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Ailor

From MassiveCraft Wiki
Revision as of 23:30, 12 July 2024 by MonMarty (talk | contribs)

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.

Ailor
Ailor (in Common)
Motto: "March, march to the progress of glory."
Nation StateMany
RulerVaried
LanguagesPrimarily Common
ReligionUnionism, Fornoss, Draconism
First RecordedUnclear
Demonym(s)Ailor

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.

While we generally recommend sticking to these Cultures as written into Lore, you are able to carry forward your own culture or a real-world culture not mentioned on this page into Roleplay without much issue. Keep in mind however that some specific cultures do belong to other heritages of people, so if you would like to express a particular real-world culture in Roleplay that is not on this list, please make a Lore Staff Ticket on the Community Discord to discuss.


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.

Accreditation
WritersMonMarty
ArtistsMonMarty
ProcessorsMonMarty, FireFan96
Last EditorMonMarty on 07/12/2024.

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