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Half-Ailor's features follow all of the varied possibilities for Full Ailor, with some notable differences. The most common feature amongst Half Ailor, due to the large variety of Half-Nelfin, are smaller pointed ears. Half-Ailor tend to inherit most of the visual features of their Ailor parent, with one to two small physical features of their non-Ailor Parent. This can manifest as small patches of fur on their face for a Half-Ailor with an Asha parent, or slightly greyish skin-tone and pointed ears for a Half-Ailor with a Kathar parent. Acceptance, or lack thereof, of Half-Ailor varies wildly between Cultures, but [[Regalian Law]] allows for the full integration of Half-Ailor with First Civil Status Non-Ailor parents. Half-Ailor follow one of the Cultures of their parents (for Proficiency purposes).
Half-Ailor's features follow all of the varied possibilities for Full Ailor, with some notable differences. The most common feature amongst Half Ailor, due to the large variety of Half-Nelfin, are smaller pointed ears. Half-Ailor tend to inherit most of the visual features of their Ailor parent, with one to two small physical features of their non-Ailor Parent. This can manifest as small patches of fur on their face for a Half-Ailor with an Asha parent, or slightly greyish skin-tone and pointed ears for a Half-Ailor with a Kathar parent. Acceptance, or lack thereof, of Half-Ailor varies wildly between Cultures, but [[Regalian Law]] allows for the full integration of Half-Ailor with First Civil Status Non-Ailor parents. Half-Ailor follow one of the Cultures of their parents (for Proficiency purposes).


==Summary of Racial Abilities==
==Racial Abilities & Specials==
Ailor may choose 3 Abilities from this Table, which need to be written on the Character Application.  
Racial Abilities are generally a set of unique powers and effects that all peoples of that race all innately have, while Specials are more passive, aesthetic focused capabilities. Specials are defined per-page, while Abilities can be searched on the [[Ability List]] page to determine their generic function. The Ailor do not have any Abilities as (with some exception) they are overwhelmingly Mundane and do not practice Magic, as such only having Specials. These Specials are intricately woven into Ailor culture and are considered "innate", which is why Ailor will mostly claim they don't have any Powers or Abilities (as they see their Specials as cultural quirks). Half Ailor have access to all of these Specials also.
{| class="wikitable" style="width: 670px;"
==Specials==
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
===Ailor Familiar===
! Ability Name
Ailor have a strong connection with domesticated animals, whether it is rearing cattle and farm animals, or pets. Pets in particular have an important role both in the raising of and further lives of Ailor children, and pets themselves also seem to have longer lives while bonded with Ailor. Either at birth or later in life, an Ailor can acquire a pet. This pet can be any type of small house-pet such as rodents, domestic canines, domestic felines, birds (hawks, eagles, crows), small marsupials, small mustelids, rabbits, pygmee pigs and reptiles or amphibians. This list is not comprehensive, for more options, consult the [[List of Fauna]] page, and look for animals that can be reasonably carried or domesticated as per their page's information. While living with its owner, the pet gains a much longer life, usually tied to that of the owner. Ailor Familiars cannot be used in Combat-RP and also cannot be harmed by others (they are invalid targets for Abilities). They can however carry hand-held items and interact with the environment and others, while never leaving Emote Range of their owner. Ailor Familiars can duplicate mutations that their owner gains, and are optional, meaning not every Ailor has one.  
! Ability Type
===Dark Empathy===
! Ability Range
The Ailor have multiple emotion and empathy based capabilities that make them quite unique when compared to other races. Ailor can disable their own emotions so they do not feel regret, guilt, or a conscience when committing vile acts. They can disable all emotions, or just one of them such as happiness or love. Furthermore, they can also compartmentalize certain memories and simply choose to forget them. In both cases, the Ailor usually requires another Ailor to re-connect them with emotions and memories through mental coaching. It is not all dark, however. Ailor have learned to disable their emotions for a reason, because the emotional impact of an area where great events have taken place can sometimes be overwhelming. In places of great historical importance such as battlefields or places of worship and celebration, Ailor can receive visions or aftershocks of emotions felt by others in those areas. For example, an Ailor might perceive the fear and loathing of the soldiers on a battlefield that ended hundreds of years ago, being sensitive to the residual feelings when many lost their lives in the area. Finally, Ailor can also read small emotional feelings on the faces of others. Any time, an Ailor can hone in on another person's face if they are speaking with them, to detect their true disposition (feelings) towards them, for example whether they love, hate, adore, or disregard them. If used on another Ailor however, they will be able to tell that the Ailor is using it on them.  
! Ability Description
===Seizing Destiny===
|-
The Ailor are flexible, often more flexible than other Races, in determining their own future, as they live much shorter lives. While an Ailor is not Aberrant or Occult, they gain +5 Physical Stat that does not break Physical Stat Limit. If they are Aberrant or Occult, they may choose 1 Sorcery Spell without Cost. If they are Primal or Ordial Aberrant, they keep the 5+ Physical Stat, Primal and Ordial Aberrancies are not counted as Aberrancy for this Special.  
| style="background-color:#e6eaff;" | Soul Bond 1
===Seizing Innovation===
| Toggle Passive
The Ailor are innovative with their skills, more so than other Races as they have less time to master them and greater ambition to perfect them. So long as an Ailor is not Occult or Aberrant in any way, they may choose any Proficiency they have already invested 5 Proficiency Points into, and add another 5 on top (will not break Proficiency Point Limit for that Proficiency). If the Ailor is an Aberrant or Occult instead, they gain no bonus from this Special at all. If they become Aberrant or Occult temporarily, the +5 is temporarily disabled, returning when they become Mundane again.
| Self
===People of many Tongues===
| Grants the user {{#simple-tooltip: Soul Bond 1 | When the user is born, a Domestic Dog, Domestic Cat, or (reasonably sized) Bird species juvenile joins them as a life-long companion. This life-long companion can die (but does not grant kill-perms), can carry a single object on them but may never attack. The life-long companion can intercept a single Mundane Attack for its owner, without harming the attacker, and becomes disabled for 24 hours. The life-long companion has unnatural long life, but this is never questioned, as Mundane societies have accepted the Soul Bonds as messengers from their Gods or kindred soul sent by the Everwatcher. The life-long companion can be mutated with every normal mutation from the [[Mutations]] page. The Soul Bonded creature cannot leave Emote Distance of the user.
The Ailor Race has produced the most amount of languages, in the dozens, compared to the few produced by other Races. As such, the Ailor are more linguistically adept. Every Ailor can choose to learn one Language for free without Proficiency investment. Additionally, Ailor can recognize the source of any writing and the sound of any language, even if they cannot read or understand the words. This is for example particularly useful in identifying dead languages, or figuring out where someone is from.
}}
|-
| style="background-color:#e6eaff; width: 21%;" | Shrewd Insight 1
| Control Power
| Emote Distance
| Grants the user {{#simple-tooltip: Shrewd Insight 1 | 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:#e6eaff;" | Rogue Gift 2
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Rogue Gift 2 | The Character can, once a day, if attempting a 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:#e6eaff; width: 21%;" | Honed Skill 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Honed Skill 1 | Choose Metallurgy, Arcanology, or Linguistics. 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:#e6eaff; width: 21%;" | Honed Skill 2
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Honed Skill 2 | 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:#e6eaff;" | Empath Sense 7
| Constant Passive
| Emote Distance
| Grants the user {{#simple-tooltip: Empath Sense 7 | The user can generally sense remnant emotional energy in an area that is not dependent on the amount of emotions felt near it. For example, a graveyard might allow them to sense the remnant grief of someone who died years ago, or a river might send them a sudden feeling or happiness like a child fishing with their parent from a few weeks prior. Additionally, the user is also able to sense emotional residue of great events having occurred in general areas or big buildings in Progressions, if they specifically go looking for them, but won't get great details on what exactly happened while trying to perceive the emotional residue.
}}
|-
| style="background-color:#e6eaff;" | Wall Climb 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Wall Climb 1 | The user can climb up or down any vertical surface with walking speed, and hold onto the wall with one hand stopping and resuming at any spot. The movement can only be directly up or down, not diagonal or sideways. 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.
}}
|-
| style="background-color:#e6eaff;" | Omniaware 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Omniaware 1 | 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:#e6eaff;" | Destined Body 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Destined Body 1 | The user while Mundane gains +5 Physical Stat that does not break Cap. If the user is Aberrant, they may instead purchase one Sorcery Spell without the 3 Proficiency Point Cost. If the user then becomes Mundane again, this Ability is lost and the Physical Stat is gained instead. There is one exception: Primal and Ordial Aberrants still gain +5 Physical Stat. For the purpose of this Ability, neither are considered Aberrant.  
}}
|-
| style="background-color:#e6eaff;" | Destined Body 2
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Destined Body 2 | The user has greater control over their own emotional capacity, which can do a couple of things. Firstly, the user can disable all their own emotions and re-enable them at will. Secondly, the user can choose to compartmentalize certain feelings or memories, thus completely disabling themselves from feeling/remembering them until another person with Destined Body 2 re-connects them with their disabled feeling or memory in meditation. Finally, the user can disable their sense of guilt or conscience altogether. The user is still entirely affected by Control Powers however, and any emotions they have disabled can also still be emulated by Control Powers to make them feel them anyway.
}}
|-
|-
| style="background-color:#e6eaff;" | Destined Body 3
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Destined Body 3 | The user is able to turn any single action made in a Non-Hostile Combat Roleplay (friendly duels or competition combat roleplay are permitted for example) such as for example a song they are performing, a dueling strike they are performing, or a painting they are presenting, into a "Dazzling Display". Dazzling Displays force everyone in Emote Distance who is not currently engaged in non-hostile Combat Roleplay to look at the person using this Ability, and to keep looking at them until their action is done, so long as it completes within a minute. This Ability can only be used once a day.
}}
|-
|}


==History & Society==
==History & Society==

Revision as of 03:36, 6 January 2022

Ailor
Race
PronunciationAy-lor
ClassificationHuman
SubracesNone
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. There are just as many Pacific-islander looking Daendroque Ailor as there are Ithanian Ailor, and Leutz-Vixe or Dunbrae cultured Ailor or African-coded Velheim and Zvorun or Krainivaya. 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.

Half-Ailor's features follow all of the varied possibilities for Full Ailor, with some notable differences. The most common feature amongst Half Ailor, due to the large variety of Half-Nelfin, are smaller pointed ears. Half-Ailor tend to inherit most of the visual features of their Ailor parent, with one to two small physical features of their non-Ailor Parent. This can manifest as small patches of fur on their face for a Half-Ailor with an Asha parent, or slightly greyish skin-tone and pointed ears for a Half-Ailor with a Kathar parent. Acceptance, or lack thereof, of Half-Ailor varies wildly between Cultures, but Regalian Law allows for the full integration of Half-Ailor with First Civil Status Non-Ailor parents. Half-Ailor follow one of the Cultures of their parents (for Proficiency purposes).

Racial Abilities & Specials

Racial Abilities are generally a set of unique powers and effects that all peoples of that race all innately have, while Specials are more passive, aesthetic focused capabilities. Specials are defined per-page, while Abilities can be searched on the Ability List page to determine their generic function. The Ailor do not have any Abilities as (with some exception) they are overwhelmingly Mundane and do not practice Magic, as such only having Specials. These Specials are intricately woven into Ailor culture and are considered "innate", which is why Ailor will mostly claim they don't have any Powers or Abilities (as they see their Specials as cultural quirks). Half Ailor have access to all of these Specials also.

Specials

Ailor Familiar

Ailor have a strong connection with domesticated animals, whether it is rearing cattle and farm animals, or pets. Pets in particular have an important role both in the raising of and further lives of Ailor children, and pets themselves also seem to have longer lives while bonded with Ailor. Either at birth or later in life, an Ailor can acquire a pet. This pet can be any type of small house-pet such as rodents, domestic canines, domestic felines, birds (hawks, eagles, crows), small marsupials, small mustelids, rabbits, pygmee pigs and reptiles or amphibians. This list is not comprehensive, for more options, consult the List of Fauna page, and look for animals that can be reasonably carried or domesticated as per their page's information. While living with its owner, the pet gains a much longer life, usually tied to that of the owner. Ailor Familiars cannot be used in Combat-RP and also cannot be harmed by others (they are invalid targets for Abilities). They can however carry hand-held items and interact with the environment and others, while never leaving Emote Range of their owner. Ailor Familiars can duplicate mutations that their owner gains, and are optional, meaning not every Ailor has one.

Dark Empathy

The Ailor have multiple emotion and empathy based capabilities that make them quite unique when compared to other races. Ailor can disable their own emotions so they do not feel regret, guilt, or a conscience when committing vile acts. They can disable all emotions, or just one of them such as happiness or love. Furthermore, they can also compartmentalize certain memories and simply choose to forget them. In both cases, the Ailor usually requires another Ailor to re-connect them with emotions and memories through mental coaching. It is not all dark, however. Ailor have learned to disable their emotions for a reason, because the emotional impact of an area where great events have taken place can sometimes be overwhelming. In places of great historical importance such as battlefields or places of worship and celebration, Ailor can receive visions or aftershocks of emotions felt by others in those areas. For example, an Ailor might perceive the fear and loathing of the soldiers on a battlefield that ended hundreds of years ago, being sensitive to the residual feelings when many lost their lives in the area. Finally, Ailor can also read small emotional feelings on the faces of others. Any time, an Ailor can hone in on another person's face if they are speaking with them, to detect their true disposition (feelings) towards them, for example whether they love, hate, adore, or disregard them. If used on another Ailor however, they will be able to tell that the Ailor is using it on them.

Seizing Destiny

The Ailor are flexible, often more flexible than other Races, in determining their own future, as they live much shorter lives. While an Ailor is not Aberrant or Occult, they gain +5 Physical Stat that does not break Physical Stat Limit. If they are Aberrant or Occult, they may choose 1 Sorcery Spell without Cost. If they are Primal or Ordial Aberrant, they keep the 5+ Physical Stat, Primal and Ordial Aberrancies are not counted as Aberrancy for this Special.

Seizing Innovation

The Ailor are innovative with their skills, more so than other Races as they have less time to master them and greater ambition to perfect them. So long as an Ailor is not Occult or Aberrant in any way, they may choose any Proficiency they have already invested 5 Proficiency Points into, and add another 5 on top (will not break Proficiency Point Limit for that Proficiency). If the Ailor is an Aberrant or Occult instead, they gain no bonus from this Special at all. If they become Aberrant or Occult temporarily, the +5 is temporarily disabled, returning when they become Mundane again.

People of many Tongues

The Ailor Race has produced the most amount of languages, in the dozens, compared to the few produced by other Races. As such, the Ailor are more linguistically adept. Every Ailor can choose to learn one Language for free without Proficiency investment. Additionally, Ailor can recognize the source of any writing and the sound of any language, even if they cannot read or understand the words. This is for example particularly useful in identifying dead languages, or figuring out where someone is from.

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.
  • Wirtem, a culture inspired by military discipline and honor.
  • 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.

  • Caeren, a culture inspired by the mountain clans and warriors.
  • Dunbrae, a culture inspired by restrained warrior ways and connections overseas.
  • Heartland Ceardian, a culture inspired by the common average man.
  • 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.
  • Aontaithe, a culture inspired by folklore and magic, as well as island exploration.
  • 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.
  • 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.
  • 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.

  • Krainivaya, a culture inspired by cheer in spite of dark times, and always pressing on.
  • 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.
  • 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 EditorBirdsfoot violet on 01/6/2022.

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