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Ailor | |
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Race | |
Pronunciation | eye-lor |
Classification | Human |
Subraces | None |
Common Nicknames |
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Languages | Languages references; see Ailor Naming |
Naming Customs | Varied based on cultures; see Ailor Naming |
Racial Traits | |
Distinctions | A culturally diverse people conquering both each other and the world. |
Maximum Age | 100 years |
Eye Colors | Brown, green, grey, blue. |
Hair Colors | blond, ginger, brown, black, grey. |
The Ailor are the most widespread and equally most disliked Race by other Races across the world. Barely an upstart population of tribes several thousand years ago, the Ailor have rapidly multiplied and spread across the world, founding dozens of Kingdoms and autocratic realms, creating Empires and destroying faraway nations that would soon be forgotten by time. The Ailor are an autocratic and imperialist Race who conquers far and wide, and then just as quickly collapses because of infighting, cultural differences, or religious confrontations. While other Races are generally united under one nation or faith, the Ailor are the most varied and diverse people, splintering so far that some would say two disparate cultures of Ailor are more dissimilar than the Ailor are to the Eronidas, an entirely different Race. The fate of Ailor on the world remains tumultuous, but as the dominant Race in the massive Regalian Empire, one of the foremost geopolitical powers on the world, they are the Race with the largest impact on the world, that much cannot be contested.
Design
Ailor are considered the average middle ground between all other Races. There is nothing particularly out of the ordinary for them. Ailor can be race-coded to appear like any real world appearance (Caucasian, Asian, African, Hispanic, etc.) because skin tone and appearance isn't hard-coded to genetics in MassiveCraft Lore, children of light-skinned parents can be dark-skinned and have epicanthic eye folds, etc. All Ailor families are generally mixed in appearance, while every type of appearance can be found in any sub culture or Ailor nation across the world. There are short Ailor and there are tall Ailor. There are stocky and bulky Ailor and there are lanky and slim Ailor. There are ginger, blonde, black-haired and brunette Ailor, they can be tall or short, they can be gentle or harsh. Even their personalities are far and wide, with no common denominator. While Culture dictates some trend lines and guidelines, there is no common unifying personality traits among the Ailor, as cultural division means that each and every conceivable personality can be found among Ailor. This is why Ailor is a good starting Race, because there are no real rules on how to play one.
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. All of these Specials are furthermore also optional. While some may for example dictate a birth condition, players are free to reject Specials altogether and not apply them to their Character.
Specials
- Manifest Familiar: Each Ailor can be born with a Familiar that appears to them in their crib, and stays with them their entire life. Same rules as Pet Husbandry Pack apply, and if that Pack is bought, it gives access to two Familiars instead. Ailor Familiars live unnaturally long lives, and their presence is often explained in Ailor religions as a "watcher from the Gods".
- Dark Empathy: Each Ailor can disable their emotions or their conscience at will. They don't even really notice it when they do it, but this capacity has allowed the Ailor to commit great atrocities without feeling a thing. Additionally, they mind also allows them to self-impose a mind-block on certain things, by willfully erasing memories from themselves.
- Practiced Mockery: Ailor have been subject to derision from other Races for centuries, and over the years learned how to uniquely understand ridicule and insult language in other Languages. Even if they do not speak another Language, if someone utters an insult at them in any Language they do not know, they will understand what the insult is and what it means.
- Manifest Destiny: Ailor live short explosive and purpose driven lives. As such, they often excel more in the short term at tasks that other Races take slower and longer to master. While the Proficiency System normally allows a maximum of 7 Point investment per Category, Ailor may choose one Category in which to raise the limit to 8 instead.
- Destiny Stressors: Ailor have a unique stress-response that other Races find quite peculiar. Regardless of what age or condition an Ailor is in, or what hair color they have, when an Ailor experiences a period or event of great stress and trouble, their hair or parts of their hair can turn snow white, with color only returning when their situation improves.
- Job Opportunities: While isn't really a Special per-se, it is worth noting that while the Roleplay world exists in an Ailor-dominated society, it is always expected that Ailor have an easier time being hired in government and court position jobs than other Races do, purely because they are the preferred candidate within an Ailor dominated society.
Naming
See the Ailor Naming page for easy-access information on the Ailor cultures' languages and naming customs.
Cultures
The Ailor Race is subdivided over many cultures, more than any other Race, and as such it is hard to really identify a unified World View that applies to even half of them. As such, the Cultures outlined below are the various Playable Cultures. To complicate matters further, each Ailor may have slightly different quirks and habits depending where they come from, information which can be sourced from the Geography Page. To keep things simple however, it is always safe to say your Character is a Regalian native, either born in Regalia or moved there shortly after, thus giving a very vanilla approach to Character Design.
Ailor Cultures | ||
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The Wirtem people hail from the eastern regions of the Regalian Archipelago, the Greater Calemberg, Genevaud, Calderliga and Waldmark dark-forest regions that were once home to the smaller Wirtemcaller Kingdoms and Principalities that far predate the Empire. As the Regalian Empire expanded, it would eventually start a successful policy of politial marriages and peaceful unifications with these entities. They would quickly however be dragged into conflict with the Velheim in the north, creating decades of brutal warfare that would shape the mindset of the Wirtem people, eventually molding them into the Empire's primary military culture. | ||
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The Regal culture is an entirely artificial culture designed by the intelligentsia and educated folk of the Regalian Empire to counteract the never-ending cultural divisions and conflicts within the Empire, in the hopes of erasing these issues for a brighter future. The Regal culture took aspects of Leutz-Vixe and Dressolini, two hybrid cultures that sought to improve upon Ithanian and Daen alike, eventually adding Wirtem and Anglian elements until a stable mixture was reached. The culture now controls all the major bureaucratic, legal, and administrative centers of the Regalian Empire, quickly becoming the "culture of rulers". | ||
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The Anglian culture forms the bedrock of the Regalian Empire and they are proud of it. For hundreds, perhaps thousands of years, the Anglians have been a rooted and traditional culture in Anglia until the Five Family Rebellion began there, an event that would eventually form the Regalian Empire. Since then, Anglia has progressively turned into the Empire's bread basket, with the largely illiterate but fervently loyal Anglians being the first to sign up to armies, and the first to assist in whatever way they could to expand the Regalian Empire with pitchfork and sickle in hand. | ||
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The Cearden people are not native to the Regalian Empire, rather a culture that was once at the root of all Ailor in the old continent of Ceardia. Since then, the culture has developed, eventually caught in the orbit of the Regalian Empire, and "civilized" by it, as many would claim. Since then, the Cearden have found that their generally likeable, generous and gregarious demeanor made them the perfect travelers and traders, spreading the Empire's coinage far and wide and thus their trade ports, and thus their language, to the point that Common is the most spoken language in the world aside from Allorn. | ||
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The Gallovian culture is a daughter culture of the Cearen when these people mixed with the Breizh, Velheim and Anglians, and colonized the rugged Gallovian highlands in the Regalian Archipelago, as well as the surrounding scarcely populated and unfertile islands. Due to the harsh conditions of living on these islands, the Gallovian people are known as hardy mountain folk with a streak for animalistic spiritualism and stubborn-ness that cannot easily be rivaled by the other cultures. A Gallovian is hard to befriend, due to the natural district, but one of the warmest and hospitable friends anyone could have. | ||
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The Breizh people can best be summed up as the most iron-clad warriors of a rugged land in the Archipelago. Hailing from the relatively small region of Kintyr, the Breizh people are one of constant internal warfare and struggle, breeding the toughest soldiers that are most accustomed to full plate armor and chainmail that one could wish for. A culture deeply steeped in folklore, legend, and the fantastical aftermath of fairy beliefs, the Breizh were one of the first to support the rise of the Regalian Empire, and quickly secured a highly autonomous and advantageous position within it. | ||
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The Ithanian people are known around the world as the most opulent party-goers, the wealthiest bankers and high-culture craftsmen, and the trendsetters and influencers of cultural expression and fashion. They draw both awe and amazement at how much they can spend on looking beautiful and the center of attention, and while they developed in their native Ithania away from the Regalian Empire, perfectly integrated bringing their wealth with them to cause a massive economic boom in the Empire. Since then, Ithanian has effectively become the style of court, with every Ailor royal house imitating their dress and code. | ||
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The Daendroque people are fiercely independent, will never accept anyone telling them what to do, and seek ways to carve out their own legacy and wealth at the expense of others anywhere they can. Having developed from ex-Allorn slave populations, the Daendroque had to unite and rebel to survive, a tradition that has been upheld to the modern day with them uniting in families and creating pseudo-gang warfare to protect their own housing communities and families from encroachment. Their plantations yet fuel the Regalian economy, while their hardy resistance to central rule gives the government many headaches. | ||
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Hailing from the mysterious and lost Vaarda, the Velheim are a sea-faring culture which once had colonies far and wide in the known world, but was eventually pushed back by the march of civilization to only the coldest regions in the north. Hardly uncivilized, the Velheim held a great respect for nature and a close-ness to it that not many other Races or cultures can compare with, but one that inevitably left them misunderstood as barbarians. The Velheim were eventually forced into the Regalian fold at the conclusion of the Skagger wars, though some independent states still exist in the deep north. | ||
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The Krainivaya people are perhaps the most exotic coming from far-away Essalonia, having fled magical prosecution at the hands of the Oltaran Republic. By the grace of the Regalian Emperors their refugees were allowed into the Regalian Empire to settle ex-Velheim lands in the north, building a resentment from those people. While inside the Empire. the Krainivaya have developed into the most courageous and stalwart defenders of the Emperor and the Imperial family, first to lay down their lives to solve even the slightest of inconvenience to their holy messiah who they have fully embraced. | ||
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The Întuneric are the wardens of Baldmark, the rugged lands which lay between the Wirtem and the sea. Gripped by struggle against Arcane disasters, raiders, and the afflicted, they navigate a difficult world by keeping balance in their beliefs. While some of the most zealous Unionists, the Întuneric also hold onto pagan traditions long-lost by their neighbors- and while harsh Purists who hate all Magic on paper, a deep infatuation with the glamour and eternal life of Vampires lies beneath their surface. Border lords of a thousand castles and magnificent smiths, the Întuneric upkeep their lineages with pride. | ||
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The Szabadok are the great horse lords of the open steppe, the finest cavalry in the Regalian Archipelago and perhaps the world. With an origin earlier than the oldest recorded history, they dwelt in their land before any state formed. By way of arms, they have raided every organized state to take a presence in their vicinity, including the Regalian Empire itself. Though their peaceful integration has been achieved after many years, there is a certain wildness in their hearts that even the city of Regalia cannot run out. | ||
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The Aetosian are the primary art producers and appreciators in the Regalian Empire, having thrived on the island of Etosil where the Evintarian heretics were expelled to after the first schism, the Aetosians turned a rugged land bereft of natural beauty into a paradise for the arts, particularly sculpting and architecture. Since, the Aetosians have returned in numbers in Hellatia in the Regalian Archipelago, plying their trade in the capital also, and enjoying the religious freedom given to them, to express their Evintarian Unionist beliefs in public. | ||
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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.
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