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==Summary of Racial Abilities==
==Summary of Racial Abilities==
{| class="wikitable"  
All Abilities are listed in detail on the [[Ability List]] Page. Additional rules applied to those Abilities are recorded in the table below. Aesthetics for Abilities may be dictated by the players, as long as the Ability Name is mentioned in the Emote, which is mandatory for Ability use. The following Abilities are what is considered a Racial Ability Set. Meaning, that none of these Abilities attribute Aberrant status to any individual, even if they are classified like they would. Only additional Abilities gained from outside of this Racial Ability Set can attribute Aberrant Status. Of the list below, regardless of what [[Cultures]] a Character belongs to, one Ailor Lineage must be chosen. It is not possible to mix Lineages.
|- style="font-weight:bold; background-color:#d9d9d9;"
===Bolven===
! Name
{| class="wikitable" style="width: 670px;"
! Type
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Description
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
|-
| colspan="3" style="text-align:center; font-weight:bold; background-color:#d9d9d9;" | The following Abilities can only be used by those of Bolven Lineage.
| style="background-color:#e6eaff; width: 21%;" | Body Morph I
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Body Morph I | The Character can activate internal body processes to rapidly grow or reduce muscle-mass over the span of several seconds. This allows the Character to change their Body Shape at will, while also granting access to the “Musclegod” Body Shape, a Body Shape that can only be used through this Ability and is not innately available in the Proficiency System. Musclegod is classified as above Strongman, but with such muscle-size that is so large, one would think the person has trouble moving around in an efficient manner. This Ability has no Cooldown and can be used mid-combat.
}}
|-
|-
| style="background-color:#F2D4CD; width: 10%;"    " | Hardy Constitution
| style="background-color:#e6eaff;" | Super Self I
| style="width: 10%;"    " | Racial Passive
| Mythic Shift
|  
| Self
The Bolven Ailor gain 10 Physical Stat by default, simply for being Bolven. Additionally, their racial height maximum is 7 feet and 5 inches, instead of the cultural height limit imposed by the other Ailor height limits.  
| Grants the user {{#simple-tooltip: Super Self I | Upon being physically harmed by any Mundane Attack or Ability, or upon hitting another person with any of these, the Character triggers a battle-state. When battle-state is activated, anyone within 2 blocks of the person is knocked over, while the person’s appearance may change with a wide variety of non-identity altering aesthetics including but not limited to: steaming skin, flaming eyes, electrified hair, increased vascularity, darkening of the eyes and sockets, shredding skin, colored glow, and other visuals of rage and battle. While Super Self is active, the Character gains +5 Physical Stat.
}}
|-
|-
| style="background-color:#F2D4CD;" | Versatile Instict
| style="background-color:#e6eaff;" | Super Self III
| Racial Spell
| Mythic Shift
|  
| Self
The Bolven Ailor can change their Body Shape at will, depending on their levels of adrenaline. For example, when they are in survival mode, their physical prowess increases and their musculature grows to accommodate their need (this is however mostly just aesthetic).
| Grants the user {{#simple-tooltip: Super Self III | The user can use Super Self III to instantly filter (or prevent themselves from breathing/ingesting) and nullify any Gas, Toxin, or ingested Alchemical Substance, making them immune to it. This Ability only affects Ability-Created Gases that have a tangible visual effect. This process is automatic, meaning they cannot pick and choose, except in the case of drinking Alcohol.
}}
|-
|-
| style="background-color:#F2D4CD;" | Hidden Stature
|}
| Racial Spell
===Fennh===
|
{| class="wikitable" style="width: 670px;"
The Bolven Ailor can change their height from their natural height downwards, or back to their natural height at will. The shortest they can appear as is 4 feet and 5 inches. This happens near instantly, but does not change the clothes along with them, while Physical Stat stays consistent regardless of height.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
|-
| colspan="3" style="text-align:center; font-weight:bold; background-color:#d9d9d9;" | The following Abilities can only be used by those of Fennh Lineage.
| style="background-color:#e6eaff; width: 21%;" | Omniaware I
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Omniaware I  | The user cannot be taken by surprise from behind, below, the sides, above or from far away. If any (Mundane) attack or harming Ability is used on them, a sixth sense will trigger making them aware of an attack that would otherwise take them by surprise. This does not grant additional dodging or avoiding mechanisms or guarantees, so standard Combat Roleplay Logic must still apply to dictate whether or not the user would be able to fairly block or avoid an incoming attack. This Ability purely gives the knowledge of such an incoming attack.
}}
|-
|-
| style="background-color:#F2EACD;" | Fennh Size
| style="background-color:#e6eaff;" | Flux Shift I
| Racial Passive
| Mythic Shift
|  
| Self
Fennh Ailor are often also called Halflings, owing to their small stature. The smallest an adult Fennh can be is 3 feet and 5 inches, while the tallest they can be is 4 feet and 5 inches. These height changes override the Ailor cultural maximums and minimums regardless of what Culture the Fennh belong to.
| Grants the user {{#simple-tooltip:  Flux Shift I | This Ability allows the user to seamlessly mimic the features of any Race, changing their own appearance to exactly match any Race, or even combine various visual aspects of races in a combination. This Ability cannot be used to create a copy of another person visually, they will always look off or distinguishably different from the original. This Ability has no Cooldown.
}}
|-
|-
| style="background-color:#F2EACD;" | Quick Avoidance
| style="background-color:#e6eaff;" | Super Self V
| Racial Passive
| Constant Passive
|  
| Self
Fennh Ailor are exceptionally alert and dextrous, allowing them to quickly roll and dodge out of the way of any Mundane, Non-Ability based Ranged attack that might strike them, including Puretek, avoiding it entirely. This ranged attack immunity is consistent across multiple attacks from multiple angles.  
| Grants the user {{#simple-tooltip: Super Self V  | The Character is immune to any Ranged Combat Proficiency Mundane Techniques, with the exception of the Techniques gained at the full 20 Proficiency Point investment. The aesthetics for how these projectiles miss is up to the player, but it is recommended to simply pass through them as if they were a shadow.
}}
|-
|-
| style="background-color:#F2EACD;" | Fennh Disguising
|}
| Racial Spell
===Drahl===
|
{| class="wikitable" style="width: 670px;"
The Fennh can create a disguise for themselves, allowing them to appear like another person of any other race (but not imitate someone). They can create as many disguises of this manner as they please, but it takes at least thirty minutes to enact, or remove one with regards to make-up, prosthetics and wardrobe. Regardless of the disguise chosen, they cannot alter their height with this ability.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
|-
| colspan="3" style="text-align:center; font-weight:bold; background-color:#d9d9d9;" | The following Abilities can only be used by those of Drahl Lineage.
| style="background-color:#e6eaff; width: 21%;" | Battle Sense I
| Control Power
| Emote Distance
| Grants the user {{#simple-tooltip: Battle Sense I | The user may activate this Control Power on anyone in range, attaching to them like a Mobile Channel. While it is maintained, the user may choose one of the target’s Melee Combat Proficiencies and increase it by +5 Proficiency Points that may break the Cap for Proficiency. The user may only move at walking speed, must have the target within viewing distance, and the user may also not be attacked themselves. Knocking over or otherwise removing the focus from the user on the target cancels the effect. Additionally, the user gains the Constant Passive Omniaware I while this Ability remains active. While Battle Sense I is active, the user may not use other Abilities.
}}
|-
|-
| style="background-color:#CDF2D5;" | Stalwart Companion
| style="background-color:#e6eaff;" | Spirit Familiar I
| Racial Passive
| Toggle Passive
|  
| Self
Drahl Ailor are never without their bird companion, usually a Falcon, Hawk or Eagle of their choice (though possibly any reasonably and similarly sized predator bird). This Bird cannot be harmed or captured, and if at risk, will flee the scene and return to the Drahl when it is safe. The Bird is capable of minor aesthetics for the Drahl, such as sitting in their hand when feeding or playing. The Bird must always remain within the same street of its owner.
| Grants the user {{#simple-tooltip: Spirit Familiar I | The user must choose an animal from the Animals Page (barring Magus or Dragon) species. This choice is permanent, and must be mentioned on the Character Application. Once chosen, the user may choose to manifest and remove smaller visual and aesthetic changes to their body from the animal chosen, but never so thoroughly that it mimics a Werebeast, Allar, or Asha. Secondly, they may summon a magical looking familiar of the animal chosen that may never be larger than a domestic cat regardless of original size of the animal, but may also be smaller depending on the preference of the user. This familiar can carry a single object on them, but may never enter combat, and is disabled for 1 hour if hit by any Ability or Attack. If a Magical aesthetic is not desired, a Mundane creature can also appear to the Character in their childhood and stay with them, with this Ability applying to them, with all other rules. The Mundane creature gains a lifespan as long as the user.
}}
|-
|-
| style="background-color:#CDF2D5;" | Bird's Eye View
| style="background-color:#e6eaff;" | Honed Skill III
| Racial Passive
| Constant Passive
|  
| Self
Through the usage of their bird, the Drahl Ailor gains a leg up on other Generals, gaining bonuses to roll chances in World System Progression battles. Additionally, the Drahl gains +5 Perception through their bird communicating things to them. (The bird's communication is purely aesthetic, the character cannot perceive things only the bird can see).  
| Grants the user {{#simple-tooltip: Honed Skill III | Choose any Command Skill Category Proficiency. As long as 5 Proficiency points are invested in this Proficiency, gain another +5 for free. If this Ability were somehow removed from the Character, the Proficiency Point bonus is also removed. This Boost does not break the Proficiency Cap. If the chosen Proficiency is already boosted from any other source, it cannot be boosted by this Ability.
}}
|-
|-
| style="background-color:#CDF2D5;" | Swift Strike
|}
| Racial Spell
===Nautilaan===
|
{| class="wikitable"
Drahl Ailor can call upon their bird to strike out at an opponent once per day, allowing the Bird to claw at a target once, physically striking any area of the target's body except for the face. The Bird cannot be interrupted, and will immediately fly away after delivering its strike.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
|-
| colspan="3" style="text-align:center; font-weight:bold; background-color:#d9d9d9;" | The following Abilities can only be used by those of Nautilaan Lineage.
| style="background-color:#e6eaff;" | Super Self II
| Mythic Shift
| Self
| Grants the user {{#simple-tooltip: Super Self II | The user can use Super Self II to instantly shift or move their feet or legs or ankles by either contorting, phasing, ghosting or re-shaping in such a way that any Rooting, Trapping or Snaring that is applied on them is instantly cancelled the moment it hits (all other effects of those Abilities or Mundane Techniques still apply). This Ability does not affect Abilities that apply Disabling effects to specific limbs or Paralysis.
}}
|-
|-
| style="background-color:#CDE9F2;" | Infallible Navigator
| style="background-color:#e6eaff;" | Mind Wall II
| Racial Passive
| Toggle Passive
|  
| Self
Nautilaan Ailor has a photographic memory for star maps and cartographic maps (and maps only), allowing them to recall their contents with perfect accuracy. Nautilaan can always tell what polar north is as long as they have a map with them, or can see the starry night sky. They are also immediately able to tell errors in maps.
| Grants the user {{#simple-tooltip: Mind Wall II | The Character has Control Power immunity (except Exorcism I & II, and Peace Reign I), and can perceive that a Control Power is being used on them. They may turn on or off this Control Power at will from their mind.
}}
|-
|-
| style="background-color:#CDE9F2;" | Iron Gut
| style="background-color:#e6eaff;" | Honed Skill III
| Racial Passive
| Constant Passive
|  
| Self
Nautilaan Ailor are exceptionally hardy, capable of surviving and functioning without food, drink, or sleep for up to a week. This makes them exceptionally suitable for dangerous coastal trips with few supplies, but also able to resist being starved out while imprisoned, or caught off guard while dozing off.  
| Grants the user {{#simple-tooltip: Honed Skill III | Choose any Command Skill Category Proficiency. As long as 5 Proficiency points are invested in this Proficiency, gain another +5 for free. If this Ability were somehow removed from the Character, the Proficiency Point bonus is also removed. This Boost does not break the Proficiency Cap. If the chosen Proficiency is already boosted from any other source, it cannot be boosted by this Ability.
}}
|-
|-
| style="background-color:#CDE9F2;" | Favored by the Sea
|}
| Racial Passive
===Lexxons===
|
{| class="wikitable" style="width: 670px;"
Nautilaan Ailor gain a permanent +5 Sailing Art, and the winds favor their ships on the sea, gaining them bonuses to rolls in the World System involving the movement of ships in both Battle and Non-Battle Progressions. Somehow, they always seem to get lucky with the direction of the wind striking them just right in the sails to give them an edge.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
|-
| colspan="3" style="text-align:center; font-weight:bold; background-color:#d9d9d9;" | The following Abilities can only be used by those of Lexxons Lineage.
| style="background-color:#e6eaff; width: 21%;" | Shrewd Insight I
| Control Power
| Emote Distance
| Grants the user {{#simple-tooltip: Shrewd Insight I | When conversing with a person, the user can, once a day, detect the true disposition of a person towards them. This may be done either by detecting how much the target likes or dislikes the user, or by more specifically detecting how they perceive the user. This may need to be updated from time to time, as people change their minds about others all the time. A character with at least 10 Proficiency Points in Theatre Arts is immune to this Ability. They simply send back blank results.
}}
|-
|-
| style="background-color:#E9CDF2;" | Keen Insight
| style="background-color:#e6eaff;" | Keen Mind I
| Racial Spell
| Trigger Passive
|  
| Emote Distance
Lexxon Ailor are exceptional empaths, able to detect the hidden emotional state of a person. Any person is able to act tough on the outside, but the Lexxons can read their dominant emotional state on the inside. They can then use subtle language or body language to enhance or reduce this hidden dominant emotional state to their preference.  
| Grants the user {{#simple-tooltip: Keen Mind I | Whenever any Control Power is used on the user that has some sort of Emotion, Feelings, Opinion or Perception reading element, the user immediately becomes aware that their mind is being prodded, and can send back whatever signal they want, thus effectively faking any attempt to read them and manipulate the person trying to read them on top.
}}
|-
|-
| style="background-color:#E9CDF2;" | Shrewd Diplomats
| style="background-color:#e6eaff;" | Mind Wall I
| Racial Spell
| Toggle Passive
|  
| Self
Lexxon Ailor can, when conversing directly with an individual, ponder to themselves "how does this person truly feel about me". Within moments, that person's true disposition will be detectable from their expressions and body language, thus giving the Lexxon knowledge of their true disposition towards them. This can only be used once per day, and may need to be updated from time to time, since people change their minds about others.  
| Grants the user {{#simple-tooltip: Mind Wall I | The Character has Target Illusion immunity, and can perceive that a Target Illusion is being used on them. They may turn on or off this Illusion at will from their perception.
}}
|-
|-
| style="background-color:#E9CDF2;" | Subtle Suggestion
|}
| Racial Spell
===Woaden===
|
{| class="wikitable" style="width: 670px;"
Lexxons can use subtle gestures and body language to impart an emotional sensation or emotional state of mind onto a person. This is not quite as strong as Slizzar being able to send subliminal instructions to others, but rather more about making someone subtly feel more at ease, more irritated, or more content.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
|-
| colspan="3" style="text-align:center; font-weight:bold; background-color:#d9d9d9;" | The following Abilities can only be used by those of Woaden Lineage.
| style="background-color:#e6eaff; width: 21%;" | Hunt Sense I
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Hunt Sense I | The Character has permanent Night-Vision in dark or night-time locations, thus being able to see through Mundane Darkness, but not Ability based Darkness. Additionally, if the Character has tasted or smelled freshly drawn blood of an individual within the last 30 minutes, are able to track their location wherever they are in Regalia proper. If the target leaves to a Clandestine Base or Noble Estate however, the tracking ends. While tracking, it's not allowed to use fast travel or sprint, the distance must be walked.
}}
|-
|-
| style="background-color:#CDF2E2;" | Predator's Vision
| style="background-color:#e6eaff;" | Wall Climb IV
| Racial Passive
| Toggle Passive
|  
| Self
Woaden Ailor have perfected their ability to see in the Dark, allowing them to see clearly and effectively in any natural light condition or in Ability created Darkness. When in dark settings, the pupil and iris of Woaden Ailor gain a a reflective sheen akin to a nocturnal predator's that, should they be in the shadows, allows one to only see two light orbs.
| Grants the user {{#simple-tooltip: Wall Climb IV | The user can climb up, down, or sideways (but not diagonally) on any vertical surface with walking speed, and hold onto the wall with one hand stopping and resuming at any spot. This Ability does not grant any lethal falling damage mitigation, though it is possible for climbers to jump from a suspended position halfway up the wall. Channel Abilities cannot be utilized while Climbing with Wall Climb IV.
}}
|-
|-
| style="background-color:#CDF2E2;" | Free Spirit
| style="background-color:#e6eaff;" | Nature Gift I
| Racial Passive
| Constant Passive
|  
| Self
Woaden Ailor cannot be unwillingly grabbed, grappled, held or restrained by Mundane means utilizing any Mundane implement (excluding metal chains) or body part (Arms, tails, limbs, claws, talons, etc), even if that body part is enhanced or altered by an Ability or for example a ghostly or ethereal animal. This does not apply to purely Ability-Based restraints such as magical chains.
| Grants the user {{#simple-tooltip: Nature Gift I |  While outside the City, thus nowhere near conventional rental housing, the Character moves “as fast as an Asha” (thus giving the Character Asha Agility). This Ability ceases the moment the Character returns to the urban landscape.
}}
|-
|-
| style="background-color:#CDF2E2;" | Child of the Woods
|}
| Racial Spell
===Archan===
|
{| class="wikitable" style="width: 670px;"
Woaden Ailor can effectively climb almost instantly into a Tree of any shape or size, without risk of falling (though cannot leap between trees, and will in most cases be stuck if chased into one). Additionally, they can immediately determine how healthy or old a tree is just by looking at it, and pinpoint anything that may be harming it or causing it to suffer.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
|-
| colspan="3" style="text-align:center; font-weight:bold; background-color:#d9d9d9;" | The following Abilities can only be used by those of Archan Lineage.
| style="background-color:#e6eaff; width: 21%;" | Pure Body I
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Pure Body I | The Character is immune to Afflictions. Any type of Affliction simply fails to infect them, even if it would come at the end of an Ability. Some Event Characters like Arken may have the Ability to negate this effect. Additionally, the Character is unable to learn or use Sorcery, if a Character gains Pure Body I at a later point in time, they lose their Sorcery or Magic and do not get Proficiency refunds.
}}
|-
|-
| style="background-color:#EBF2CD;" | Bastion of Faith
| style="background-color:#e6eaff;" | Casting Light I
| Racial Passive
| Magic Spell
|  
| Emote Distance
Archan Ailor have gained Innate Abilities through their strong devotion and loyalty to their faith, gains access to the Primal [[Sorcery]] School of [[Union Blessings]]. These Abilities allow them to protect their holy sites, clergy, relics and faithful as holy warriors or paladins. Archan Ailor gain additional Constant Passives from Union Blessings, even if they do not spend Proficiency to acquire Spells.
| Grants the user {{#simple-tooltip: Casting Light I | This Ability only affects Vampires, Void Mages, Void Sorcerers, Void Silven, and Crimson Witches. The user is able to hold up one hand with the palm facing a person, causing a blinding light and orchestral song to erupt on the Target. This has two effects. Firstly, the Target can only Slow-walk towards the user. They can still run back, or sideways, but moving towards the user becomes a struggle. Secondly, they cannot physically see the user because of the light, thus any Ability that requires line of sight of the Target cannot be used on them. The user also cannot run, but can use their other arm and the rest of their body to do any action, as only the single hand must be upheld. This Ability has no Cooldown, though if knocked out of it by being knocked over, gains a 10 second Cooldown.
}}
|-
|-
| style="background-color:#EBF2CD;" | Unbreakable Devotion
| style="background-color:#e6eaff;" | Holy Manifestation I
| Racial Passive
| Faith Power
|  
| Self
Archan Ailor, due to their strong connection with the establishment of the Unionist Church and its tenets, are exclusively Unionist in belief, and believe wholeheartedly in the Spirit and the Creeds. Archan Ailor cannot be swayed from their faith or be converted, and will hold onto their belief in the Spirit and the Emperor until their dying breath.
| Grants the user {{#simple-tooltip: Holy Manifestation I | The user may have any number of glowing or non-glowing religious symbols appear anywhere on their body passively. These symbols are not physical and cannot ever emit enough light to light up Darkness, and can be of any color.
}}
|-
|-
| style="background-color:#EBF2CD;" | Eternal Watch
|}
| Racial Passive
===Olean===
|
{| class="wikitable" style="width: 670px;"
Archan Ailor are filled with devotion and piety while inside or within Emote Distance of holy sites, such as Unionist Churches or the Imperial Palace. While filled with devotion and piety, the Archan Ailor become immune to forced fear or despair mechanics through Abilities.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
|-
| colspan="3" style="text-align:center; font-weight:bold; background-color:#d9d9d9;" | The following Abilities can only be used by those of Olean Lineage.
| style="background-color:#e6eaff; width: 21%;" |Rogue Gift I
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Rogue Gift I |  
Should the character fail a dice roll for pickpocketing another character, they may roll a second time. This effect may only apply once per person being pickpocketed per day, but if a different person is targeted each time, it has no upper limit. The failed attempt is simply retconned.  
}}
|-
|-
| style="background-color:#C0D3E0;" | Practiced Pickpocket
| style="background-color:#e6eaff;" | Rogue Gift II
| Racial Passive
| Constant Passive
|  
| Self
Olean Ailor are unnaturally quick with their hands, allowing them to re-roll a failed Pickpocket attempt a second time. This ability can only be used once per Pickpocket attempt, and only once per person per day. The failed attempt simply does not register, regardless of the Perception of the target or bystanders.
| Grants the user {{#simple-tooltip: Rogue Gift II | The Character can, once a day, if attempting an Proficiency or Ability action that requires a roll, dictate in OOC chat with the use of this Ability what the roll outcome would be without rolling. This is in essence a once-a-day luck-of-the-draw where the character has an instant-success on their /dice roll.
}}
|-
|-
| style="background-color:#C0D3E0;" | Luck of the Draw
| style="background-color:#e6eaff;" | Skin Purge I
| Racial Passive
| Toggle Passive
|  
| Self
The dexterity of Olean Ailor extends to card games and other sleight of hand gestures or actions, allowing them to re-roll a second time when failing a draw or game step during a card game or other similar Sleight of Hand game, seamlessly replacing the card they had picked. They can also, once per game, force a dice roll or card pull to be a successful one.
| Grants the user {{#simple-tooltip: Skin Purge I | The user can toggle this Passive to remove choice or any and all scars, Mutations, tattoos or other blemishes that affect only their skin. Skin mutations may include pigments, scriptures, textures, but for example not horns, despite them being covered in skin and sticking out of the skull. Mutations stay gone forever, but scars may be caused to re-appear at will, and may also be removed again at will.
}}
|-
|-
| style="background-color:#C0D3E0;" | Spotless Smuggler
|}
| Racial Passive
===Carnvaal===
|
{| class="wikitable" style="width: 670px;"
Olean Ailor, when being searched, are capable of seamlessly hiding objects held in their pockets that are smaller than their closed fist. They can move these objects deftly between hidden pockets and compartments, preventing them from being found when inspected under any circumstances, including guard body-searches. Though there is no hard limit on the number of items they can conceal, it is expected to be a reasonable amount of items.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
|-
| colspan="3" style="text-align:center; font-weight:bold; background-color:#d9d9d9;" | The following Abilities can only be used by those of Carnvaal Lineage.
| style="background-color:#e6eaff; width: 21%;" | Glitter Control I
| Magic Spell
| Emote Distance
| Grants the user {{#simple-tooltip: Glitter Control I | The user is able to eject streams, puffs or balls of non-harmful colored and/or glowing glitter up to Emote Distance. Once shot out, they can also steer this glitter through the air like a cloud anywhere in Emote Distance. The aesthetic effects of this Spell have no limitations in terms of quantity of glitter or Cooldowns. It can also get into people’s clothing, hair, or dust onto them like snowflakes. Additionally, users of this Ability may Object Curse an object to act like a glitter bomb, expelling forth a plume of glitter, though it will only remain functional while the user is within Emote Distance. Finally, the user may congest all their Glitter Magic between their hands and push it violently into the ground, causing an Emote wide massive explosion of glitter and colored chalk dust that not only colors everything in the area, but also makes visibility impossible for 10 seconds while all the glitter drifts to the ground. If this glitter bomb is used, the ability goes on a 24 hour cooldown.
}}
|-
|-
| style="background-color:#ffeaf7;" | By word of Mouth
| style="background-color:#e6eaff;" | Inth Gift I
| Racial Passive
| Control Power
|  
| Emote Distance
Carnvaal Ailor are masters of distraction in conversation, and can, when any person is upset with them, cause the person to inexplicably forget why they were upset with the Carnvaal Ailor for the duration of the conversation. The target can additionally not become upset with the Carnvaal Ailor again for the duration of the conversation, unless the Carnvaal Ailor does something new that is upsetting during the conversation. When the conversation ends, and the Carnvaal Ailor leaves, the target remembers why they were upset again. This Ability applies if the Carnvaal ailor shows up to a Calendar Event, applying its effects to all those present at the event. This Ability only activates when the reason why the target is upset is relatively “minor”, and does not apply if the Carnvaal has done something violent or aggressive, or has persistently engaged in antagonism with the target.
| Grants the user {{#simple-tooltip: Inth Gift I | The user may target any person within Emote Distance to mark them with this Control Power, and any number of individuals may be marked. For those marked, if the user or the target leaves Emote Distance, the target(s) will forget the appearance, name and the sound of the voice of the user. They will still remember the conversation and what was said, but they will only remember a blur of a figure for the user, a warped voice, or their name.
}}
|-
|-
| style="background-color:#ffeaf7;" | Drinks Galore
| style="background-color:#e6eaff;" | Peace Reign I
| Racial Passive
| Control Power
|  
| Emote Distance
Carnvaal Ailor can hold their liquor to unnatural degrees, and can tolerate high doses of alcohol before experiencing any negative effects. Anyone who willingly agrees to drink with the Carnvaal AIlor becomes passively more attuned to comedy, becoming more easily amused, more inclined to make jokes, and more likely to have fun. Additionally, the Carnvaal Ailor can identify any alcoholic beverage or drink just by tasting it, recognizing all the normal components of the drink (but not any non-drink additives.) This does not apply to Alchemy.
| Grants the user {{#simple-tooltip: Peace Reign I | The user may choose to, at any Event Venue either from a hosted event as found on the Calendar, or for a social gathering in their own home, apply a Control Power to diffuse anger in a character and soothe their frustration or anger if they experience it during the social gathering or event, while still on the venue. The effect is indefinite, causing the target to be more calmed, and will endure even if they leave, but will not prevent it from triggering again in the future. This has no cooldown, and may be applied to as many targets as desired, but only during the event/gathering and on venue/in home.
}}
|-
|-
| style="background-color:#ffeaf7;" | Chicken, Chicken
|}
| Racial Spell
===Medavinti===
|
{| class="wikitable" style="width: 670px;"
Carnvaal Ailor are uniquely capable of hitting nerves when challenging others, and can challenge someone else to a contest, challenge, competition, or some form of dare that the target is less likely to decline. This Ability is not explicitly a Control Power, but it does cause the target to be much more likely to agree to the challenge (similiar to Slizzar Sensation Surge), to avoid being seen as a coward or party pooper. This Ability does not apply to challenges that would be overly detrimental to the target in their outcome (be it physically, economically, or mentally.)
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
|-
| colspan="3" style="text-align:center; font-weight:bold; background-color:#d9d9d9;" | The following Abilities can only be used by those of Medavint Lineage.
| style="background-color:#e6eaff; width: 21%;" | Honed Skill II
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Honed Skill II | Choose any Hobby Group Proficiency. As long as 5 Proficiency points are invested in this Proficiency, gain another +5 for free. If this Ability were somehow removed from the Character, the Proficiency Point bonus is also removed. This Boost does not break the Proficiency Cap. If the chosen Proficiency is already boosted from any other source, it cannot be boosted by this Ability.
}}
|-
|-
| style="background-color:#ecdff8;" | Artistic Secrets
| style="background-color:#e6eaff;" | Rogue Gift III
| Racial Passive
| Constant Passive
|  
| Self
The Medavinti Ailor is uniquely capable of hiding messages in their art, and can imbue secret writing, symbols, or images that only appear under certain circumstances. The Medavinti can, when creating a sculpture, painting, drawing, or clothing, imbue it with a single symbol, writing, or image that can appear under one of the following circumstances: when lit by sunlight, when lit by moonlight, when lit by a torch or fire, when touched by a specific person, or when a certain phrase or tune is produced in Emote Distance. The effect remains for several minutes after the precondition is no longer present. The message is permanent, and will re-appear each time the condition is met. Only one message can be imbued into a single piece of art, but the Medavanti Ailor can have multiple art pieces imbued at the same time.
| Grants the user {{#simple-tooltip: Rogue Gift III | The Character can, if they have seen any writing from a specific person, perfectly imitate that person’s writing and signature on any piece of writing.
}}
|-
|-
| style="background-color:#ecdff8;" | Artistic Liberty
| style="background-color:#e6eaff;" | Honed Skill IV
| Racial Spell
| Constant Passive
|  
| Self
Medavinti Ailor’s knack for artistic talents allows them to mimic the writing of others, and can fraud government documents as if they had +5 points in Conning Rogue. The Medavinti ailor does not gain any actual points, but, if they invest +5 points into Conning Rogue, this ability instead becomes a permanent +5 Conning Rogue boost.
| Grants the user {{#simple-tooltip: Honed Skill IV | The user can hide messages inside anything they physically produce from the Hobby Group Proficiencies, hiding a message that can only show up under certain conditions (through the technique the information was hidden). If anyone is told these conditions, they can read the message from all the user’s crafts, for the ones this specific technique for hiding messages was applied. Once created, messages cannot be edited or removed.  
}}
|-
|-
| style="background-color:#ecdff8;" | Divine Touch
|}
| Racial Passive
===Brannon===
|
{| class="wikitable" style="width: 670px;"
Medavinti Ailor have cyclical periods of inspiration and talent, and gain a +5 boost to certain Proficiencies for each week of the month, but only if they already have 5 points invested into that Proficiency. If they do not, they gain no benefit that week. If the Medavinti Ailor has no points invested into any of these Proficiencies, or only in Fabric Art, this instead becomes a permanent +5 Fabric Arts boost. The first week of the month boost is: Drawing Art. The second week of the month boost is: Painting Art. The third week of the month boost is: Body Art. The fourth week of the month (and any leftover days) is: Fabric Art. It is not necessary to add these boosts to a Character Application. These boosts do not break Proficiency Limits, and do not contribute Physical Stat.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
|-
| colspan="3" style="text-align:center; font-weight:bold; background-color:#d9d9d9;" | The following Abilities can only be used by those of Brannon Lineage.
| style="background-color:#e6eaff; width: 21%;" | Great Force I
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Great Force I | If at any point within 7 blocks of the user heavy objects are falling (for example, a collapsing roof or beam, or a large boulder) the character can brace the falling objects and hold them up long enough for nearby others to escape or not be harmed, and also create an escape for themselves. This Ability cannot be used for any Combat advantage.
}}
|-
|-
| style="background-color:#c0c0c0;" | Steel Enduring
| style="background-color:#e6eaff;" | Gate Smash I
| Racial Passive
| Trigger Passive
|  
| Direct Touch
Brannon Ailor are hardy folk, and have nigh unnatural endurance when engaging in physical labor. Brannon Ailor do not physically tire out or become fatigued when working physically, and are always Built Body Fat with at least Muscular or higher Body Shape.
| Grants the user {{#simple-tooltip: Gate Smash I | The Character can muster all their strength and smash through a metal or wooden gate or door that is locked or barred. This Ability does also work on cell gates in the Regalian Prison. This Ability can be used once per day. And produces a lot of noise, thus requiring the actual Ability usage to be done in announce emote (+h). Because of the size and bulkiness of the Character however, they are also permanently incapable of dodging or side-stepping any Mundane or Ability based Projectile attacks.
}}
|-
|-
| style="background-color:#c0c0c0;" | Iron Resistance
| style="background-color:#e6eaff;" | Bunker Down I
| Racial Passive
| Toggle Passive
|  
| Self
Brannon Ailor are notoriously thick-skinned, and can last slightly longer in fights due to their physicality. Once per day, the Brannon Ailor can shrug off the damaging effects of the first mundane or Ability-Based attack that would impart physical damage on them. This does not protect against additional effects of Abilities that would influence their mind, perceptions, or the environment, only mitigating the physical damage of attacks and abilities meant to harm them. The first attack will deal no damage to the Brannon Ailor, and the following two attacks will impart half damage on the Brannon Ailor. Any attacks or abilities utilized afterwards will be unmitigated.
| Grants the user {{#simple-tooltip: Bunker Down I | If wielding a shield, the Character can choose to “Bunker down”, requiring them in a kneeling position with a shield down in front of them. While this stance is upheld, they become immune to any Mundane or Ability based harm effects from a 180 degree angle in front of them (Ability based effects besides damage still apply). There is enough room behind the user for 1 additional person to gain the benefit, with the user counting as an Obstacle. The user of this Ability cannot do anything but talk while bunkering down (they cannot even see past their shield), but the person behind them (if there is one) can move and use Abilities, Weapons, or Items.
}}
|-
|-
| style="background-color:#c0c0c0;" | Brass Bunker
|}
| Racial Spell
===Akkadian===
|
{| class="wikitable" style="width: 670px;"
Brannon Ailor have historical preferences for shields in their families, and pass down techniques and training habits that allow them to utilize them in unique ways. While a Brannon Ailor is wielding a shield, they can kneel down and hold the shield in front of them to enter a ‘bunker mode.’ While bunkered down, the shield will protect the Brannon Ailor, and one additional person (who must be kneeling/sitting behind them). While protected in this manner, they are immune to incoming ranged attacks, and any Abilities that cannot be used when an obstacle is between the user and the Ability’s intended target (which must be the Brannon Ailor). The Brannon cannot move from this position, but can deflect ranged attacks and Abilities from all angles. The Brannon Ailor cannot attack or utilize other Abilities until they stand up and exit the bunker.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
|-
| colspan="3" style="text-align:center; font-weight:bold; background-color:#d9d9d9;" | The following Abilities can only be used by those of Akkadian Lineage.
| style="background-color:#e6eaff; width: 21%;" | Honed Skill I
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Honed Skill I | Choose Metallurgy, Arcanology, or Linguistic Science. If at least 3 points are invested in the chosen Proficiency, choose a single 3 Proficiency costing “Pack” for free additionally. This Pack does not contribute to the maximum Packs possible for this Proficiency at max Point investment. If none of these are chosen, nothing is gained.
}}
|-
|-
| style="background-color:#ededed;" | Arcane Studies
| style="background-color:#e6eaff;" | Inth Gift III
| Racial Passive
| Constant Passive
|  
| Self
Akkadian Ailor is uniquely well-studied, and are more inclined to be involved in knowledge related studies. Akkadian Ailor can ‘purchase’ two Arcanology Pack at 0 Proficiency cost.
| Grants the user {{#simple-tooltip: Inth Gift III | The user has a perfect recall memory through a Memory Phylactery. This is not a physical object, but more a metaphysical abstract concept that causes the user to be immune to any memory alteration, or any Ability that would otherwise make them forget memories, or have them stored elsewhere, altered, added, or diminished. If any memory is forgotten, the user needs simply call upon the Memory Phylactery to restore the memory in full detail. Any Memory Sense I used on the user will result in more clear and perfect imagery than for anyone else.
}}
|-
|-
| style="background-color:#ededed;" | Litograph Recall
| style="background-color:#e6eaff;" | Empath Sense V
| Racial Passive
| Constant Passive
|  
| Emote Distance
Akkadian Ailor have excellent memories for text, owed to their training and experience with books and literature. The Akkadian Ailor can recall, with perfect accuracy, anything they have read in text before. This Ability does not apply to languages, ciphers, or text that the Akkadian Ailor cannot understand or comprehend.  
| Grants the user {{#simple-tooltip: Empath Sense V | While in any area that major events took place in the past or repeated emotions were felt, for example battle-fields, graveyards, burial sites, hospitals, celebration halls, throne rooms, etc, the Character is able to detect the lingering emotions that were felt in these areas. They are not strong enough to affect the Character’s own psyche, they are just able to feel the lingering emotions of centuries past. This is only felt in areas where lots of people come together to do a similar thing, or hundreds of people felt a similar thing at the same time.
}}
|-
|-
| style="background-color:#ededed;" | Eureka, Eureka
| Racial Passive
|
Akkadian Ailor are prone to brief bouts of inspiration, allowing them to hyper-focus on hobbies or tasks for a period of time. The Akkadian Ailor gains a +5 boost to certain Proficiencies for each week of the month, but only if they already have 5 points invested into that Proficiency already. If they do not, they gain no benefit that week. If the Akkadian Ailor has 0 points invested into any of the Proficiencies, they can instead ‘purchase’ one Arcanology Pack at 0 Proficiency Cost. The first week of the month boost is: Medical Science. The second week of the month boost is: Alchemy Science. The third week of the month boost is: Metallurgy Science. The fourth week of the month (and any leftover days) is: Finecraft Science. It is not necessary to add these boosts to a Character Application. These boosts do not break Proficiency Limits, and do not contribute Physical Stat.
|}
|}



Revision as of 23:27, 25 March 2021

Ailor
Race
PronunciationAy-lor
ClassificationHuman
SubracesNone, but they are classified by Lineages instead
Common Nicknames
  • Humies (derogatory)
  • Humans (scientific)
  • Barbarians (Elven)
LanguagesToo many to count; see Ailor Cultures
Naming CustomsVaried based on cultures; see Ailor Cultures
Racial Traits
DistinctionsA culturally diverse people conquering both each other and the world.
Maximum Age110 years (rarely over 100 though).
Eye ColorsBrown, green, grey, blue.
Hair Colorsblond, ginger, brown, black, grey.
Skin Tones

From the warm coastlines of Daendroc to the icy ranges of Ellador, the Ailor Humans are the most numerous on Aloria. Known for developing a large variety of government forms and sprawling bureaucracies Ailor are masters of statecraft and intrigue, building many kingdoms and nations, and having just as many conflicts with one another as they have with others. Ailor once began as the fiercely barbarian and tribal people of Ceardia, seen as nothing but slave cattle to the Altalar, though eventually rose up against their former masters in a moment of weakness. This gave rise to many smaller kingdoms and nations that would eventually give rise to the Regalian Empire, which is commonly seen as the greatest Empire the world has ever seen, at least since antiquity. Proving to be both resourceful and aggressive, Ailor have conquered much of the known world under the banner of their various realms and continue to subject foreign entities through direct warfare and indirect scheming. While also being incredibly numerous, the Ailor are perhaps also the most divided people on Aloria, more so than the Altalar, because of their extreme cultural diversity and opposition to each other. Ailor continue to both be the guardians and protectors of the continued existence of the world as it is known, but also the largest imperialists who ravage non-Ailor societies for resources and technological advancements to fuel their own quest for world domination.

Physical & Mental Characteristics

Ailor are strongly aristocratic

Ailor are seen as the average middle ground between all races, having some visual aesthetics and traits seen more uniquely or in an exaggerated manner among other races, thus providing the perfect middle ground from which to describe all other Races. Ailor are so common around the world that every person of every race will be guaranteed to have met at least one Ailor, if not lived in Ailor society for some time, as Ailor minorities are viritually present in every single society, even the far flung Sihai in the staple port of Dexai. Ailor have a wide range of heritage-coded features. When the Ailor people first appeared roughly 1000 years prior to the modern age, referred to as the Ceardian tribes, racial appearance was still fairly stratified. In the northern regions of Ceardia lived mostly the warmland tribes, with dark skin tones and features mostly reminiscing of people of African descent in the real world. In the western regions of Ceardia lived mostly the wetland tribes, with dark hair colors and epicanthic eye-folds, with features mostly reminiscing of people of East-Asian or South-East Asian descent in the real world. In the southern mountain regions of Ceardia lived mostly the highland tribes, with pale skin and bright and fair hair colors, with features mostly reminiscing of people of European or Caucasian descent in the real world. In the eastern regions of Ceardia lived mostly the savannah tribes, with warm and tanned skin tones, dark hair and eyes, with features mostly reminiscing of people of North-African, Middle-Eastern or Central Asian descent in the real world. And finally, in the tall woodlands of the west islands, lived the pine tribes with features reminiscing of Pacific Islander, Aboriginal, First Nations and other indigenous peoples of the Americas descent. While these tribes remained somewhat superficially divided early on before Altalar slave-raids, the rise of Altalar Slavery and notably the departure of the proto-Velheimers from the Ceardian mainland to Zemlith saw a great mixing of tribes. The Altalar did not care for what skin-tone their slaves had, and the flight from Ceardia to Zemlith saw many tribes come together and work together for a better future, thus causing a truly diverse and mixed society.

As the Ailor continued to colonize beyond Zemlith, diverse tribal waves of Velheim ships carried the descendants of these early explorers far and wide, settling far away lands like Silbrae, Carmoor, Nordskag, Hedryll and the Folkar lands. Eventual movements into the Regalian Archipelago also gave rise to entirely new tribes, or just mixed societies where the identity of tribes simply melted away. It is commonly understood that the concept of tribe-membership was effectively gone by 300 BC, and that the Ailor race had achieved a high degree of internal diversity in terms of skin-colors and facial features, with many of them even mixing, and creating new ones. In the modern day, skin-color is never a consideration of bigotry towards other races. Ailor racism takes its form more in exceptions to the norm that they create. For example, Cielothar look dreamy and detached from this world with their long ears and wild hair, so Ailor refer to them as Day-Dreamers or Fleeting Elves, both ideological forms of racism detached from skin-tone, as it would make little sense for brown and black-skinned Ailor to insult another race on having equally brown skin. In modern times, it is even not entirely unusual for families that do have primarily Caucasian-coded members to suddenly have a East-Asian-coded child being born, and even within families, skin-tones can be 100% the same, but they don't have to be. Regalian society is internally diverse enough for the Duchess Cadieux of Vixhall's brother to be appearing of African descent even if both parents are of Caucasian descent, and this would not raise an eye-brows to anyone, only if he was born with pointed ears or a lizard tail.

Other feature wise, Ailor have a wide range of visual traits. Eye-colors are the wildest among Ailor, ranging from blues to greens to brown (even intensely dark brown) to gray to hazel and all ranges in between. Hair colors are equally free, ranging from blondes to browns to blacks and gingers and everything in between. These colors do not even need to be consistent with what tribe they might have originally belonged to. It is quite possible for the Duke Marion Jonckheer of Zuiderpoort to have a skin reminiscing of Central-Asian descent, with epicanthic eye-folds, blue eye colors and ginger hair. There are ultimately no hard and fast rules for what an Ailor should look like. Tribe descent is all but gone, and Culture and Lineage also have no bearing on the appearance of an Ailor. There are just as many Pacific-islander looking Bolven Ailor as there are Archan Ailor, and Leutz-Vixe or Highland Ceardian cultured Ailor or African-coded Velheim and Zvorun or Vladno. Even to put a common personality on Ailor is practically impossible. Ailor are so diverse personally, that Ailors are capable of having any personality or mentality. The only real thing that causes aggressive divides among Ailor are their political ideologies and their religious tendencies. Ailor are the only race that aggressively splinter internally compared to other societies depending on their loyalties to different world and life beliefs, and Ailor are also capable of immense violence and conflict on their own race, to prove the righteousness of their beliefs over the others. That being said, most of these ideologies and beliefs largely remain harmonized in the Regalian Empire, where the common goal of loyalty to the Empire brings about some civility to their interactions.

Ailor Lineages

Ailor don’t have subraces like the Altalar or Kathar, rather, their race is subdivided by so called Lineages. These Lineages are long running bloodlines that date back several hundreds of years, perhaps even more than a thousand years to when the Ailor first emerged as petty kingdoms and tribes in Ceardia, before any of them ventured forth into the world and colonized the other lands. The belief is held by Scholars that smaller distinct tribes of Ailor formed in various geographical areas that gave rise to these unique bloodlines, even if later developments through population growth and spread resulted in more visually diversification of the race. Lineages don’t impart many visual features anymore (only some of them do), but they do grant a host of so called “Innate Abilities”. These are by classification Abilities, but because the line between Ability and innate or cultural upbringing are immensely blurred, the Ailor don’t view them as special powers or Abilities, just something they have always been able to do, and something that is innately natural to them. It is important to note however that the Ailor Lineages are not a substitute for culture. Infact, many Lineages can be divided by different cultures, because cultures act as an additional layer on top of the Lineages setting them apart. A Bolven might for example be Velheim, but they might just as well be Ithanian or Daendroque, and have no familial connections with the Bolven of the other cultures. Time has passed to such a degree that all Lineages exist in all cultures more or less to the same degree, and to a point where Lineage does not affect cultural upbringing. Most of the Ailor don’t know their Lineage, and don’t acknowledge it at all, since their Innate Abilities are all very mundane appearing, and one would need Historical Knowledge Proficiency to even be able to identify a Lineage. Cultural appearance still applies (with regards to height, hair, eyes, etc.), except for Lineages which have overriding height limits. Furthermore, all Noble Houses must be of the same lineage, even if their members are adopted relatives for balance reasons. Non-Noble houses are encouraged to be of the same Lineage, but not enforced. Children from 2 parents of different Lineages have random Lineages at birth (aside from Noreans who are only born from 2 Norean parents). Finally, Half-Ailor do not gain any Lineage benefits.

Bolven

The Bolven are the Half-Giants of the Ailor, descending from an ancient lineage of Half-Giants back in Ceardia, the rough central swamp and mountainous regions. Those of Bolven blood have always been relatively rare and been a curiosity in the more subtle Lineage dominated Ailor societies. Bolven can be much taller than all other Bloodlines, ranging up to the 7 foot and five inches, however still appearing like any other Ailor. In modern times, many of Bolven blood are ashamed of their size, considering it clumsy and unwieldy and something that draws attention to them. This is why many of them use their Innate Ability to disguise their height, appearing much smaller to others, until they want to reveal themselves. In combat however, those of Bolven Blood can be very hardy and versatile. When survival instinct is activated for them, and they are pushed into a corner, their Body Shape and physical strength actually increases, allowing their musculature to grow to accommodate the situation where necessary.

Fennh

The Fennh are the Halflings of the Ailor, descending from an ancient lineage of small-people back in Ceardia. Their homeland was in the Vennen areas, large lush greenlands with vibrant flowers and plants in the north of the Bolven mountains. The Fennh (much like the Bolven) are a very un-subtle Lineage of Ailor in that they are noticeably small, shorter than Dwarves even at around 4 feet tall. Unlike the Bolven however, the Fennh do not hide this, and in fact take pride in their stature, and having everything around them designed in a way to accommodate this shortness. Fennh, because of their height, are exceptionally skilled at perceiving incoming objects and avoiding them. This allows them to dodge out of the way of any mundane (including Puretek) projectiles, though not Ability based projectiles. Furthermore, the Fennh are also extremely skilled make-up and dress-up artists. They are so exceptionally good at disguising their appearance with various tricks that they become indistinguishable from other races, should they wish to disguise as them, even to those of that race.

Drahl

The Drahl are a Lineage of Ailor who are particularly attuned to their environment, and who are able to perceive things in their environment to much greater detail due to the aid of their bird companion. The Drahl are an ancient lineage of people originally living near the western clifflands of Ceardia, however this lineage developed more strongly in the Regalian Archipelago following colonization. The Drahl don’t appear different from other Lineages on the surface, however something very distinct about them is their intensely strong connection they have with a pet bird of prey. Inexplicably, somewhere between birth and the age of 5, a child of the Drahl Lineage is visited by a bird of prey, usually a falcon or an eagle or a hawk (though possibly any reasonably and similarly sized predator bird), through some event in which they help this bird in trouble. The bird and Drahl then create a strong connection which lasts them a lifetime, with one quickly dying after the other in severe grief should one expire before their time. These birds of prey and Drahl quickly develop a language of whistles unique to them, and exchange information and commands back and forth where appropriate. The birds of prey live an unnatural long life, with many of them living side-by-side to their Drahl master for upwards to 90 years, something that has always stupefied animal experts.

Nautilaan

The Nautilaan are a Lineage of Ailor who are particularly attuned to the seas and the winds, and who are able to succeed far better on the oceans than any other race or Lineage. The Nautilaan descend from the first explorers and colonizers of the Ailor, they were the first Lineage to leave the Ceardian homeland, and also the only Lineage entirely formed on the oceans outside of Ceardia. The Nautilaan are historically trained to become the most expert navigators and captains, having an uncanny ability to pictographically remember any map they lay their eyes on, and have a perfect memory of the constellations, allowing them to navigate without any additional equipment besides a clear starry night sky. Additionally, the winds seem to heed their requests, causing them to be described as having “lucky winds”. Whenever a Nautilaan is in a pinch during a naval battle, the winds inexplicably turn in their favor, allowing their ships to have that much more maneuverability. Finally, they are also exceptional when it comes to surviving on the rough oceans, and even on land. Nautilaans seemingly require less food, water and sleep than any other, able to stay without any of these for up to a week before their health starts declining sharply.

Lexxons

The Lexxons are a Lineage of Ailor who are particularly attuned to the skill of diplomacy and politics, a Lineage that originally started in the first Ceardian city called Manvonth, but developed more in the Regalian Kingdom after its colonization (prior to becoming the Regalian Empire after the Five Family Rebellion). The Lexxons are sometimes also called Empaths, because of their innate ability to sense the emotional state of a person, and then their ability to subtly enhance or reduce it with words and body language. For example, a Lexxon is able to detect whether someone is suppressing their anger, and then say or do things that will subtly enhance this emotional state for that person without being caught out as causing it.

Woaden

The Woaden are a Lineage of Ailor finely attuned to the forest and darkwalds of the world, capable of thriving in dangerous deep woodlands that many others would be fearful of entering. Their Lineage hails from the great pine forests of the northwest, where the ground was infertile and the predators dangerous during the night. The Woaden are attuned to anything dark, having reflective shine in their eyes similar to a cat when seen in the dark, allowing them to see with clear vision in any darkness or brightness environment (even through Ability created darkness). Woaden are additionally notoriously flexible and acrobatic, with contorting themselves away from a predator running in their blood. Woaden can always wriggle themselves out of any grapple, grab, latch, hold or chokehold, even Ability based grabs with little effort. This does not, however, allow them to break free from chains or restraints when they have been successfully applied. Finally, Woaden are well versed with trees in particular. Woaden do not need any Athletic Training to quickly and effortlessly climb into trees, and are able to tell the health of a tree just by looking at it.

Archan

The Archan are a Lineage of Ailor finely attuned to faith and religion and all that is holy, driving back demons and darkness, and proselytizing their faith to the masses. The Archan hail from the Old Gods holy sites of Olmanth in Ceardia, but later developed more distinctly in the Regalian Archipelago. The Archan are capable of learning a Unique set of Primal Sorcery: The Union Blessings, which is attuned to Unionism and its many sects and beliefs, Archan make exceptional paladins and guardians against the unholy, calling upon the gifts of their god(s) in battle, but also soothing the hearts and bodies of those around them with virtue. It should come as no surprise that while the Archan might have had different beliefs in the past, nowadays all Archan are exclusively Unionist, and their prime devotion prevents them from being converted away, or diminish their belief in the Spirit and the Emperor and the Great Way.

Olean

The Olean are a Lineage of Ailor finely attuned to thievery, smuggling, underhanded activities and other criminal occupations. The Oleans hail from the southwestern flatlands of Ceardia where life was always tough and the locals had to resort to unpleasant activities to stay alive during the frequent droughts and invasions by other tribes. Oleans have developed a keen sense for pickpockets and sleight of hand gestures, able to save themselves from a disastrous attempt to steal something from someone in person. Furthermore, Oleans are very clever when it comes to games with sleight of hand, always winning a card game with “lucky” draws or dices which distinctly seem to favor their hand more than others. Oleans are not distinguishable from the other Lineages, however the word “Olean” exists in many modern vocabularies as something that describes a thief, though the reality is that Oleans will likely be the last ones standing during a calamity or famine starving a city.

Carnvaal

The Carnvaal are a Lineage of Ailor who excel and love the revelry of a party, social happening, or general celebration. The Carnvaal hail from the Carnvaal valley deep in the interior of Old Ceardia that was frequently raided by other Lineages due to the excellent river access. To deal with the stresses of harsh living, the locals adopted a near-constant life of partying and seeking thrills, eventually attuning themselves to being able to charm their invaders with jovial gregariousness and hospitality. They have mastered the art of getting drunk and having fun, while also challenging others into competitions, while also dissuading any anger or lingering resentment against them for the duration and reason of entertainment. Carnvaal cannot be distinguished from other Lineages, however their name, Carnvaal, has since been adopted into many celebration and festivities, namely the Carnivals of the Regalian Empire that bring homage to their party-going ways.

Medavinti

The Medavinti are a somewhat mysterious Lineage that doesn't have an explicit origin on Old Ceardia, or indeed anywhere. They just appeared at an undetermined point in time, and continue be relatively rare among the Ailor due to their small numbers. A popular theory is that Medavinti developed somewhere in the Altalar slave circles as art copyists, eventually escaping or being released, and establishing artistic villages hidden in inspirational valleys and far away groves where they could continue to make art together without outside interference. The Medavinti learned the art of leaving hidden messages in their work, often their enclaves could only be found by those who could decipher the hidden messages in their work they left behind. They also continued to thrive in the art of conning other people's writing, with a keen eye for copying, and a whimsy inspiration that leads them from project to project.

Brannon

The Brannon Lineage descends from the old Brannon Warbands that roved the Ceardian countryside, never truly calling any one place their home, and going wherever the coin or the plunder was. Brannon are brawny, even in comparison to the Bolven who tend to be considered their taller cousins. Through a long and hard life of fighting and enduring more combat and hardship than any other Lineage, the Brannon eventually became the hardiest and pain-tolerant of them all. able to shrug off a multitude of attacks and soldier on. Their ability to bunker down and shield others also gave them a name for excellent protectors, even if the Bolven outclass their offence capabilities. The Brannon can usually be told apart from other Lineages by the fact that they are far brawnier than other Lineages, but this is not a guaranteed way of telling, as their appearance can also be achieved by other Lineages.

Akkadian

The Akkadian Lineage descends from the Caravans of Akkad, a group of caravan nomads that roamed the Old Ceardian lands and traveled from town to town, attempting to record their local legends and tales into an early form of Ailor script, a written language of stripes and dots that has long since died out and been replaced by the Altalar alphabet. The Akkadians are scholars without equal among the other Ailor Lineages, and spend most of their life pursuing more knowledge. They have mastered their interactions with the Arcane, and seek a new form of inspiration on a weekly basis while they chase new inventions and discoveries. Aided by their ability to perfectly recall any book or piece of writing that they could grasp, the Akkadians have spread out over the world, perhaps no longer traveling in the Caravans of Akkad, but settling down and establishing schools of learning of their own.

Summary of Racial Abilities

All Abilities are listed in detail on the Ability List Page. Additional rules applied to those Abilities are recorded in the table below. Aesthetics for Abilities may be dictated by the players, as long as the Ability Name is mentioned in the Emote, which is mandatory for Ability use. The following Abilities are what is considered a Racial Ability Set. Meaning, that none of these Abilities attribute Aberrant status to any individual, even if they are classified like they would. Only additional Abilities gained from outside of this Racial Ability Set can attribute Aberrant Status. Of the list below, regardless of what Cultures a Character belongs to, one Ailor Lineage must be chosen. It is not possible to mix Lineages.

Bolven

Ability Name Ability Type Ability Range Ability Description
Body Morph I Toggle Passive Self Grants the user Body Morph I

Super Self I Mythic Shift Self Grants the user Super Self I

Super Self III Mythic Shift Self Grants the user Super Self III

Fennh

Ability Name Ability Type Ability Range Ability Description
Omniaware I Constant Passive Self Grants the user Omniaware I

Flux Shift I Mythic Shift Self Grants the user Flux Shift I

Super Self V Constant Passive Self Grants the user Super Self V

Drahl

Ability Name Ability Type Ability Range Ability Description
Battle Sense I Control Power Emote Distance Grants the user Battle Sense I

Spirit Familiar I Toggle Passive Self Grants the user Spirit Familiar I

Honed Skill III Constant Passive Self Grants the user Honed Skill III

Nautilaan

Ability Name Ability Type Ability Range Ability Description
Super Self II Mythic Shift Self Grants the user Super Self II

Mind Wall II Toggle Passive Self Grants the user Mind Wall II

Honed Skill III Constant Passive Self Grants the user Honed Skill III

Lexxons

Ability Name Ability Type Ability Range Ability Description
Shrewd Insight I Control Power Emote Distance Grants the user Shrewd Insight I

Keen Mind I Trigger Passive Emote Distance Grants the user Keen Mind I

Mind Wall I Toggle Passive Self Grants the user Mind Wall I

Woaden

Ability Name Ability Type Ability Range Ability Description
Hunt Sense I Toggle Passive Self Grants the user Hunt Sense I

Wall Climb IV Toggle Passive Self Grants the user Wall Climb IV

Nature Gift I Constant Passive Self Grants the user Nature Gift I

Archan

Ability Name Ability Type Ability Range Ability Description
Pure Body I Constant Passive Self Grants the user Pure Body I

Casting Light I Magic Spell Emote Distance Grants the user Casting Light I

Holy Manifestation I Faith Power Self Grants the user Holy Manifestation I

Olean

Ability Name Ability Type Ability Range Ability Description
Rogue Gift I Constant Passive Self Grants the user Rogue Gift I

Rogue Gift II Constant Passive Self Grants the user Rogue Gift II

Skin Purge I Toggle Passive Self Grants the user Skin Purge I

Carnvaal

Ability Name Ability Type Ability Range Ability Description
Glitter Control I Magic Spell Emote Distance Grants the user Glitter Control I

Inth Gift I Control Power Emote Distance Grants the user Inth Gift I

Peace Reign I Control Power Emote Distance Grants the user Peace Reign I

Medavinti

Ability Name Ability Type Ability Range Ability Description
Honed Skill II Constant Passive Self Grants the user Honed Skill II

Rogue Gift III Constant Passive Self Grants the user Rogue Gift III

Honed Skill IV Constant Passive Self Grants the user Honed Skill IV

Brannon

Ability Name Ability Type Ability Range Ability Description
Great Force I Constant Passive Self Grants the user Great Force I

Gate Smash I Trigger Passive Direct Touch Grants the user Gate Smash I

Bunker Down I Toggle Passive Self Grants the user Bunker Down I

Akkadian

Ability Name Ability Type Ability Range Ability Description
Honed Skill I Constant Passive Self Grants the user Honed Skill I

Inth Gift III Constant Passive Self Grants the user Inth Gift III

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

History & Society

History and Society is extremely diverse among the Ailor, and indeed, it would be impossible to add the entire wide berth of Ailor History on a single page. Furthermore, their society is so incredibly splintered and diverse that it would take many hours to even read through the basic gift of some of the major cultures, let alone all 34 Cultures. As such, this page will link to the individual cultures, and give them a very basic reference point from which to learn about them. It is generally recommended that when someone has difficulty choosing between cultures, that they simply go with Heartland Ceardian, which is commonly seen as the root-source of all Ailor, and the easiest to comprehend because of its English base inspiration.

Empire Ruling Cultures

The Empire Ruling Cultures are cultures focused around the rule of the Regalian Empire. Their history is steeped in politics, refinement, class and style. They usually center around nobility, or at least the upper class with wealth to spend and traditions to uphold with rigorousness. They have the following cultures:

  • Imperial, a culture inspired by Imperial cohesion and self-sacrifice.
  • New Regalian, a culture inspired by Military dogma and warfare.
  • Calderliga, a culture inspired by the thrift for trade and coin.
  • Ithanian, a culture inspired by decadence and party-going.
  • Dressolini, a culture inspired by artistic refinement and class.
  • Leutz-Vixe, a culture inspired by honor and glory in heritage.
  • Burdigala, a culture inspired by enjoying the fruits and wines of life.
  • Genevaud. a culture inspired by cultural cohesion and strong Unionist values.

Common People Cultures

The Common People Cultures are cultures focused around the more common people of the Regalian Empire, and perhaps the more unseedy groups as well. They are generally seen as the older cultures, with lots of focus on the commoner’s lifestyle, although still having a ruling class element as well.

  • Highland Ceardian, a culture inspired by the mountain clans and warriors.
  • Heartland Ceardian, a culture inspired by the common average man.
  • Colonial, a culture inspired by the new world, and purity and piousness.
  • Anglian, a culture inspired by the wide farmlands and cattle that feed the people.
  • Breizh, a culture inspired by knights of old, and legendary tales of mystical weapons.
  • Ériunin, a culture inspired by folklore and racial diversity, as well as laid-back living.
  • Daendroque, a culture inspired by cut-throat living, gambling and debauching.
  • Bragacao, a culture inspired by the ever present itch for exploration and maritime life.
  • Tolonne, a culture inspired by the high political stakes of the realm and the warm south.
  • Jendaskea, a culture inspired by plantations and island living, from the colonies.
  • Azzizzari, a culture inspired by extravagance and showmanship at its finest.
  • Etosian, a culture inspired by religious devotion and ascetic living for faith.

Northern People Cultures

The Northern People Cultures are cultures focused around the wilder Ailor which are generally found further north, which are closer to how the Ailor used to be in the old days before cultural diversification and civilization.

  • Velheim, a culture inspired by viking raiders and honor bound warriors.
  • Fridurfolk, a culture inspired by pastoral pacifists, shepherds and poets.
  • Tarkkin, a culture inspired by wildland raiders and forest dwelling tribes.
  • Höglander, a culture inspired by the rise of civilization in the wild lands.
  • Zvorun, a culture inspired by ancient paganism, folklore and mythical beasts.

Niche People Cultures

The Niche People Cultures are rarely seen, but still exist, offering a unique take on the Ailor race that is not often found among the other Cultures.

  • Vladno, a culture inspired by the polarization of gender norms and societal pressure.
  • Ânia, a culture inspired by the superstitions and dangers of vampires on every corner.
  • Byala, a culture inspired by the beauty of gold and an ancient past.
  • Dvala, a culture inspired by the three groups who have lost much to the outside world.
  • Ohrneti, a culture inspired by religious crusade and fervor on heresies and sin.
  • Szabadok, a culture inspired by horse lords and the power of the warlords.
  • Hadrav’yan, a culture inspired by the fading boundary between orient and occident.
  • Güneyliler, a culture inspired by the pursuit of knowledge through militarism.
  • Mevoriim, a culture built around a religious cult obsessed with a living divine being.
  • Qússrakón, a culture built around Avanthar mixing their culture with Ailor.

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 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.
  • Ailor are generally bigoted, but actually also capable of using other races to their maximum extent. While Ailor are generally seen as racist, they actually are far more accepting of other races than any race in existence, because they will even accept the undesirable races, as long as they fill the right box and niche in society defined for them and do not complain.

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Last EditorMonMarty on 03/25/2021.

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