Talent]] for free without Point Buy investment.
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| ===Limitations===
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| * '''Techsavant:''' This is not really a limitation, but a strong recommendation not to play Mage-Qadir, due to their cultural hatred for Magic. It is technically permitted, but expect disdain from other Qadir Characters for being "weak".
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| ===Mechanics===
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| * '''Shieldtech:''' While using Tech Suit would normally prevent the use of a Shield, Qadir are still able to use a Shield while using this Ability. They still cannot use Shielding Point Buy Abilities (except the Ability Shield Cover, which they get by default) but are permitted to use Constitution as a Main Defense Stat, instead of being forced to use Wisdom as a Main Defense Stat. Also Qadir are not limited to one Tech Branch, while they are still limited by certain Race-Locked branches, they are able to produce technology in any Tech Branch they have access to, and can repair or maintain even the Race-locked ones.
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| * '''Memtech:''' All Qadir have Membanks installed in their skull when they become adult, that record all their memories and store them on Memkeys, small key-shaped storage devices that store roughly a week worth of information. When a Memkey is full, it can be put into a Memstore (which is usually in a Qadir's Rental/Estate/Base Region and thus can be stolen). If a Qadir would for any reason lose memories, they can restore memories by sampling their old Memkeys from their Memstore, though a Memstore is worthless to anyone but the Qadir who made it since it is imprinted to them. Memkeys when they are still inside a Qadir's skull however, can be forcibly ejected if a Qadir is restrained or knocked out. Such a Memkey can show the memories of the last 24 hours to any other Qadir with a Membank, or anyone watching through a Memsave (a Clockwork Virtual Reality helmet), which grants a full-body experience re-enacting all the emotions and feelings while watching the Memkey's contents of the last 24 hours of recording.
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| ==History==
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| This section covers a brief abridged version of Qadir Ailor and extended Sariyd history. For a full understanding of [[Sariyd History]], read said page. It is however possible to roleplay a Qadir correctly without ever having read this page.
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| This section covers a brief abridged version of Maraya and extended Meraic history. For a full understanding of Meraic History, read said page. It is however possible to roleplay a Maraya correctly without ever having read this page, for more information, see the Sub-Cultures section. The Maraya descend from the Meraic Empire that existed roughly 35,000 years prior to the modern era, and collapsed after a corrupt political elite dabbled in Magic, and attempted to create a magical power singularity that caused the Fourth Void Invasion. The Dragons assisted the Meraic, but were unable to stop the collapse of their civilization, instead promising to shelter survivors in Vaults that they would build with the Meraic. About a million Meraic survived in these Vaults, but the Dragons never re-opened them, with the first Vault in Hadar failing because of a technical fault and self-opening around the year 200 BC. This is where the first Vaulters emerged to a radically changed world, having to quickly adapt, and secure a foothold in a hostile area that was at that point inhabited by arriving Allar migrants, Slizzar, and some Elves. The Maraya used enough of their technology to produce a seclusionist state called Tohsmaaq Venheer, keeping foreigners out with some of the ancient tech that was taken with them in the Vaults, but lacking the manpower or the means to really amount a war of expansion on their surroundings, thus being trapped. Over the centuries, the Maraya could only watch as other Empires went to war with each other, content to keep to themselves, and research the past. Every year, a new Vault would be found, adding a few thousand more Maraya to their numbers, but at this point many of them had already abandoned the idea of remaking the Meraic state, and ventured off into the wider world, familiarizing other Races with who the Maraya were. In the modern day, the Maraya can be found far and wide, with notable communities existing in Regalia, Ashaven, Amontaar, and even Hadar, where they have found ways to make them useful. Some of them still pine after a return of their old Empire, while others have grown content to just try and save as many Maraya from vaults as possible, and see what to do from there.
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| {{Races}}
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| {{Accreditation
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| |Artists = MonMarty
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| |Writers = MonMarty
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| |Processors =
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| }}
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| [[Category:Races]] [[category:Human Races]]
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