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{{Info races
{{Info Lineage
|image = Ailorsplasnewh.png
|name = Ailor
|pronunciation = eye-lor
|test = Ailor (in Common)
|classification = [[Human]]
|test2 = [[File:Qolorth.png|80px]]  
|nicknames =  
|test3 = '''Motto:''' "March, march to the glory of progress"
*Humies (derogatory)
|image = GKdc6 UXIAAOUe4.jpg
*Humans (scientific)
|state = Many
*Barbarians (Elven)
|ruler = Varied
|languages = Varied, see [[Ailor Naming]]
|languages = Primarily Common
|naming = Varied, see [[Ailor Naming]]
|religion = [[Unionism]], [[Fornoss]], [[Draconism]]
 
|first_recorded = Unclear
|distinction = A culturally diverse people conquering both each other and the world.
|demonym = Ailor
|maxage = 100 years
|eye = Brown, green, grey, blue.
|hair = blond, ginger, brown, black, grey.
|}}
|}}
The Ailor are the most widespread and equally most disliked [[Race]] by other Races across the world. Barely an upstart population of tribes several thousand years ago, the Ailor have rapidly multiplied and spread across the world, founding dozens of Kingdoms and autocratic realms, creating empires and destroying faraway nations that would soon be forgotten by time. The Ailor are an autocratic and imperialist Race who conquers far and wide, and then just as quickly collapses because of infighting, cultural differences, or religious confrontations. While other Races are generally united under one nation or faith, the Ailor are the most varied and diverse people, splintering so far that some would say two disparate cultures of Ailor are more dissimilar than the Ailor are to the [[Eronidas]], an entirely different Race. The fate of Ailor on the world remains tumultuous, but as the dominant Race in the massive [[Regalian Empire]], one of the foremost geopolitical powers on the world, they are the Race with the largest impact on the world, that much cannot be contested.  
Ailor is a term that describes a vast range of people with no clear single heritage origin, but who all developed around the same time. Aloria's analog for Humans, the Ailor are Aloria's most numerous people by sheer virtue of populating the majority of the world's landmasses, and their comparatively shorter lives to those of other heritage, causing their population numbers to explode in short periods. To many other societies, the Ailor were barely on the radar for thousands of years. Despite their huge numbers, for most of history, they were the uncounted footnote, often an entity to be acted upon, rather than setting the stage for the global empires of old. The world-altering event that was the Cataclysm changed the global foodchain, propelling the Ailor to the top with the newly established Regalian Empire, which would grow to become the world's greatest superpower. The majority of the Roleplay occurs in the capital of the Ailor people, Regalia.  


==Design==
==Design==
Ailor are considered the average middle ground between all other Races. There is nothing particularly out of the ordinary for them. Ailor can be race-coded to appear like any real world appearance (Caucasian, Asian, African, Hispanic, etc.) Because skin tone and appearance isn't hard-coded to genetics in MassiveCraft Lore, children of light-skinned parents can be dark-skinned and have epicanthic eye folds, etc. All Ailor families are generally mixed in appearance, while every type of appearance can be found in any subculture or Ailor nation across the world. There are short Ailor and there are tall Ailor. There are stocky and bulky Ailor and there are lanky and slim Ailor. There are ginger, blonde, black-haired and brunette Ailor, they can be tall or short, they can be gentle or harsh. Even their personalities are far and wide, with no common denominator. While Culture dictates some trend lines and guidelines, there is no common unifying personality traits among the Ailor, as cultural division means that each and every conceivable personality can be found among Ailor. This is why Ailor is a good starting Race, because there are no real rules on how to play one.  
[[File:Earlytribe.jpg|268px|thumb|right|Because of their historical newcomer status to geopolitics, some other peoples of Aloria still look down on Ailor as crude tribals.]]
[[File:Kniththood.jpg|268px|thumb|right|Knighthood is a concept developed by Ailor, mostly to legitimize and uphold their power structures.]]
[[File:Historyoberser.jpg|268px|thumb|right|Most of the world's history is recorded through the eyes of the Ailor, who show a more erudite work-ethic to chronicling than others.]]
[[File:Religionpiety.jpg|268px|thumb|right|The Ailor are exceptionally pious, capable of great acts of self-sacrifice or evil in the name of faith.]]
[[File:Strongmages.jpg|268px|thumb|right|While most of Ailor society is anti-Magic, some of the world's most powerful Mages can be found among them.]]
[[File:Autocracy.jpg|268px|thumb|right|Autocracy, hierarchy, and feudalism are some of the cornerstone pillars of Ailor society.]]
[[File:Fassshion.jpg|268px|thumb|right|While most other people have consistent fashion styles, the Ailor are at the foreground of fashionable advancements.]]
[[File:Courtplottin.jpg|268px|thumb|right|The amount of plotting and scheming at Ailor courts would sometimes put Elven intrigue to shame, given it moves much faster and much more deadly.]]
Ailor, being the closest analog to a "Human" as seen in other lore universes, are considered the jack-of-all-trades. They do nothing quite as exceptional as the other peoples of Aloria. While they can learn Magic, rarely does an Ailor become as good a Mage as a Lanlath Elf. While Ailor use technology often, rarely do they have the unique technological gift of the Skyborn. While Ailor fleets command the high seas with military power, an Ailor could not compete with a Fin'ullen Elf while fighting submerged in water. They are the average middle ground between all people, capable of all things but having no specific gift for anything but court politics and intrigue, and an uncanny ability to create further divisions among themselves. It should be noted that Ailor can have any visual appearance real-world people can have independent of their parentage or ethnicity. Genetics work differently in Aloria, with inherited traits often being more about demeanor, rather than skin/hair/eye color or ethnic grouping.


==Racial Traits==
==Heritage Traits==
When designing a Character, [[Proficiency]] Points allow for a limited Ability selection with Point Buy Packs. Racial Traits adds free Packs and Mechanics on top of that to help with cultural themes. Free Packs grant Abilities usually, while Mechanics change the way a Race functions in Roleplay through subtle, and usually out of Combat ways. In essence, Mechanics just add aesthetic flair that invest in the niche of each Race. Free Packs never cause a Character to become Occult, nor do they raise Proficiency Points.  
In Character Design, [[Proficiency]] allows for the buying of Packs, which give Combat Abilities. Heritage Traits add free Packs and Mechanics to a Character, fit around cultural themes. Mechanics are flair and roleplay opportunities Characters have outside of Combat, while Packs are Combat Power. Free [[Magic]] Packs can always be defined as any Alignment. Mixed Heritage Characters (characters of two different culture parents) choose one set of Free Packs, and can mix and match Mechanics from both parents up to a maximum of 5 Mechanics.
===Free Packs===
===Free Packs===
* Ailor can choose 1 Pack from any Category for free. If any magic is chosen the Character becomes Occult.
* Ailor can choose 1 Pack from any Category for free. If any magic is chosen, the player may choose Alignment between God Magic, Exist, Ordial, Void, and Dragon Magic.
* Ailor gain the [[Mounted_Point_Buy#Familiar_Disrupt_Pack|Familiar Disrupt Pack]] for free. This is considered a Mundane and Cultural Ability for Ailor.
* Ailor can choose 1 Pack from [[Mounted Point Buy]] or [[Training Point Buy]] Categories for free.
 
===Mechanics===
===Mechanics===
* Ailor are masters of many language. Even for languages they do not speak, if someone insults them, they will know.
* Ailor are masters of languages, which is expected given their habit to culturally divides. Because so many of their languages are inter-connected, various words become more obviously related, and they also take more effort to learn other languages. If someone insults an Ailor, even in a language they do not speak, the Ailor would know, as they know most curse words or words by which to speak ill of others in all languages.
* Ailor are the masters of the Regalian Empire, and while it has equality between all peoples and heritages, Ailor are just by virtue of being Ailor considered preferential for most government positions and judicial situations. Where possible to do with the Nobility, with Government, or with Palace decisions, Ailor will be treated preferentially over other peoples, even if their qualifications might be lesser than the other options.
* Ailor make for excellent negotiators. Ailor gain +2 on top of every Persuasion Dice roll result, and their Persuasion Cap is also increased by +2 for every Dice Roll. These effects only apply to non-Afflicted, non-Mystech individuals, as their speech and habits are entirely fine-tuned to the more mundane aspects of global society, they must venture beyond their comfort zone to be able to reach Magic things.
* Ailor whether by divine intervention or by sheer dump cosmic luck, always somehow end up on the right side of history. Ailor Characters when participating in Events, may sometimes stumble into an extreme luck roll that drops an additional loot item for one of the participants. This loot can be physical items, or intangible things like Divinium or an Artifactspark. Chances are higher for non-Magic using Ailor than Magic using Ailor.
* Ailor when using [[Syncretism]] can worship up to 3 Gods of their sub-dominant Religion, instead of just 1 or 2. Additionally, when Syncretizing, they gain the Mechanic of the sub-dominant Religion (except for Evolism, where only one of the Mechanics can be chosen). If your Character does not Syncretize, they gain +1 Attack Stat (Breaking Cap up to 11) against Characters that have Syncretized their mono-faith.
==Religions==
* '''[[Unionism]]:''' Unionism is the most common Religion followed by the Ailor, and it is also the most recent one, only being 300 years or so old. Unionism is a Religion that proposes that global paradise will arrive when the Regalian Empire dominates the whole world, and because most Ailor live in the borders of the Regalian Empire, the two connect well.
* '''[[Draconism]]:''' Draconism is one of the smallest minority Religions among the Ailor, but still one that is going strong. Draconism is exceptionally hard to root out among the Ailor, because the Dragons always seem to have treated them more preferentially than other peoples of Aloria, guiding and helping the development of many of their cultures over the centuries.
* '''[[Estelley]]:''' Following Estelley as a Religion is a bit strange for an Ailor because it is mostly an Elf ethno-Religion, and because the Elves spent millennia terrorizing Ailor countries with repeat raids for wealth and power. Still, Estelley brings a strong message about inner perfection that some Ailor who live among a lot of Elves may find appealing.
* '''[[Fornoss]]:''' Fornoss is the second (and once largest) Religion of the Ailor. The Fornoss Religion continues to be strong especially in the north, as the original Fornoss believers were the first Ailor to truly venture far beyond their native homelands and colonized many corners of the world. It continues to have a strong presence even in the mostly Unionist Regalian Empire.
* '''[[Evolism]]:''' Evolism is an unusually popular minority Religion among the Ailor. As the Regalian Empire grows and expands, the individual becomes more of a faceless nameless gray entity in a crowd, indistinguishable from the other averages. The Dark Gods answer, allowing an Ailor to become exceptional, powerful, famous and feared, at the expense of their obedience.
* '''[[Khama]]:''' While Khama was largely an ethno-Religion for most of its existence, it has recently become more open to outsiders, and so some non-Asha are converting to it. The numbers are still minuscule, but with a more articulated central message, Khama is capable of competing for converts with the other minority Religions.
* '''[[Minor Faiths]]:''' Due to the cultural and historical variance among the Ailor, Pagan Cultism is alive and well especially in the more isolated corners of the Empire. Ailor make up the bulk of most of the smaller Pagan Faiths and Cults that exist around the world, just because of difficulty other major world Religions have at inspiring the hinterlands to follow their dogma.


==Naming==
==Naming==
See the [[Ailor Naming]] page for easy-access information on the Ailor cultures' languages and naming customs.
Ailor naming customs are extremely varied, and even within societies or cultures that have common habits, Ailor tend to name children all manner of names sometimes even from other cultures. If a player chooses to make their Character of a particular culture (cultures are outlined below), then a quick google search can quickly explain naming conventions, and give name examples. Some unique naming conventions within the lore do not exist in real-life, so it may always be relevant to source the culture pages below to see if any special naming conventions are mentioned.
 
==Cultures==
Ailor more than any other people sub-divide their cultues perpetually, and sometimes for no real discernable reason other than to engage in an othering of groups of people from the home-group. While most other peoples of Aloria are fairly homogenous when it comes to culture, the Ailor have dozens of cultures, and among them even dozens of dialects and customs. Ailor love create an "us and them" mentality with ever smaller groupings with niche customs and habits. To give access to a wide variety of cultural expressions, we use real-world culture analogs that are easy to understand and express for Players. Below is a listing of all the Cultures that are currently playable.
* The '''[[Ailor_Cultures#Velheim|Velheim Culture]]''' is a varied Scandinavian-like Culture with elements of Viking militarism and Norse Pagan mysticism.
* The '''[[Not Ready Yet|Wirtem Culture (to be written)]]''' is a varied Germanic-like culture with elements of Prussian militarism and Bavarian agrarianism.
* The '''[[Not Ready Yet|Anglian Culture (to be written)]]''' is a varied Netherlandish culture with elements of Dutch agrarianism and old Germanic mysticism.
* The '''[[Not Ready Yet|Breizh Culture (to be written)]]''' is a varied Welsh/Breton/Cornish-like culture with elements of chivalric knighthood and Arthurian legends.
* The '''[[Not Ready Yet|Cearden Culture (to be written)]]''' is a varied English/Anglosaxon/Gaelic-like culture with elements of English manorialism and the Scottish highlands.
* The '''[[Ailor_Cultures#Ithanian|Ithanian Culture]]''' is a varied French-like culture with elements of Versailles court-intrigue and belle-epoque high fashion.
* The '''[[Not Ready Yet|Tierravera Culture (to be written)]]''' is a varied Spanish/Latin America-like culture with elements of hacienda estates and guerrilla-style independence.
* The '''[[Not Ready Yet|Slovenin Culture (to be written)]]''' is a varied Slavic/Balkan-like culture with elements of orthodox piety to faith and east-European customs.
* The '''[[Not Ready Yet|Aetosian Culture (to be written)]]''' is a varied Byzantine/Armenian/Georgian-like culture with elements of intellectualism and the enlightenment.
* The '''[[Not Ready Yet|Cantaluna Culture (to be written)]]''' is a varied Italian-like culture with elements of musical/orchestral expression and educational prowess.
* The '''[[Ailor_Cultures#Pre-Empire|Pre-Empire Culture (to be written)]]''' is a collection of mostly extinct fantasy cultures that add some unique flair to Ailor.
* The '''[[Not Ready Yet|Regal Culture (to be written)]]''' has no real-world analog, it is an artificial "patriotic" culture that tries to blend other cultures together.
While we generally recommend sticking to these Cultures as written into Lore, you are able to carry forward your own culture or a real-world culture not mentioned on this page into Roleplay without much issue. Keep in mind however that some specific cultures do belong to other heritages of people, so if you would like to express a particular real-world culture in Roleplay that is not on this list, please make a Lore Staff Ticket on the Community Discord to discuss.


==Lineages==
==History==
Ailor are a unique Race, in that they have Lineages that are less racially diversified than subraces would be, but also more culturally removed than just being a different culture. Lineages represent a different mechanical experience for playing Ailor, that replaces the default Ailor Racial Traits, with a new set, as well as a unique angle to their existence in the Regalian Empire that is not founded on Ailorhood there (they are usually strangers from a distant land). Each Lineage has its own page, to properly represent their culture and history as distinct from Ailor history, which is mainly dominated by Regalian and Velheim history. The following Lineages currently Exist:
===The Homeland Era===
* '''[[Savaşanlar Ailor]]:''' A Turkish/Ottoman inspired Lineage of strongly militant Dragon Worship fanatics on a mission to cure their Dragons from a distant Empire.
The Homeland Era is a period that refers to when the Ailor largely lived on Ceardia and other immediately adjacent land masses. This period was likely either shortly after the fall of the Meraic Empire or some millennia before the rise of the Allorn Empire. Ailor have likely been around for some time longer than most people of Aloria in the present era, however their initial progress was extremely slow due to their short (comparative) life spans, and their extremely violent culture. The Homeland Era is sometimes also referred to as the Warlord Era, as this was a period in which most of Ailor society was perpetually stuck in never-ending border conflicts with regional warlords and petty despots. There are an uncountable amount of cultures that rose and perished in this period, until the sudden arrival of the Proto-Velheim who would later form the core of the Fornoss worshiping people. At around the same time, the ancestors of the Skyborn diversified from their common Ailor ancestor, and became the first founders on Ard-al-Nur, thus no longer being Ailor.
* '''[[Qadir|Qadir Ailor]]''' An Arabian/Middle Eastern scholar inspired Lineage with an extremely divergent history deeply intertwined with Dragons, Ordial beings, and fabulous machines.
===The Pearl Wars===
After the Proto-Velheim started mass-colonizing the world, a long period that coincides with Elven and Asha history referred to as the Pearl Wars or the Elven Terror. This was a period spanning some millennia after the Dewamenet-Allorn War, and the subsequent defeat of the Asha. As the Pearl Wars accelerated against the Asha, fleeing Asha populations moved into Ailor territories, which in turn put the Ailor in contact with the Elves. There is a shared tragedy between the Ailor and the Asha, in that many of the same areas where Asha were repeatedly attacked with vile Oblation Magics, the Ailor who lived close by and sometimes even intermingled also became a target. While Oblation Magic required specific conditions to be met to work on the souls of the Asha, it was easier to apply to the Ailor, who had such varied Religions that they sometimes just did not have afterlives, or were some version of early agnostic, thus not having any faith at all. It should be expressed that the Asha by far suffered greater under this historical event than the Ailor, as the campaign by the Elves was designed to exterminate their people and culture, but Ailor often were caught up in the crossfire, and faced raids just as well. For every three raids on Asha population centers, Ailor also faced a raid on theirs, with Elven fleets ranging as far as Ceardia, Ard-al-Nur, and the landmass that would later become the Regalian Archipelago. During this period, large migratory movements of people also occurred, which is why the Ailor are so genetically diverse in the modern era. While originally skintone and hair color and eye color defined where someone came from, over time the mixing of these people made visual traits effectively universal. There remain legends of "the arrival of the black-haired people from the south", millennia ago, a point after which those populations mixed, and henceforth any Ailor could have black hair. The Pearl Wars did not invoke a historical trauma for the Ailor like it did for the Asha, notably because their average life span in this period was four times as short as an average Asha who could survive the Pearl Wars, so the events were quickly forgotten, though a communal distrust of Elves remained. When the Pearl Wars ended, Ailor population counts recovered fairly quickly, and exploded after the Cataclysm.
===The Regalian Era===
The Cataclysm defines the 0 year dating event during which much of the world's geography was changed due a series of natural calamities. These earthquakes, volcanoes, and tsunamis were the consequence of a massive Magical event at the end of a failed Void Invasion elsewhere in the world, and it utterly wrecked most of the western world's surface (sparing the Sihai lands). The Allorn Empire was destroyed, and with their most prominent obstacle to glory being eliminated, the Ailor were free to expand and form larger contiguous states. In the year 5 AC the Regalian Empire was founded after the Five Family Rebellion against a local Elven state, during which Solvaan Elves. Eronidas, Ailor, and Narim came together to defeat the local tyrants and found the Regalian Empire under the leadership of the Ailor. Regalia continued to grow for the coming 3 centuries into the world's largest but often at times unstable Empire and the central focus point of world politics. This era is largely defined for each state by whether or not they are part of the Empire, subject to it, or fight against it.
==Expanded Lore==
Expanded Lore exists to apply more content and deep-lore exploration. This section is optional reading that is not needed for a good experience, though if you play a Scholar of a kind, reading this is encouraged.
===Regalia the City===
Regalia is the capital of the Regalian Empire. Why the city and the Empire are named the way they are is unknown, though it was likely a happenstance, as most of the Regalian Empire at the time of its founding was either trival or in early stages of developing a feudal agrarian society. Regalia, or the capital more specifically, was the place where everyone traveled to "the Regal place" as it were. The capital is what defined much of the early rise of the Empire, and is the central focal point in a way that no other capital of any other people could be. As a result, it is speculated that the locals just eventually called Regalia the Regal City, and that the Empire was defined by what this capital was called. Regalia is a metropolitan the likes of which only the most cosmopolitan melting pot cities in the real world could compare. Even though it only has 4 million inhabitants (which is small compared to real-world metropolises), it is the most densely inhabited city in Aloria, with every culture, every belief, every cult, every heritage and every ethnicity represented. For all the major religions there are vast temples, for all the foreign kingdoms there are embassies, and each people effectively has a district or neighborhood to call their own. Every taste, every sensation, every thought and everything that is present in the world is sampled in this city, which is why inevitably all roads lead back to Regalia, and every person longs to visit this city one day. The city however also has a dark side. While much of it is covered in wealth and splendor, crime is high in the poor areas and state saboteurs and terrorists actively blend into the vast population that the state apparatus is often unable to control. For all the gilded roofs and poetic prose about the beauty of the Palace, it only masks the misery of the homeless in the alley ways, falling victim to Vampires and other dark forces alike. Regalia is a city of extremes, and thus the focus point of the Roleplay universe.


==Cultures==
===Thoughts on Magic===
The Ailor Race is subdivided over many cultures, more than any other Race, and as such it is hard to really identify a unified World View that applies to even half of them. As such, the Cultures outlined below are the various Playable Cultures. To complicate matters further, each Ailor may have slightly different quirks and habits depending where they come from, information which can be sourced from the [[Geography]] Page. To keep things simple however, it is always safe to say your Character is a Regalian native, either born in Regalia or moved there shortly after, thus giving a very vanilla approach to Character Design.
The Ailor are a people with a complicated relationship with Magic. Some cultures absolutely adore and encourage Magical exploration, while many other Ailor cultures absolutely despise it, and would eagerly kill Mages if given the chance. As a result, Ailor leaders and rulers constantly walk a fine balancing act between purism and mage emancipation that often tends to swing back and forth depending on the personal preferences of the person in charge. In Regalian Roleplay, this expresses itself through the "pendulum of rights". Every year or so, a new person comes to power in Regalia who has a different opinion on Magic, and radically alters the laws to fit their preferences. This can sometimes result in extreme emancipation and Magic publicly used in the street, only to be repressed a year later as a new ruler comes to power. It often results in situations where Mages play crucial roles in solving the calamities and chaos that strike Regalia, but end up being punished after the fact as scapegoats, having to be content with the invisibility of their achievement as propaganda wipes their contributions away. The constant struggle between Tech versus Magic is an ongoing topic in Ailor society, and Regalia in particular, that Players are constantly on switching sides of.  
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{| class="wikitable"
===Aristocracy & Hierarchy===
{| style="color: black; background-color: #4A8757; width: 90%;" align="center"
One very important aspect of Ailor society as a whole is aristocracy, autocracy and the concept of hierarchy. For better or worse, the Ailor always gravitate towards leadership structures and seek strong persons to lead them and to organize them. The Ailor are not exceptional at anything individually, but even the most untrained peasant mob under the right leader can turn the Ailor from disorganized rabble into efficient fighting machine. Each Ailor society eventually structures itself around centralized leaders followed by devolved leadership or authority passed down to subordinates. This usually expresses itself through feudalism and serfdom, and so most of the millions of Ailor who live in the world are tenant farmers or workers subject to some lord or count. Even among the nominally more democratic nations that call themselves republics, only the wealthy vote, or votes are only cast between centralizing families that rule from mighty castles and palaces. Hierarchy is exceptionally important in Ailor society, and the concept of a social class climber is seen as uncouth. Class distinction is important, and while the Ailor do not have a caste system, marrying outside of one's means is considered an offensive vanity for the pauper, and a weak gesture for the wealth-born.  
! colspan="3" |
 
Ailor Cultures
===States & Regionalism===
|- style="background:#eee;"
An enduring conflict that often plagues Ailor progress, is their habit to further fragment their society into smaller groups to create more exclusionary in-groups and othering those not part of it. This often expresses itself in the conflict between patriotism and regionalism. It is a natural desire of all states and autocratic leaders to seek more centralized power. To break away the legal rights of the smaller regions and to meld everything together into one homogenous loyal state that works towards a common goal. Because Ailor have become very efficient at doing just that, large regional-autonomy movements have risen up to preserve cultural uniqueness, but also to counteract the loss of regional agency. After all, many cultural niches exist in small regional polities, with a history of having fought for their identity's continued survival against for example a common enemy like the Elves. But often, when these enemies would disappear, suddenly the predominant Ailor power would become the new oppressor, or attempt to centralize power even more aggressively than the previous tyrant would. In Regalia, this often expresses itself in subtly disobedient and regionally autonomous politicians. These politicians aren't necessarily disloyal to the Empire, and do not wish to see it do well, but would rather than all taxes and cultural homogeneity is applied anywhere but here. In essence, many of Regalia's politicians are NIMBYs, and the Empire's instability is largely caused by its own politicians engaging in self-sabotaging plots against the crown and the central state to cling to any regional autonomy they can, even if it puts them at severe risk of invasion from outside forces or ouster from their own people.  
| rowspan="2" style="width: 7%; text-align:center;" |
'''Wirtem'''
[[File:Wirtem22.png|100px]]
|
The Wirtem people hail from the eastern regions of the [[Regalian Archipelago]], the Greater Calemberg, Genevaud, Calderliga and Waldmark dark-forest regions that were once home to the smaller [[Wirtemcaller Kingdom]] and Principalities that far predate the Empire. As the Regalian Empire expanded, it would eventually start a successful policy of political marriages and peaceful unifications with these entities. They would quickly however be dragged into conflict with the Velheim in the north, creating decades of brutal warfare that would shape the mindset of the Wirtem people, eventually molding them into the Empire's primary military culture.
|- style="background:white;"  
|
* The Wirtem are an honor bound culture who absolutely hate using verbal insults. They insist on dignified interactions, and refrain from name-calling.
* The Wirtem are a strongly [[Unionist]] Culture with a strong leaning for Purity, meaning without any [[Magic]] or Occult Aberrancy to the point of discrimination.
* The Wirtem are an honor bound people, never attacking from behind, protecting the honor and good name of women, and remaining loyal to lord and master.
* The Wirtem speak [[Calem]], based on real-world German, while their names are also German inspired with "von" and "zu" being common prefixes in surnames.
* The Wirtem are a strongly patriarchal culture where women don't get much of a say in the household, and men decide nearly everything in daily life.
* The Wirtem are a strongly militaristic culture that glorifies the military, warfare, the army, the navy, and praising careers in the State military.
* The Wirtem are emotionally restrained and conservative by nature, seeking precedence from history, and finding great discomfort from change in life.
* The Wirtem love the colors green and gray, symbolism of the military and Unionism, horse-riding, parades, horn-instruments and glorious temples.
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|- style="background:#eee;"
| rowspan="2" style="width: 7%; text-align:center;" |
'''Regal'''
[[File:Regalaa.png|100px]]
|
The Regal culture is an entirely artificial culture designed by the intelligentsia and educated folk of the Regalian Empire to counteract the never-ending cultural divisions and conflicts within the Empire, in the hopes of erasing these issues for a brighter future. The Regal culture took aspects of Leutz-Vixe and Dressolini, two hybrid cultures that sought to improve upon Ithanian and Daendroque alike, eventually adding Wirtem and Anglian elements until a stable mixture was reached. The culture now controls all the major bureaucratic, legal, and administrative centers of the Regalian Empire, quickly becoming the "culture of rulers".
|- style="background:white;"
|
* The Regal as an artificial culture, are all about cultural assimilation and absorbing good aspects of other cultures into homogenous patriotism.
* The Regal are a strongly Unionist Culture with a fervent support for the Imperial family and the centralized bureaucracy of the Regalian Empire.
* The Regal are all about self exploration, discovery, and ambition, how to become the best version of one's self through self awareness and meditation.
* The Regal mostly speak Common, preferring a language that is shared by most Ailor Cultures and other Races for ease of communication and social living.
* The Regal have no gender preference, but strongly favor gender-roles in society, with both matriarchs and patriarchs enforcing expectation of gender roles.
* The Regal culture is one that strongly emphasizes nationalist pride in the Regalian Empire, high-class life style, dignity and wealth, and independence.
* The Regal are the most centrist of all cultures, politically, trying to build a mediating middle ground between all other Cultures for the good of Empire.
* The Regal love the colors white, beige and black, symbolism of royalty and nobility, games of wit and skill, education, string-instruments and politics.
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|- style="background:#eee;"
| rowspan="2" style="width: 7%; text-align:center;" |
'''Anglian'''
[[File:Anglianflag.png|100px]]
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The Anglian culture forms the bedrock of the Regalian Empire and they are proud of it. For hundreds, perhaps thousands of years, the Anglians have been a rooted and traditional culture in [[Anglia]] until the [[Five Family Rebellion]] began there, an event that would eventually form the Regalian Empire. Since then, Anglia has progressively turned into the Empire's bread basket, with the largely illiterate but fervently loyal Anglians being the first to sign up to armies, and the first to assist in whatever way they could to expand the Regalian Empire with pitchfork and sickle in hand.
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* The Anglian culture is one of ancient history and the roots of Empire, pride in the founding, but keeping old folklore alive through oral telling.
* The Anglian people are strongly divided, with many following Unionism, but many also holding true to [[Dragon Worship]], particularly the Dragon [[Regulus]].
* The Anglian culture is all about loyalty, loyalty to each other, brotherhood to one's fellow workers and soldiers, and loyalty to one's feudal lord.
* The Anglian speak [[Anglisch]] which is based on real-world Dutch, having many local and regional dialects and accents to make it difficult to understand.
* The Anglian don't have any gender norms outside of the strong expectation of couples to produce offspring, with dynastic-continuation being very important.
* The Anglian culture strongly emphasizes a rural approach to life, a love for agriculture and cattle rearing, and being uneasy in surroundings of brick and stone.
* The Anglian people are conservative, and to a degree even bigoted towards non-Ailor Races, preferring their homogenous homeland of Anglia which never changes.
* The Anglian love the colors blue and purple, symbolism of Dragons and Witches, Longbow archery, farming, forests and lush grassy fields and flowers.
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'''Cearden'''
[[File:Cearden.png|100px]]
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The Cearden people are not native to the Regalian Empire, rather a culture that was once at the root of all Ailor in the old continent of [[Ceardia]]. Since then, the culture has developed, eventually caught in the orbit of the Regalian Empire, and "civilized" by it, as many would claim. Since then, the Cearden have found that their generally likeable, generous and gregarious demeanor made them the perfect travelers and traders, spreading the Empire's coinage far and wide and thus their trade ports, and thus their language, to the point that Common is the most spoken language in the world aside from Allorn.
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* The Cearden culture is as heartland as it gets, a metropolitan amalgam of influences from all manner across the Regalian Empire, built on trade.
* The Cearden culture is predominantly Unionist, though small pockets of [[Fornoss]] followers still remain, holding onto old beliefs in isolated areas.
* The Cearden culture is all about trade, exploration, and the high seas, with most sailors and seamen being of Ceardian descent or training.
* The Cearden people speak Common based on real-world English, which is easy to learn for all Races, and so widespread that it has become a world language.
* The Cearden people are the ideal gender neutral when it comes to gender norms and expectations, having truly no preference or expectation difference.
* The Cearden culture emphasizes curiosity, interest, poetry, reading, and learning as much as possible from the things one has never experienced.
* The Cearden people are largely progressive, but only mildly so, preferring progress to be slow, steady, and predictable to their financial interests.
* The Cearden love the colors burgundy and red, symbolisms of the seas and wealth, theatre and stage play, literature, guilds and finance and commerce.
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'''Gallovian'''
[[File:Galloviaffn.png|100px]]
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The Gallovian culture is a daughter culture of the Cearen when these people mixed with the Breizh, Velheim, and Anglians, and colonized the rugged Gallovian highlands in the Regalian Archipelago, as well as the surrounding scarcely populated and unfertile islands. Due to the harsh conditions of living on these islands, the Gallovian people are known as hardy mountain folk with a streak for animalistic spiritualism and stubborn-ness that cannot easily be rivaled by the other cultures. A Gallovian is hard to befriend, due to the natural district, but one of the warmest and hospitable friends anyone could have.
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* The Gallovian are best known as mountain folk living in the more rocky regions of the world, spread across islands and the Regalian Archipelago.
* The Gallovian culture is part Unionist, part Fornoss, part pagan animal-worshipping faiths, and somehow they all keep relatively peaceful among themselves.
* The Gallovian culture is all about survival, independent living, mountaineering and the traveling the cold rainy glens of their homeland.
* The Gallovian people speak [[Gallwech]] based on real-world Scots Gaelic, though many of them adopt Common names for easier pronunciation sake.
* The Gallovian culture is a patriarchal culture where strength makes right, which usually involves men dominating the household and family life.
* The Gallovian culture emphasizes brotherhood, loyalty to one's family above all, respect for animals and particularly wolves, and open air sports.
* The Gallovian people are jingoistic, favoring a policy of no-recognition and warfare with foreign nations to aggressively expand the Regalian Empire.
* The Gallovian people love plaid patterns in dark colors, symbolisms of wolves and mountains, wood carving, Gallovian Whiskey, wood cabins and feasts.
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'''Breizh'''
[[File:Breizhff.png|100px]]
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The Breizh people can best be summed up as the most iron-clad warriors of a rugged land in the Archipelago. Hailing from the relatively small region of [[Kintyr]], the Breizh people are one of constant internal warfare and struggle, breeding the toughest soldiers that are most accustomed to full plate armor and chainmail that one could wish for. A culture deeply steeped in folklore, legend, and the fantastical aftermath of fairy beliefs, the Breizh were one of the first to support the rise of the Regalian Empire, and quickly secured a highly autonomous and advantageous position within it.
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* The Breizh people are best known for their love for Knights and their skills in the forges of the Ailor realms, as well as the best castle architects.
* The Breizh culture is entirely Unionist. While they once followed the Faith of Ailwen of the Lakes, this goddess was incorporated into Unionism.
* The Breizh culture is all about family history, they obsess about telling the legends of their forefathers on intricately woven wall tapestries.
* The Breizh people speak real-world Breton, with all manner of Arthurian flair, and elements of Norman and Welsh place names and terms.  
* The Breizh culture is gender-neutral, but generally one that favors hawkish and militarily capable matriarchs or patriarchs with a long legacy.
* The Breizh culture emphasizes respect for the motherland and the land itself, diligence in the craft of armor and weapons, and a strong sword arm.
* The Breizh culture is neither overtly conservative nor progressive, with conservative ideas, yet pro-Occult progressive concepts and leanings.
* The Breizh culture adores the colors silver, white, and dark blue, anything metal, anything warlike, and large and bombastic stone palaces and castles.
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'''Ithanian'''
[[File:Ithanianff.png|100px]]
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The Ithanian people are known around the world as the most opulent party-goers, the wealthiest bankers and high-culture craftsmen, and the trendsetters and influencers of cultural expression and fashion. They draw both awe and amazement at how much they can spend on looking beautiful and the center of attention, and while they developed in their native [[Ithania]] away from the Regalian Empire, perfectly integrated bringing their wealth with them to cause a massive economic boom in the Empire. Since then, Ithanian has effectively become the style of court, with every Ailor royal house imitating their dress and code.
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* The Ithanians love festivities and the eternal competition of the fairest of the land, a thin veneer to hide their extremely cut-throat court politics.
* The Ithanians are universally Unionist, a religion that quickly found roots among them following the collapse of the [[Allorn Empire]] and their newfound freedom.
* The Ithanians focus on the so-called Jeu-de-courts, a game in which everyone must be a player to compete for favor, upstage others, or die trying.
* The Ithanians speak [[d'Ithanie]], based on real-world French, with long and complex naming customs called Moon-Names that can often have up to 10 names in them.
* The Ithanian culture is functionally gender-equal, but demands excluding men only from leading positions, with women being the high focus of command.
* The Ithanians emphasize the chase for beauty, fine-ness, class and always presenting one's best self. Many Ithanian honeyed words hide behind fans and gestures.
* The Ithanians are strictly progressive, always battling for expanded rights for other Races, religions, and above all individual liberties and press freedom.
* The Ithanians adore the colors white, pink and baby-blue, long dresses and large hats, flowers, marble statues, watching male sports, and the service industry.
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'''Daendroque'''
[[File:Daenloss.png|100px]]
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The Daendroque people are fiercely independent, will never accept anyone telling them what to do, and seek ways to carve out their own legacy and wealth at the expense of others anywhere they can. Having developed from ex-Allorn slave populations, the Daendroque had to unite and rebel to survive, a tradition that has been upheld to the modern day with them uniting in families and creating pseudo-gang warfare to protect their own housing communities and families from encroachment. Their plantations yet fuel the Regalian economy, while their hardy resistance to central rule gives the government many headaches.
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* The Daendroque people are freedom-loving business-minded entrepreneurs, who invariably end up using underhanded and roguish techniques to get success.
* The Daendroque are predominantly Unionist, even devoutly so, to the point of often causing conflict with their barely legal activities in business.  
* The Daendroque people are all about the family, which is less a blood-relation, but more-so all families and groups together in one walled community.
* The Daendroque people speak [[Droque]] based on real-world Español, with a variety of dialects across the many governorates and ex-colonies in the west.
* The Daendroque people have no overt gender preference, with the value of a person being defined by how useful they are to their community.
* The Daendroque people emphasize bravery, standing up for one's self and others, independence, pride and service to the community above all.
* The Daendroque people are inherently progressive, but have some autonomous leanings, preferring a decentralized weak state with less laws.
* The Daendroque people love the colors orange and yellow, fruits, warm environments, sleight of hand games and gambling, and the vibrant night life.
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'''Velheim'''
[[File:Velheimr.png|100px]]
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Hailing from the mysterious and lost Vaarda, the Velheim are a sea-faring culture which once had colonies far and wide in the known world, but was eventually pushed back by the march of civilization to only the coldest regions in the north. Hardly uncivilized, the Velheim held a great respect for nature and a close-ness to it that not many other Races or cultures can compare with, but one that inevitably left them misunderstood as barbarians. The Velheim were eventually forced into the Regalian fold at the conclusion of the [[Skagger Wars]], though some independent states still exist in the deep north.
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* The Velheim are a proud and martial people steeped in the ways of old, a lifestyle from Old Ceardia that even the Ceardian have long since abandoned.
* The Velheim almost universally follow Fornoss, a religion they founded, and eventually spread to the far corners of the world with their Gateways and ships.
* The Velheim people strongly believe in honor or Soldi, a rigid concept that demands they live their life in the name of honor, fairness, pride and bravery.
* The Velheim speak [[Skodje]] based on real-world Norwegian, with many regional dialects and accents as numerous as the amount of villages and towns one can find.
* The Velheim culture gender-equal, though there is an un-written male-dominance preference, as men have historically been more capable at seizing power.
* The Velheim culture emphasizes faith and loyalty to the Fornoss, resistance to change, adherence to the traditions and customs of old, and fearlessness.
* The Velheim people are staunchly traditionalist, with roots in jingoist even as they are first on the frontlines in war, even for an Empire they do not love.
* The Velheim people love the colors white, brown, and blue, fur anything, leather anything, wood carvings, folklore, religious ritualism and care for the dead.
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'''Krainivaya'''
[[File:Krainivayasss.png|100px]]
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The Krainivaya people are perhaps the most exotic coming from far-away [[Essalonia]], having fled magical prosecution at the hands of the [[Oltaran Republic]]. By the grace of the [[Regalian Emperors]] their refugees were allowed into the Regalian Empire to settle ex-Velheim lands in the north, building a resentment from those people. While inside the Empire. the Krainivaya have developed into the most courageous and stalwart defenders of the Emperor and the Imperial family, first to lay down their lives to solve even the slightest of inconvenience to their holy messiah who they have fully embraced.
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* The Krainivaya can best be understood as people of little means who yet survive in rough conditions, but have found deliverance and meaning in pious faith.
* The Krainivaya are strictly Unionist, to the point of even showing disdain for the concept of religious freedom, and wishing to impose the love of the Emperor globally.
* The Krainivaya are an inherently Purist and anti-Magic people who have the favor of the Emperor in return as his most fervent followers, always looking for traitors.
* The Krainivaya speak [[Kriv]], based on real-world Ukrainian, with strictly Ukrainian naming principles to distance from the (Russian) old Oltaran Republic.
* The Krainivaya are strongly patriarchal, but a few break-through women have seized their moment to become matriarchs in their own right, thawing old traditions.
* The Krainivaya culture emphasizes honesty and blunt truthfulness, being excellent penny-pinchers, and wrestling with cultural alcoholism hiding their harsh lives.
* The Krainivaya aren't so much conservative as much as they just hate change, and would prefer to let any change directly come from the Emperor alone and no one else.
* The Krainivaya adore the colors black and silver, jewelry, furs, faith, Unionist symbolism, snow, Krai Vodka, folk myths, and nobles who are accountable to their serfs.
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'''Întuneric'''
[[File:Romanians.png|100px]]
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The Întuneric are the wardens of [[Baldmark]], the rugged lands which lay between the Wirtem and the sea. Gripped by struggle against Arcane disasters, raiders, and the afflicted, they navigate a difficult world by keeping balance in their beliefs. While some of the most zealous Unionists, the Întuneric also hold onto pagan traditions long-lost by their neighbors- and while harsh Purists who hate all Magic on paper, a deep infatuation with the glamour and eternal life of [[Vampires]] lies beneath their surface. Border lords of a thousand castles and magnificent smiths, the Întuneric upkeep their lineages with pride.
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* The Întuneric fight fire with fire: they contradict their beliefs to enforce them, bringing the tough lessons of their rough homeland to the city of Regalia.
* The Întuneric are extremely Unionist beyond a doubt, but often maintain personal beliefs in witchcraft and ritual that fall outside of Unionist dogma.
* The Întuneric are enamored with [[Afflictions]]: [[Archon]] left by the Dragons, and Vampires taken on in the modern day - both curing, and becoming them, is their concern.
* The Întuneric speak [[Înnora]], a mixture of real-world Romanian and the Serbo-Croatian language spectrum which Regalians classify as one tongue for census purposes.
* The Întuneric do not have gender roles. Their society is theoretically patriarchal, but the centuries-long struggle with the Szabadok broke barriers down.
* The Întuneric culture emphasizes delving into the Occult for power, always exploring one's own boundaries, and protecting oneself against a harsh world that's out to get them.
* The Întuneric often lean conservative, backing up the Empire 'as it is and was' for fear that its expanding horizons will eventually see them forgotten.
* The Întuneric love the colors black, gold, and red, as well as Dragon symbolism, military orders, cloaks, folklore, superstition, and the Afflicted.
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'''Szabadok'''
[[File:Cumanflag.png|100px]]
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The Szabadok are the great horse lords of the open steppe, the finest cavalry in the Regalian Archipelago and perhaps the world. With an origin earlier than the oldest recorded history, they dwelt in their land before any state formed. By way of arms, they have raided every organized state to take a presence in their vicinity, including the Regalian Empire itself. Though their peaceful integration has been achieved after many years, there is a certain wildness in their hearts that even the city of Regalia cannot run out.
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* The Szabadok are independent-minded, warlike nomads with a strong belief in personal autonomy and taking what they want.
* The Szabadok are strong [[Evintarian Unionists]], although with an addition of folk ritual thrown into the mix.
* The Szabadok are all about raiding, feats of hunting and bravery in the wilderness, martial strength, and defending their unique culture.
* The Szabadok speak [[Réginyelv]], a language based off of Hungarian, but recorded in the Farsi script.
* The Szabadok have atypical gender beliefs: that men are the laborers, women are the warriors, and that those who lie in between must lead.
* The Szabadok culture emphasizes might makes right, having the strength to overcome obstacles, hospitality to all, and showing loyalty to one's clan.
* The Szabadok spent centuries tormenting Baldmark and other regions, but now that they are part of Regalia, they support any politician who will leave them alone.
* The Szabadok love horses, the colors brown, green and blue, veils, tassels, sashes, expensive jewelry, falconry, sabres, and the call of the hunt.
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'''Zeměvčel'''
[[File:Noimglong.png|100px]]
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The Zeměvčel have been a minor people in the history of the Regalian Archipelago, but their impact has been deeply felt by the peoples around them and the Regalian Empire which rules over them. Prolific apiary-keepers, it is often believed they originated the practice in Corontium and shared this knowledge. More modern innovations such as unique stonework, the proliferation of libraries, and a vibrant beer-drinking culture has kept them relevant and standing unabsorbed despite the efforts of larger cultural powers around them.
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* The Zeměvčel are independent-minded, looking within themselves for solutions to their problems before involving others.
* The Zeměvčel are [[Dogmatic Unionist]]s with sympathies toward [[Emended Unionism]], although with an addition of pagan ritual elements in their practice of Unionist teachings.
* The Zeměvčel are all about the production of agricultural products as well as apiary products, from the hives themselves to candles, wax and more.
* The Zeměvčel speak [[Český]], a language based off of Czech.
* The Zeměvčel have a blend of gender beliefs as due to their focus on independent thought, as well as a worldly openness to a range of ideas.
* The Zeměvčel culture emphasizes being open to new things, but not overcommitting oneself, as well as being resourceful and learned in a range of skills or topics.
* The Zeměvčel are somehow related to the Oltaran people of [[Eastwynd]], making themselves distant cousins of the Krainivaya, but have been in the Regalian Archipelago for centuries, with complex relations to several other Cultures around them.
* The Zeměvčel love bees, the colors of spring, floral patterns, embroidery, libraries, books, beer mugs, beer itself, and honey.
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'''Aetosian'''
[[File:Hellaspeople.png|100px]]
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The Aetosian are the primary art producers and appreciators in the Regalian Empire, having thrived on the island of [[Etosil]] where the Evintarian heretics were expelled to after the first schism, the Aetosians turned a rugged land bereft of natural beauty into a paradise for the arts, particularly sculpting and architecture. Since, the Aetosians have returned in numbers in [[Hellatia]] in the Regalian Archipelago, plying their trade in the capital also, and enjoying the religious freedom given to them, to express their Evintarian Unionist beliefs in public.
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* The Aetosian are communal and artistic faithful who experience the natural beauty of the world and spirituality through art and devoutness in belief.
* The Aetosian are devout Evintarian Unionists, and the original people from which this belief came, with most of their holy sites on Etosil.
* The Aetosians are all about living a pious and beautiful life, having beautiful clothes, behaving without uglyness in personality and style.
* The Aetosian speak [[Hellas]], a language based on real-world Greek. Despite their open views on gender identity, their language is strictly binary.
* The Aetosians are some of the most forward thinking when it concerns gender identity and bodily modifications, as well as even Race-changing.
* The Aetosian culture strongly encourages creative exploration, though not only in the arts, Aetosians are also excellent military engineers and inventors.
* The Aetosians are known across the Regalian Empire for having the most beautiful and devoted cloisters where monks live, dedicating their art and life to faith.
* The Aetosians love the colors white and purple, loose linen and silk robed clothing, depictions of religion, piety, marble statues, scenery paintings and mountains.
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==Trivia==
==Trivia==
*It is generally believed that the metaphysical concept of the “Crown of the World”, a term used to define the most powerful entity in the world, is currently carried by the Ailor, since the [[Altalar]] lost it (both the metaphysical concept and the actual crown which was taken by the Ailor).  
* The name Ailor is a somewhat bold claim made by these people that they should be the inheritors of the world (the world being called Aloria, considering themselves the pre-eminent people of it). Other peoples of Aloria sometimes call the Ailor "Nuvalon", which is Elven for "New People" to put them more in their historical context.
* The name Ailor comes from the term [[Aloria]] used to define the world itself. Both these terms are Ailor in nature however, but have become common enough to the point that other races also use them since most research in modern times exists in Ailor context.
* The one thing Ailor are deeply skilled at, is adaptation and usurpation. Ailor can take any kind of technology, design, or idea from other people, and further it into one of their own, and then continue to iterate onto it to make it even better. Most Ailor inventions like the musket and the three-decked battleship are based on Dwarven inventions, but now fuel the rise of the Regalian Empire.  
* Ailor are confirmed to be a common ancestor of the Skyborn people (at least the Founders and the Reclaimers). It is also speculated that the Ailor may be a distant common ancestor of the Dwarves. This would explain why Dwarven traits essentially disappear in half or quarter Dwarves.  


{{Races}}
{{Peoples}}
{{Accreditation
{{Accreditation
|Artists = MonMarty
|Artists = MonMarty

Latest revision as of 19:40, 14 September 2024

Ailor
Ailor (in Common)
Motto: "March, march to the glory of progress"
Nation StateMany
RulerVaried
LanguagesPrimarily Common
ReligionUnionism, Fornoss, Draconism
First RecordedUnclear
Demonym(s)Ailor

Ailor is a term that describes a vast range of people with no clear single heritage origin, but who all developed around the same time. Aloria's analog for Humans, the Ailor are Aloria's most numerous people by sheer virtue of populating the majority of the world's landmasses, and their comparatively shorter lives to those of other heritage, causing their population numbers to explode in short periods. To many other societies, the Ailor were barely on the radar for thousands of years. Despite their huge numbers, for most of history, they were the uncounted footnote, often an entity to be acted upon, rather than setting the stage for the global empires of old. The world-altering event that was the Cataclysm changed the global foodchain, propelling the Ailor to the top with the newly established Regalian Empire, which would grow to become the world's greatest superpower. The majority of the Roleplay occurs in the capital of the Ailor people, Regalia.

Design

Because of their historical newcomer status to geopolitics, some other peoples of Aloria still look down on Ailor as crude tribals.
Knighthood is a concept developed by Ailor, mostly to legitimize and uphold their power structures.
Most of the world's history is recorded through the eyes of the Ailor, who show a more erudite work-ethic to chronicling than others.
The Ailor are exceptionally pious, capable of great acts of self-sacrifice or evil in the name of faith.
While most of Ailor society is anti-Magic, some of the world's most powerful Mages can be found among them.
Autocracy, hierarchy, and feudalism are some of the cornerstone pillars of Ailor society.
While most other people have consistent fashion styles, the Ailor are at the foreground of fashionable advancements.
The amount of plotting and scheming at Ailor courts would sometimes put Elven intrigue to shame, given it moves much faster and much more deadly.

Ailor, being the closest analog to a "Human" as seen in other lore universes, are considered the jack-of-all-trades. They do nothing quite as exceptional as the other peoples of Aloria. While they can learn Magic, rarely does an Ailor become as good a Mage as a Lanlath Elf. While Ailor use technology often, rarely do they have the unique technological gift of the Skyborn. While Ailor fleets command the high seas with military power, an Ailor could not compete with a Fin'ullen Elf while fighting submerged in water. They are the average middle ground between all people, capable of all things but having no specific gift for anything but court politics and intrigue, and an uncanny ability to create further divisions among themselves. It should be noted that Ailor can have any visual appearance real-world people can have independent of their parentage or ethnicity. Genetics work differently in Aloria, with inherited traits often being more about demeanor, rather than skin/hair/eye color or ethnic grouping.

Heritage Traits

In Character Design, Proficiency allows for the buying of Packs, which give Combat Abilities. Heritage Traits add free Packs and Mechanics to a Character, fit around cultural themes. Mechanics are flair and roleplay opportunities Characters have outside of Combat, while Packs are Combat Power. Free Magic Packs can always be defined as any Alignment. Mixed Heritage Characters (characters of two different culture parents) choose one set of Free Packs, and can mix and match Mechanics from both parents up to a maximum of 5 Mechanics.

Free Packs

  • Ailor can choose 1 Pack from any Category for free. If any magic is chosen, the player may choose Alignment between God Magic, Exist, Ordial, Void, and Dragon Magic.
  • Ailor can choose 1 Pack from Mounted Point Buy or Training Point Buy Categories for free.

Mechanics

  • Ailor are masters of languages, which is expected given their habit to culturally divides. Because so many of their languages are inter-connected, various words become more obviously related, and they also take more effort to learn other languages. If someone insults an Ailor, even in a language they do not speak, the Ailor would know, as they know most curse words or words by which to speak ill of others in all languages.
  • Ailor are the masters of the Regalian Empire, and while it has equality between all peoples and heritages, Ailor are just by virtue of being Ailor considered preferential for most government positions and judicial situations. Where possible to do with the Nobility, with Government, or with Palace decisions, Ailor will be treated preferentially over other peoples, even if their qualifications might be lesser than the other options.
  • Ailor make for excellent negotiators. Ailor gain +2 on top of every Persuasion Dice roll result, and their Persuasion Cap is also increased by +2 for every Dice Roll. These effects only apply to non-Afflicted, non-Mystech individuals, as their speech and habits are entirely fine-tuned to the more mundane aspects of global society, they must venture beyond their comfort zone to be able to reach Magic things.
  • Ailor whether by divine intervention or by sheer dump cosmic luck, always somehow end up on the right side of history. Ailor Characters when participating in Events, may sometimes stumble into an extreme luck roll that drops an additional loot item for one of the participants. This loot can be physical items, or intangible things like Divinium or an Artifactspark. Chances are higher for non-Magic using Ailor than Magic using Ailor.
  • Ailor when using Syncretism can worship up to 3 Gods of their sub-dominant Religion, instead of just 1 or 2. Additionally, when Syncretizing, they gain the Mechanic of the sub-dominant Religion (except for Evolism, where only one of the Mechanics can be chosen). If your Character does not Syncretize, they gain +1 Attack Stat (Breaking Cap up to 11) against Characters that have Syncretized their mono-faith.

Religions

  • Unionism: Unionism is the most common Religion followed by the Ailor, and it is also the most recent one, only being 300 years or so old. Unionism is a Religion that proposes that global paradise will arrive when the Regalian Empire dominates the whole world, and because most Ailor live in the borders of the Regalian Empire, the two connect well.
  • Draconism: Draconism is one of the smallest minority Religions among the Ailor, but still one that is going strong. Draconism is exceptionally hard to root out among the Ailor, because the Dragons always seem to have treated them more preferentially than other peoples of Aloria, guiding and helping the development of many of their cultures over the centuries.
  • Estelley: Following Estelley as a Religion is a bit strange for an Ailor because it is mostly an Elf ethno-Religion, and because the Elves spent millennia terrorizing Ailor countries with repeat raids for wealth and power. Still, Estelley brings a strong message about inner perfection that some Ailor who live among a lot of Elves may find appealing.
  • Fornoss: Fornoss is the second (and once largest) Religion of the Ailor. The Fornoss Religion continues to be strong especially in the north, as the original Fornoss believers were the first Ailor to truly venture far beyond their native homelands and colonized many corners of the world. It continues to have a strong presence even in the mostly Unionist Regalian Empire.
  • Evolism: Evolism is an unusually popular minority Religion among the Ailor. As the Regalian Empire grows and expands, the individual becomes more of a faceless nameless gray entity in a crowd, indistinguishable from the other averages. The Dark Gods answer, allowing an Ailor to become exceptional, powerful, famous and feared, at the expense of their obedience.
  • Khama: While Khama was largely an ethno-Religion for most of its existence, it has recently become more open to outsiders, and so some non-Asha are converting to it. The numbers are still minuscule, but with a more articulated central message, Khama is capable of competing for converts with the other minority Religions.
  • Minor Faiths: Due to the cultural and historical variance among the Ailor, Pagan Cultism is alive and well especially in the more isolated corners of the Empire. Ailor make up the bulk of most of the smaller Pagan Faiths and Cults that exist around the world, just because of difficulty other major world Religions have at inspiring the hinterlands to follow their dogma.

Naming

Ailor naming customs are extremely varied, and even within societies or cultures that have common habits, Ailor tend to name children all manner of names sometimes even from other cultures. If a player chooses to make their Character of a particular culture (cultures are outlined below), then a quick google search can quickly explain naming conventions, and give name examples. Some unique naming conventions within the lore do not exist in real-life, so it may always be relevant to source the culture pages below to see if any special naming conventions are mentioned.

Cultures

Ailor more than any other people sub-divide their cultues perpetually, and sometimes for no real discernable reason other than to engage in an othering of groups of people from the home-group. While most other peoples of Aloria are fairly homogenous when it comes to culture, the Ailor have dozens of cultures, and among them even dozens of dialects and customs. Ailor love create an "us and them" mentality with ever smaller groupings with niche customs and habits. To give access to a wide variety of cultural expressions, we use real-world culture analogs that are easy to understand and express for Players. Below is a listing of all the Cultures that are currently playable.

While we generally recommend sticking to these Cultures as written into Lore, you are able to carry forward your own culture or a real-world culture not mentioned on this page into Roleplay without much issue. Keep in mind however that some specific cultures do belong to other heritages of people, so if you would like to express a particular real-world culture in Roleplay that is not on this list, please make a Lore Staff Ticket on the Community Discord to discuss.

History

The Homeland Era

The Homeland Era is a period that refers to when the Ailor largely lived on Ceardia and other immediately adjacent land masses. This period was likely either shortly after the fall of the Meraic Empire or some millennia before the rise of the Allorn Empire. Ailor have likely been around for some time longer than most people of Aloria in the present era, however their initial progress was extremely slow due to their short (comparative) life spans, and their extremely violent culture. The Homeland Era is sometimes also referred to as the Warlord Era, as this was a period in which most of Ailor society was perpetually stuck in never-ending border conflicts with regional warlords and petty despots. There are an uncountable amount of cultures that rose and perished in this period, until the sudden arrival of the Proto-Velheim who would later form the core of the Fornoss worshiping people. At around the same time, the ancestors of the Skyborn diversified from their common Ailor ancestor, and became the first founders on Ard-al-Nur, thus no longer being Ailor.

The Pearl Wars

After the Proto-Velheim started mass-colonizing the world, a long period that coincides with Elven and Asha history referred to as the Pearl Wars or the Elven Terror. This was a period spanning some millennia after the Dewamenet-Allorn War, and the subsequent defeat of the Asha. As the Pearl Wars accelerated against the Asha, fleeing Asha populations moved into Ailor territories, which in turn put the Ailor in contact with the Elves. There is a shared tragedy between the Ailor and the Asha, in that many of the same areas where Asha were repeatedly attacked with vile Oblation Magics, the Ailor who lived close by and sometimes even intermingled also became a target. While Oblation Magic required specific conditions to be met to work on the souls of the Asha, it was easier to apply to the Ailor, who had such varied Religions that they sometimes just did not have afterlives, or were some version of early agnostic, thus not having any faith at all. It should be expressed that the Asha by far suffered greater under this historical event than the Ailor, as the campaign by the Elves was designed to exterminate their people and culture, but Ailor often were caught up in the crossfire, and faced raids just as well. For every three raids on Asha population centers, Ailor also faced a raid on theirs, with Elven fleets ranging as far as Ceardia, Ard-al-Nur, and the landmass that would later become the Regalian Archipelago. During this period, large migratory movements of people also occurred, which is why the Ailor are so genetically diverse in the modern era. While originally skintone and hair color and eye color defined where someone came from, over time the mixing of these people made visual traits effectively universal. There remain legends of "the arrival of the black-haired people from the south", millennia ago, a point after which those populations mixed, and henceforth any Ailor could have black hair. The Pearl Wars did not invoke a historical trauma for the Ailor like it did for the Asha, notably because their average life span in this period was four times as short as an average Asha who could survive the Pearl Wars, so the events were quickly forgotten, though a communal distrust of Elves remained. When the Pearl Wars ended, Ailor population counts recovered fairly quickly, and exploded after the Cataclysm.

The Regalian Era

The Cataclysm defines the 0 year dating event during which much of the world's geography was changed due a series of natural calamities. These earthquakes, volcanoes, and tsunamis were the consequence of a massive Magical event at the end of a failed Void Invasion elsewhere in the world, and it utterly wrecked most of the western world's surface (sparing the Sihai lands). The Allorn Empire was destroyed, and with their most prominent obstacle to glory being eliminated, the Ailor were free to expand and form larger contiguous states. In the year 5 AC the Regalian Empire was founded after the Five Family Rebellion against a local Elven state, during which Solvaan Elves. Eronidas, Ailor, and Narim came together to defeat the local tyrants and found the Regalian Empire under the leadership of the Ailor. Regalia continued to grow for the coming 3 centuries into the world's largest but often at times unstable Empire and the central focus point of world politics. This era is largely defined for each state by whether or not they are part of the Empire, subject to it, or fight against it.

Expanded Lore

Expanded Lore exists to apply more content and deep-lore exploration. This section is optional reading that is not needed for a good experience, though if you play a Scholar of a kind, reading this is encouraged.

Regalia the City

Regalia is the capital of the Regalian Empire. Why the city and the Empire are named the way they are is unknown, though it was likely a happenstance, as most of the Regalian Empire at the time of its founding was either trival or in early stages of developing a feudal agrarian society. Regalia, or the capital more specifically, was the place where everyone traveled to "the Regal place" as it were. The capital is what defined much of the early rise of the Empire, and is the central focal point in a way that no other capital of any other people could be. As a result, it is speculated that the locals just eventually called Regalia the Regal City, and that the Empire was defined by what this capital was called. Regalia is a metropolitan the likes of which only the most cosmopolitan melting pot cities in the real world could compare. Even though it only has 4 million inhabitants (which is small compared to real-world metropolises), it is the most densely inhabited city in Aloria, with every culture, every belief, every cult, every heritage and every ethnicity represented. For all the major religions there are vast temples, for all the foreign kingdoms there are embassies, and each people effectively has a district or neighborhood to call their own. Every taste, every sensation, every thought and everything that is present in the world is sampled in this city, which is why inevitably all roads lead back to Regalia, and every person longs to visit this city one day. The city however also has a dark side. While much of it is covered in wealth and splendor, crime is high in the poor areas and state saboteurs and terrorists actively blend into the vast population that the state apparatus is often unable to control. For all the gilded roofs and poetic prose about the beauty of the Palace, it only masks the misery of the homeless in the alley ways, falling victim to Vampires and other dark forces alike. Regalia is a city of extremes, and thus the focus point of the Roleplay universe.

Thoughts on Magic

The Ailor are a people with a complicated relationship with Magic. Some cultures absolutely adore and encourage Magical exploration, while many other Ailor cultures absolutely despise it, and would eagerly kill Mages if given the chance. As a result, Ailor leaders and rulers constantly walk a fine balancing act between purism and mage emancipation that often tends to swing back and forth depending on the personal preferences of the person in charge. In Regalian Roleplay, this expresses itself through the "pendulum of rights". Every year or so, a new person comes to power in Regalia who has a different opinion on Magic, and radically alters the laws to fit their preferences. This can sometimes result in extreme emancipation and Magic publicly used in the street, only to be repressed a year later as a new ruler comes to power. It often results in situations where Mages play crucial roles in solving the calamities and chaos that strike Regalia, but end up being punished after the fact as scapegoats, having to be content with the invisibility of their achievement as propaganda wipes their contributions away. The constant struggle between Tech versus Magic is an ongoing topic in Ailor society, and Regalia in particular, that Players are constantly on switching sides of.

Aristocracy & Hierarchy

One very important aspect of Ailor society as a whole is aristocracy, autocracy and the concept of hierarchy. For better or worse, the Ailor always gravitate towards leadership structures and seek strong persons to lead them and to organize them. The Ailor are not exceptional at anything individually, but even the most untrained peasant mob under the right leader can turn the Ailor from disorganized rabble into efficient fighting machine. Each Ailor society eventually structures itself around centralized leaders followed by devolved leadership or authority passed down to subordinates. This usually expresses itself through feudalism and serfdom, and so most of the millions of Ailor who live in the world are tenant farmers or workers subject to some lord or count. Even among the nominally more democratic nations that call themselves republics, only the wealthy vote, or votes are only cast between centralizing families that rule from mighty castles and palaces. Hierarchy is exceptionally important in Ailor society, and the concept of a social class climber is seen as uncouth. Class distinction is important, and while the Ailor do not have a caste system, marrying outside of one's means is considered an offensive vanity for the pauper, and a weak gesture for the wealth-born.

States & Regionalism

An enduring conflict that often plagues Ailor progress, is their habit to further fragment their society into smaller groups to create more exclusionary in-groups and othering those not part of it. This often expresses itself in the conflict between patriotism and regionalism. It is a natural desire of all states and autocratic leaders to seek more centralized power. To break away the legal rights of the smaller regions and to meld everything together into one homogenous loyal state that works towards a common goal. Because Ailor have become very efficient at doing just that, large regional-autonomy movements have risen up to preserve cultural uniqueness, but also to counteract the loss of regional agency. After all, many cultural niches exist in small regional polities, with a history of having fought for their identity's continued survival against for example a common enemy like the Elves. But often, when these enemies would disappear, suddenly the predominant Ailor power would become the new oppressor, or attempt to centralize power even more aggressively than the previous tyrant would. In Regalia, this often expresses itself in subtly disobedient and regionally autonomous politicians. These politicians aren't necessarily disloyal to the Empire, and do not wish to see it do well, but would rather than all taxes and cultural homogeneity is applied anywhere but here. In essence, many of Regalia's politicians are NIMBYs, and the Empire's instability is largely caused by its own politicians engaging in self-sabotaging plots against the crown and the central state to cling to any regional autonomy they can, even if it puts them at severe risk of invasion from outside forces or ouster from their own people.

Trivia

  • The name Ailor is a somewhat bold claim made by these people that they should be the inheritors of the world (the world being called Aloria, considering themselves the pre-eminent people of it). Other peoples of Aloria sometimes call the Ailor "Nuvalon", which is Elven for "New People" to put them more in their historical context.
  • The one thing Ailor are deeply skilled at, is adaptation and usurpation. Ailor can take any kind of technology, design, or idea from other people, and further it into one of their own, and then continue to iterate onto it to make it even better. Most Ailor inventions like the musket and the three-decked battleship are based on Dwarven inventions, but now fuel the rise of the Regalian Empire.
  • Ailor are confirmed to be a common ancestor of the Skyborn people (at least the Founders and the Reclaimers). It is also speculated that the Ailor may be a distant common ancestor of the Dwarves. This would explain why Dwarven traits essentially disappear in half or quarter Dwarves.

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WritersMonMarty
ArtistsMonMarty
ProcessorsMonMarty, FireFan96
Last EditorHydraLana on 09/14/2024.

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