Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Ailor

From MassiveCraft Wiki

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.

Ailor
Race
PronunciationAy-lor
ClassificationHuman
SubracesNone
Common NicknamesHumies, Humans, pink-skins, paleskins
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 TonesNaturally pale with the ability to tan.

Physical & Mental Characteristics

The best way to describe Ailor is to simply call them average. Over the past centuries, it has become apparent that using the Ailor as a standard point of view when analyzing the other races is easiest. This is caused by the fact that Ailor have no exaggerated proportions and are generally seen as the middle point between all other races. As such, Ailor can be seen as the great equalizer and reference point for all other races. Ailor are of an average height between Elves and Dwarves. They are less strongly built than Orc, but are larger and more well built than Sihai. The fact that perhaps does set them apart is their wide diversity in looks and aesthetic presentation. Ailor often accuse other races of all looking alike, with their limited physical characteristics and generally uniform appearance. Ailor can have a wide variety of eye colors, ranging from any green hue to blue, brown, and all mixtures in between. Their hair can be as brightly blonde as the light of the sun or as pitch black as the darkest abyss. Their skin colors range from soft olive creamy tones to harsh, bleak pinks. Their race does not have any subspecies, but other races might still mistake them for having them. This is because Ailor Cultures are about as diverse as the Altalar subraces, if not even more so, and many of these cultures have such fierce oppositions to one another to the point that one can say the Ailor race is truly unique in that it doesn’t seem to even cooperate with itself.

 
Ailor are strongly aristocratic

Ailor are commonly known for their tendency to categorize everything, and use labels as a means to understand the world around them and themselves. Ailor pride themselves in being the most thorough and systematic researchers, and being the most flexible at building upon other races technologies. Indeed, Ailor do have a strong inventive nature, but excellent especially at taking work from other races, and building upon it, removing flaws and improving functionality. Ailor were the first race to develop sophisticated artillery after knowledge of it had been lost since the days of the Varran and Altalar conflict so many centuries before the Ailor even rose to power. The Ailor were also the first to develop airships. The Ailor have an immensely entrepreneurial mind, developing the world’s first stock exchange and massive banking sector, using an advanced bureaucracy to keep track of everyone and everyone’s business. They engage in decadent political games, extravagant parties and spending and yet can also be prone to the greatest charities and quality of life improvements, like the invention of the world’s first hot water piping and Dwarven gas powered elevators. Yet for all this progress, Ailor can also be incredibly narrow minded, condemning progress and liberty to backward religious dogma and bigotry towards anything that is “other”. Exceptionally so, Ailor are very good at rising to the top, then suddenly imagining some sort of made-up cultural border that divides their population into “them” and “us” and then make splendid warfare on anything that is other. Ailor are seen by other races as too violent, quick to think, always having an opinion about everything and just living a little too quickly, on account of having one of the shortest life spans. If anything, the Ailor simply are what has defined them through the ages, versatile and diverse, and they continue to become more versatile and diverse as time goes by.

The Will of Faith

The Ailor have an ability so called Will of Faith, this ability is native to all Ailor. Will of Faith manifests itself as an inner ability to project one's faith onto the world through sheer will of spiritual force. Essentially, Ailor believe so strongly and so en-masse in their religions, that through the sheer number of faithful willing a faith to be real, this massive collective belief starts manifesting abilities and traits into the faithful. Each faith has its own unique trait and ability, and while it is possible for Ailor to change faiths, generally speaking a Will of Faith will only manifest in someone who believes any type of faith, as religiosity is a major important thing for Ailor in general. The exact effects of Will of Faith are explained below as Racial Abilities. These are always active for all Ailor, as long as they are not atheist.

Name Type Description
Subject the Faiths Racial Passive
  • Ailor are able to combine two Ritualism Proficiencies together under a single faith. This still follows some rules:
  • Monster Ritualism can only be combined with Void Ritualism.
  • Soul Dragon Ritualism can only be combined with Shambala Ritualism.
  • Pagan Ritualism can only be combined with Orc Ritualism.
  • Unionist Sanktism can only be combined with Lightgiver Ritualism.
  • Adding any Proficiency Points in a secondary Ritualism blocks the use of Sorcery Spells by the Character.
  • For the above list, your character can believe in either and annex the other under their faith.
  • Ailor have a lower threshold for religiosity need in Ritualism. Instead of 7/10, the required limit is 3/10.
Without Holy Will Racial Passive
  • Ailor, if killed in certain conditions, can be revived in specific locations across the city of Regalia.
  • Ailor killed within a Sanktified Duelling Ring are revived when the duel is complete on the spot with no wounds from the duel.
  • Ailor killed within an official places of worship (not gang base or house), will have their soul retain cohesion and not pass over.
  • This non-passed over soul can be restored through a great act of faith by the living to bring them back (consult Lore Staff).
Sustained by Faith Racial Passive
  • Ailor, while within an official (not gang base or house) place of worship, have several effects.
  • They no longer need food, drink or sleep while inside the holy grounds, and can stay up for days.
  • If however leaving such a place after having stayed up for days, they will immediately crash and sleep.
  • While fighting inside such a holy ground, they cannot be gripped by fear or fright by or of enemies or Abilities.

The Burning Choir

As stated above due to their immense numbers, Ailor faith in their chosen religion manifests itself in actual ways to affect the world around them. This is doubly more so for Unionism, which is generally the largest religion of Ailor in the world. Due to the immense amount of faith Ailor have in Unionism, and the fact that it is the only great unifier between their divided people, something unique happens to an Ailor using Sanktism, the Ritualism of Unionism, that does not happen to any other race. The Burning Choir is not so much a Racial Ability or subrace, as much as it is a special effect that occurs when an Ailor Unionist Sanktist wearing special Sanktified Armor dies in said armor, if they are also a Ritualist with 8 years of training. When death occurs, their body is disintegrated, and instead, their armor is animated, while the hollow parts that used to have their body inside are replaced with a white dust/fire like form. Their body becomes an incorporeal flame, held together and imprisoned in the Sanktified Armor. While a member of the Burning Choir (each individual is also referred to as a Burning Choir), the previous Ailor is able to use only their Sanktist Abilities (not the Will of Faith), but retains their previous Proficiencies, Body Shape, personality, memories and voice, though the voice may sound somewhat warped and more ethereal. The Burning Choir do not need sleep, food or rest, and while infrequently seen in the Regalian Empire, are legal, and used by the state to usually guard holy sites. While they are rare, they are not something Ailor are hesitant about, or fearful of, because of their frequent depiction in stained glass windows of Unionist temples, and their presence around holy sites which are frequently visited by pilgrims. They are seen as holy warriors who died in their armor for the cause, and because they don’t need sleep or food, are usually used to guard closed off areas like Emperors tombs or Synod archives. The Burning Choir are still recognized in Regalia as having Human rights, but no longer fully participate in society as normal people since they can no longer feel warmth, illness or suffering. They simply become a warrior in armor, usually bound to a Reverend or some sort of Holy Order sect. The Burning Choir sometimes continue to engage in socialization with the people around them, though some level of religious reverence is usuall met. Passerby's will frequently say the prayer Oratario Ode, which is sort of a way of saying "Amen" in the real-life context. Here follows a summary of all mechanical functions and Abilities of the Burning Choir. The Burning Choir's Abilities obviously only work for Ailor who become the Burning Choir, and not for other Ailor.

Name Type Description
Choir Severing Racial Passive
  • The Burning Choir can only use Sanktism Ritualism Abilities, no other Abilities can be used, not even Ailor Racial Abilities.
  • Any Abilities previously had including Proficiency Points invested are lost, including Special Perm Abilities, but not Artifacts.
Choir Perseverance Racial Passive
  • The Burning Choir is immune to any type of Ability that does not cause brute damage, knockup, stun, root or disable.
  • Any of these Abilities target the armor instead, which will translate pain and damage to the Burning Choir in turn.
Choir of Flame Racial Passive
  • The Burning Choir is immune to any physical damage, meaning, if an arrow was shot through the visor, it would pass through.
  • The Burning Choir can however be harmed by attacking their armor, which is like their skin. It translates damage.
  • The more damage armor takes, the more unstable binding becomes. If all armor pieces are removed, they die.
  • Due to their body being protected by sensory armor however, they are generally more durable than unarmored people.
Living Armor Racial Passive
  • The Burning Choir can tinker, modify, expand, reduce or customize their armor at any time for aesthetics.
  • This must however always be done by a 8 year trained Sanktist Ritualist, and out of combat.
  • Lost armor pieces can be re-attached, or new ones can be applied, to "heal" the Burning Choir.
  • Armor can be made out of any material, but the material does not contribute to durability of the Choir.
  • For example, Bronze and Steel are the same for pain and damage tolerance, even if they logically shouldn't be.
Eternal Choir Racial Passive
  • The Burning Choir is immune to aging. Aging beyond 150 years however still requires a Special Permission Backstory App.
  • The Burning Choir do not need sleep, food, drink, rest, nor do they require oxygen, but falling from height can kill.
  • The Burning Choir are not hurt by temperature, even fire, but intense heat can melt armor and kill them. They also can't feel heat.

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.

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.

Accreditation
WritersMonMarty
ArtistsMonMarty
ProcessorsMonMarty
Last EditorHydraLana on 02/23/2020.

» Read more