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|name = Ailor | |name = Ailor | ||
|test = Ailor (in Common) | |test = Ailor (in Common) | ||
|test2 = [[File: | |test2 = [[File:Qolorth.png|80px]] | ||
|test3 = '''Motto:''' "March, march to the progress of glory." | |test3 = '''Motto:''' "March, march to the progress of glory." | ||
|image = | |image = GKdc6 UXIAAOUe4.jpg | ||
|state = Many | |state = Many | ||
|ruler = Varied | |ruler = Varied | ||
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|demonym = Ailor | |demonym = Ailor | ||
|}} | |}} | ||
Ailor is a term that describes a vast range of people with no clear single heritage origin, but who all developed around the same time. Aloria's analog for Humans, the Ailor are Aloria's most numerous people by sheer virtue of populating the majority of the world's landmasses, and their comparatively shorter lives to those of other heritage, causing their population numbers to explode in short periods. To many other societies, the Ailor were barely on the radar for thousands of years. Despite their huge numbers, for most of history, they were the uncounted footnote, often an entity to be acted upon, rather than setting the stage for the global empires of old. The world-altering event that was the Cataclysm changed the global foodchain, propelling the Ailor to the top with the newly established Regalian Empire, which would grow to become the world's greatest superpower. The majority of the Roleplay occurs in the capital of the Ailor people, Regalia. | |||
==Design== | ==Design== | ||
Ailor are considered the | Ailor, being the closest analog to a "Human" as seen in other lore universes, are considered the jack-of-all-trades. They do nothing quite as exceptional as the other peoples of Aloria. While they can learn Magic, rarely does an Ailor become as good a Mage as a Lanlath Elf. While Ailor use technology often, rarely do they have the unique technological gift of the Skyborn. While Ailor fleets command the high seas with military power, an Ailor could not compete with a Fin'ullen Elf while fighting submerged in water. They are the average middle ground between all people, capable of all things but having no specific gift for anything but court politics and intrigue, and an uncanny ability to create further divisions among themselves. | ||
==Heritage Traits== | ==Heritage Traits== | ||
In Character Design, [[Proficiency]] allows for the buying of Packs, which give Combat Abilities. Heritage Traits add free Packs and Mechanics to a Character, fit around cultural themes. Mechanics are flair and roleplay opportunities Characters have outside of Combat, while Packs are Combat Power. Free [[Magic]] Packs can always be defined as any Alignment. Mixed Heritage Characters (characters of two different culture parents) choose one set of Free Packs, and can mix and match Mechanics from both parents up to a maximum of 5 Mechanics. | |||
Mixed Heritage | |||
===Free Packs=== | ===Free Packs=== | ||
* Ailor can choose 1 Pack from any Category for free. If any magic is chosen, the player may choose Alignment between God Magic, Exist, Ordial, Void, and Dragon Magic. | * Ailor can choose 1 Pack from any Category for free. If any magic is chosen, the player may choose Alignment between God Magic, Exist, Ordial, Void, and Dragon Magic. | ||
* Ailor gain the [[Mounted_Point_Buy#Familiar_Disrupt_Pack|Familiar Disrupt Pack]] for free. | * Ailor gain the [[Mounted_Point_Buy#Familiar_Disrupt_Pack|Familiar Disrupt Pack]] for free. | ||
===Mechanics=== | ===Mechanics=== | ||
* Ailor are masters of many languages. | * Ailor are masters of many languages, which is to be expected given their habit to culturally divide over small matters. Because so many of their languages are inter-connected, various words become more obviously related, and they also take more effort to learn other languages. If someone insults an Ailor, even in a language they do not speak, the Ailor would know, as they know most curse words or words by which to speak ill of others in all languages. | ||
* Ailor are the | * Ailor are the masters of the Regalian Empire, and while it has equality between all peoples and heritages, Ailor are just by virtue of being Ailor considered preferential for most government positions and judicial situations. Where possible to do with the Nobility, with Government, or with Palace decisions, Ailor will be treated preferentially over other peoples, even if their qualifications might be lesser than the other options. | ||
* Ailor | * Ailor make for excellent negotiators and public speakers. Ailor gain +2 on top of every Persuasion Dice roll result, and their Persuasion Cap is also increased by +2 for every Dice Roll. These effects however only apply to non-Afflicted, non-Mystech individuals, as their speech and habits are entirely fine-tuned to the more mundane aspects of global society, they must venture beyond their comfort zone to be able to reach Magic things. | ||
* Ailor may | * Ailor whether by divine intervention or by sheer dump cosmic luck, always somehow end up on the right side of history. Ailor Characters when participating in Events, may sometimes stumble into an extreme luck roll that drops an additional loot item for one of the participants. This loot can be physical items, or intangible things like Divinium or an Artifactspark. Chances are higher for non-Magic using Ailor than Magic using Ailor. | ||
* Ailor | * Due to the extreme variance of Religious piety among Ailor, and the large number of Religions that Ailor subscribe to, Ailor are capable of observing the spiritual concept of religious duality. Ailor can choose to observe two whole Religions at the same time without the use of Religious Syncretism, which counts as valid faith in both. They must however mark one as the "dominant" faith in which they believe more, and cannot use Syncretism after. | ||
==Naming== | ==Naming== | ||
Ailor naming customs are extremely varied, and even within societies or cultures that have common habits, Ailor tend to name children all manner of names sometimes even from other cultures. If a player chooses to make their Character of a particular culture (cultures are outlined below), then a quick google search can quickly explain naming conventions, and give name examples. Some unique naming conventions within the lore do not exist in real-life, so it may always be relevant to source the culture pages below to see if any special naming conventions are mentioned. | |||
==Cultures== | ==Cultures== | ||
While most other | Ailor have the uncanny habit to culturally sub-divide perpetually, and sometimes for no real discernable reason other than to engage in an othering of other groups of people from the home-group. While most other peoples of Aloria are fairly homogenous when it comes to culture, the Ailor have dozens of cultures, and among them even dozens of dialects and customs. Ailor love create an "us and them" mentality with ever smaller groupings with niche customs and habits. To give access to a wide variety of cultural expressions, we use real-world culture analogs that are easy to understand and express for Players. Below is a listing of all the Cultures that are currently playable. | ||
* The '''[[Ailor_Cultures#Velheim|Velheim Culture]]''' is a varied Scandinavian-like Culture of | * The '''[[Ailor_Cultures#Velheim|Velheim Culture]]''' is a varied Scandinavian-like Culture with elements of Viking militarism and Pagan mysticism. | ||
* The '''[[Not Ready Yet|Wirtem Culture]]''' is a varied Germanic-like Culture of | * The '''[[Not Ready Yet|Wirtem Culture (to be written)]]''' is a varied Germanic-like Culture with elements of Prussian militarism and Bavarian agrarianism. | ||
* The '''[[Not Ready Yet|Anglian Culture]]''' is a varied Netherlandish Culture of | * The '''[[Not Ready Yet|Anglian Culture (to be written)]]''' is a varied Netherlandish Culture with elements of Dutch agrarianism and old Germanic Mysticism. | ||
* The '''[[Not Ready Yet|Breizh Culture]]''' is a varied | * The '''[[Not Ready Yet|Breizh Culture (to be written)]]''' is a varied Welsh/Breton/Cornish-like Culture with elements of Chivalric knighthood and Arthurian legends. | ||
* The '''[[Not Ready Yet|Cearden Culture]]''' is a varied English/Anglosaxon/Gaelic-like Culture of Traders, Workers, Shepherds, and Artists. | * The '''[[Not Ready Yet|Cearden Culture]]''' is a varied English/Anglosaxon/Gaelic-like Culture of Traders, Workers, Shepherds, and Artists. | ||
* The '''[[Ailor_Cultures#Ithanian|Ithanian Culture]]''' is a varied French-like High-Culture of Fashion, Aesthetics, Art, Aristocracy, and Queens. | * The '''[[Ailor_Cultures#Ithanian|Ithanian Culture]]''' is a varied French-like High-Culture of Fashion, Aesthetics, Art, Aristocracy, and Queens. | ||
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* The '''[[Not Ready Yet|Oldfolk Culture]]''' is a collection of Baltic, Balkan and Fantasy Culture people that existed before the Regalian Empire. | * The '''[[Not Ready Yet|Oldfolk Culture]]''' is a collection of Baltic, Balkan and Fantasy Culture people that existed before the Regalian Empire. | ||
* The '''[[Not Ready Yet|Regal Culture]]''' is the only artificial culture on this list, created by the Empire to homogenize into one unified Culture. | * The '''[[Not Ready Yet|Regal Culture]]''' is the only artificial culture on this list, created by the Empire to homogenize into one unified Culture. | ||
While most other people of Aloria are cultural monoliths, for whatever reason, Ailor love sub-dividing and pluralizing their culture to the point that dozens if not hundreds of separate cultures exist, each with their own customs and traditions and often also language. For the sake of keeping things simple in Roleplay, this page outlines the major cultures which are good starting points, but each page expands on a variety of sub-cultures that are all tangibly related to their cultural cousins. Note that these cultures are not specific to Ailor, they are often regional, meaning that if any other people of Aloria other than Ailor was born in this region, they would also be of this culture (unless they specifically held onto their heritage), as Ailor do not exclude other peoples from their society. This section is currently undergoing rewrites and will look disorganized, and lack page-references. In general however, the gist of each culture should be understood in how the information is currently presented. | |||
==Trivia== | ==Trivia== |
Revision as of 23:16, 12 July 2024
Ailor | |
---|---|
Nation State | Many |
Ruler | Varied |
Languages | Primarily Common |
Religion | Unionism, Fornoss, Draconism |
First Recorded | Unclear |
Demonym(s) | Ailor |
Ailor is a term that describes a vast range of people with no clear single heritage origin, but who all developed around the same time. Aloria's analog for Humans, the Ailor are Aloria's most numerous people by sheer virtue of populating the majority of the world's landmasses, and their comparatively shorter lives to those of other heritage, causing their population numbers to explode in short periods. To many other societies, the Ailor were barely on the radar for thousands of years. Despite their huge numbers, for most of history, they were the uncounted footnote, often an entity to be acted upon, rather than setting the stage for the global empires of old. The world-altering event that was the Cataclysm changed the global foodchain, propelling the Ailor to the top with the newly established Regalian Empire, which would grow to become the world's greatest superpower. The majority of the Roleplay occurs in the capital of the Ailor people, Regalia.
Design
Ailor, being the closest analog to a "Human" as seen in other lore universes, are considered the jack-of-all-trades. They do nothing quite as exceptional as the other peoples of Aloria. While they can learn Magic, rarely does an Ailor become as good a Mage as a Lanlath Elf. While Ailor use technology often, rarely do they have the unique technological gift of the Skyborn. While Ailor fleets command the high seas with military power, an Ailor could not compete with a Fin'ullen Elf while fighting submerged in water. They are the average middle ground between all people, capable of all things but having no specific gift for anything but court politics and intrigue, and an uncanny ability to create further divisions among themselves.
Heritage Traits
In Character Design, Proficiency allows for the buying of Packs, which give Combat Abilities. Heritage Traits add free Packs and Mechanics to a Character, fit around cultural themes. Mechanics are flair and roleplay opportunities Characters have outside of Combat, while Packs are Combat Power. Free Magic Packs can always be defined as any Alignment. Mixed Heritage Characters (characters of two different culture parents) choose one set of Free Packs, and can mix and match Mechanics from both parents up to a maximum of 5 Mechanics.
Free Packs
- Ailor can choose 1 Pack from any Category for free. If any magic is chosen, the player may choose Alignment between God Magic, Exist, Ordial, Void, and Dragon Magic.
- Ailor gain the Familiar Disrupt Pack for free.
Mechanics
- Ailor are masters of many languages, which is to be expected given their habit to culturally divide over small matters. Because so many of their languages are inter-connected, various words become more obviously related, and they also take more effort to learn other languages. If someone insults an Ailor, even in a language they do not speak, the Ailor would know, as they know most curse words or words by which to speak ill of others in all languages.
- Ailor are the masters of the Regalian Empire, and while it has equality between all peoples and heritages, Ailor are just by virtue of being Ailor considered preferential for most government positions and judicial situations. Where possible to do with the Nobility, with Government, or with Palace decisions, Ailor will be treated preferentially over other peoples, even if their qualifications might be lesser than the other options.
- Ailor make for excellent negotiators and public speakers. Ailor gain +2 on top of every Persuasion Dice roll result, and their Persuasion Cap is also increased by +2 for every Dice Roll. These effects however only apply to non-Afflicted, non-Mystech individuals, as their speech and habits are entirely fine-tuned to the more mundane aspects of global society, they must venture beyond their comfort zone to be able to reach Magic things.
- Ailor whether by divine intervention or by sheer dump cosmic luck, always somehow end up on the right side of history. Ailor Characters when participating in Events, may sometimes stumble into an extreme luck roll that drops an additional loot item for one of the participants. This loot can be physical items, or intangible things like Divinium or an Artifactspark. Chances are higher for non-Magic using Ailor than Magic using Ailor.
- Due to the extreme variance of Religious piety among Ailor, and the large number of Religions that Ailor subscribe to, Ailor are capable of observing the spiritual concept of religious duality. Ailor can choose to observe two whole Religions at the same time without the use of Religious Syncretism, which counts as valid faith in both. They must however mark one as the "dominant" faith in which they believe more, and cannot use Syncretism after.
Naming
Ailor naming customs are extremely varied, and even within societies or cultures that have common habits, Ailor tend to name children all manner of names sometimes even from other cultures. If a player chooses to make their Character of a particular culture (cultures are outlined below), then a quick google search can quickly explain naming conventions, and give name examples. Some unique naming conventions within the lore do not exist in real-life, so it may always be relevant to source the culture pages below to see if any special naming conventions are mentioned.
Cultures
Ailor have the uncanny habit to culturally sub-divide perpetually, and sometimes for no real discernable reason other than to engage in an othering of other groups of people from the home-group. While most other peoples of Aloria are fairly homogenous when it comes to culture, the Ailor have dozens of cultures, and among them even dozens of dialects and customs. Ailor love create an "us and them" mentality with ever smaller groupings with niche customs and habits. To give access to a wide variety of cultural expressions, we use real-world culture analogs that are easy to understand and express for Players. Below is a listing of all the Cultures that are currently playable.
- The Velheim Culture is a varied Scandinavian-like Culture with elements of Viking militarism and Pagan mysticism.
- The Wirtem Culture (to be written) is a varied Germanic-like Culture with elements of Prussian militarism and Bavarian agrarianism.
- The Anglian Culture (to be written) is a varied Netherlandish Culture with elements of Dutch agrarianism and old Germanic Mysticism.
- The Breizh Culture (to be written) is a varied Welsh/Breton/Cornish-like Culture with elements of Chivalric knighthood and Arthurian legends.
- The Cearden Culture is a varied English/Anglosaxon/Gaelic-like Culture of Traders, Workers, Shepherds, and Artists.
- The Ithanian Culture is a varied French-like High-Culture of Fashion, Aesthetics, Art, Aristocracy, and Queens.
- The Tierravera Culture is a varied Spanish/Latin-like Culture of Plantations, Mercenaries, Rogues, and Trade-Cartels.
- The Slovenin Culture is a varied Slavic/Balkan-like Culture of devout folk who follow the Emperor to the letter.
- The Aetosian Culture is a vaired Byzantine, Armenian, Georgian-like Culture of scholars and researchers and intellectuals.
- The Dressolini Culture is a varied Italian-like High Culture of Musicians, Mercenaries, Entertainers, and Aristocrats.
- The Oldfolk Culture is a collection of Baltic, Balkan and Fantasy Culture people that existed before the Regalian Empire.
- The Regal Culture is the only artificial culture on this list, created by the Empire to homogenize into one unified Culture.
While most other people of Aloria are cultural monoliths, for whatever reason, Ailor love sub-dividing and pluralizing their culture to the point that dozens if not hundreds of separate cultures exist, each with their own customs and traditions and often also language. For the sake of keeping things simple in Roleplay, this page outlines the major cultures which are good starting points, but each page expands on a variety of sub-cultures that are all tangibly related to their cultural cousins. Note that these cultures are not specific to Ailor, they are often regional, meaning that if any other people of Aloria other than Ailor was born in this region, they would also be of this culture (unless they specifically held onto their heritage), as Ailor do not exclude other peoples from their society. This section is currently undergoing rewrites and will look disorganized, and lack page-references. In general however, the gist of each culture should be understood in how the information is currently presented.
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 Allorn Empire 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.
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