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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.
Ailor | |
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Race | |
Pronunciation | eye-lor |
Classification | Human |
Common Nicknames |
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Languages | Varied, see Ailor Naming |
Naming Customs | Varied, 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. |
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 subculture 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 Traits
Racial Traits are a set of Abilities, Free Packs, Limitations, and Mechanics that each Race has access to. Half-Race characters select a dominant parent, thus receiving all Racial Abilities & Talents of that Race only, unless specified otherwise, while also taking dominant physical traits like for example skin tone, hair and fur color, ear shape, etc. If Abilities, Free Packs, Limitations, or Mechanics are not mentioned, it is safe to assume this Race does not have one of those. Abilities are usually Combat-Roleplay based, Free Packs give free Proficiency Packs that fit in a Race's design, Limitations are limits imposed on Character design to stay consistent with lore, while Mechanics change the way a Character is played, or how certain Packs interact in Roleplay.
Abilities
Ability Name | Ability Type | Ability Range | Ability Description | Modifiers |
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Destined Familiar | Instant Power | Emote Range | Grants the user Destined Familiar | N/A |
Free Packs
- Ailor Buff 1: This is not a Pack, rather Ailor have a Free Pack to buy in any Category, as long as they can normally buy it. This does not raise Proficiency Points beyond the standard 14.
Mechanics
- Intuitive Ear: Because many of the Ailor languages, and even non-Ailor languages, share words and linguistic styling, Ailor tend to be culturally very attuned to language, especially when it is used to smack-talk. Ailor will always know when someone is talking ill of them, or talking about planning to harm them, if the people are speaking in a language the Ailor doesn't know. They won't know exactly what is being said, just that what they hear spells trouble.
Naming
See the Ailor Naming page for easy-access information on the Ailor cultures' languages and naming customs.
Lineages
Ailor are a unique Race, in that they have Lineages that are less racially diversified than subraces would be, but also more culturally removed than just being a different culture. Lineages represent a different mechanical experience for playing Ailor, that replaces the default Ailor Racial Traits, with a new set, as well as a unique angle to their existence in the Regalian Empire that is not founded on Ailorhood there (they are usually strangers from a distant land). Each Lineage has its own page, to properly represent their culture and history as distinct from Ailor history, which is mainly dominated by Regalian and Velheim history. The following Lineages currently Exist:
- Savaşanlar Ailor: A Turkish/Ottoman inspired Lineage of strongly militant Dragon Worship fanatics on a mission to cure their Dragons from a distant Empire.
- Qadir Ailor An Arabian/Middle Eastern scholar inspired Lineage with an extremely divergent history deeply intertwined with Dragons, Ordial beings, and fabulous machines.
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 Kingdom and Principalities that far predate the Empire. As the Regalian Empire expanded, it would eventually start a successful policy of political 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 Daendroque 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 Zeměvčel have been a minor people in the history of the Regalian Archipelago, but their impact has been deeply felt by the peoples around them and the Regalian Empire which rules over them. Prolific apiary-keepers, it is often believed they originated the practice in Corontium and shared this knowledge. More modern innovations such as unique stonework, the proliferation of libraries, and a vibrant beer-drinking culture has kept them relevant and standing unabsorbed despite the efforts of larger cultural powers around them. | ||
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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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