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Ailor | |
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Race | |
Pronunciation | Ay-lor |
Classification | Human |
Subraces | None |
Common Nicknames | Humies, Humans, pink-skins, paleskins |
Languages | Common, Alt-Regalian, D'Ithanie, Daendroque, Dressolini and various Northerne languages |
Naming Customs | Varied based on cultures; see Ailor Cultures |
Racial Traits | |
Distinctions | The standard Human race currently ruling the Regalian Empire |
Maximum Age | 110 years (rarely over 100 though) |
Eye Colors | Brown, green, grey, blue |
Hair Colors | blond, ginger, brown, black, grey |
Skin Tones | Naturally pale with the ability to tan |
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, Ailors consider themselves the height of civilized life in Aloria, and measure all others by their standards, often to the disdain of the other races. Ailors once began as the fiercely barbarian and tribal people of Ceardia, eventually giving rise to many states and above all, the Regalian Empire. Proving to be both resourceful and aggressive, Ailors have conquered much of the known world under the banner of their various Kingdoms. While also being incredibly numerous, the Ailors are perhaps also the most divided people on Aloria, more so than even the Elves. The Ailor state of Regalia now exists as the largest sovereign entity, competing with the Qadir Sultanate over power in the known world.
It is important to note that the Ailor Page is a skeleton page, containing very little information. This is because the Ailor are inherently divided into many different cultures which each have their own unique take on the race. As such, it may be important to understand the base concept of the Ailor, but then to deepen your knowledge in one of the Human Cultures.
Physical Characteristics
The best way to describe Ailors is to simply call them average. Over the past centuries, it has become apparent that using the Ailors 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. Ailors are of an average height between Elves and Dwarves. They are less strongly built than Qadir, but are larger and more well built than Common Dynasty Sihai. The fact that perhaps does set them apart is their wide diversity in looks and aesthetic presentation. Ailors often accuse other races of all looking alike, with their limited physical characteristics and generally uniform appearance. Ailors 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.
Mental Characteristics
Ailors are commonly known for their tendency to categorize everything, and have extreme conflict-oriented views of everything that isn’t part of their own group. This grouping mentality has caused severe fracturing of the cultures as well as inherently making Ailors aggressive beings often resorting to violence to get their way. However, it should also be noted that Ailor are capable of great feats of diplomacy and ingenuity. Ailors generally are inquisitive, progressive and intelligent, giving them great capability to reason or devise the most unspeakable things that would even make the decadent Elves seem tame in comparison. Ailors generally believe they are the greatest race in the world, which is further reinforced by the growing religion of Regalian Unionism. This makes them generally known as arrogant and self-serving to other races.
Will of Faith
The Ailor have an ability called Will of Faith. This ability is native to all Ailor, but functions entirely different depending on what religion they follow. 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 has at least 7/10 religiosity towards a particular faith, and does not doubt their faith or have moments of weak faith. They must strictly believe in the core tenets and follow the worship of this faith, and not be a "lazy worshiper" who does only the bare minimum. Only when someone is "devout" will they gain the Will of Faith. The exact abilities of the Will of Faith are outlined below in a table. Any form of non-mundane Ailor does not have access to Will of Faith, including but not limited to Soul Shards, Witchbloods, Silven, Abberants etc.
Faith | Effect / Ability |
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Unionism | Those who believe in the will of the Spirit are able to assume a praying stance to grant blessings to their next actions from the Spirit. In order to assume this praying stance, they must either drop to their knees or sit behind a table or desk, and assume the praying pose for Unionism. Praying takes at least a minute, in which they mutter their requests for blessings to the Spirit, after which they declare “Oratio Paien”. When this statement is made, the Unionist is blessed with +5 Proficiency in their skill of choice for the next 5 minutes (except Sorcery and Special Race Proficiency). This can only be used once a day, cannot be used during progressions, and cannot be used mid-combat (only right before combat). |
Old Gods + Oldt Fayth + Draoidh Feya + Old Pagan Faiths | Those who believe in any of the old Ailor faiths are able to manifest the Eyes of the Auld Hunt, which is a spiritual Owl that appears on their shoulder in a ghostly blue form. This Owl cannot be interacted with or move away, but grants the person using them +10 Perception Training and +10 Hunting Knowledge Proficiencies for 5 minutes after summoning. This effect can only be used once a day. The Proficiency boosts do not break racial cap or non-racial cap limitations. |
Faith of Estel | Those who believe in the Faith of Estel are, though the Will of Faith, able to manifest the Power of the 9th unofficial Ailor God of the Estel Pantheon: Calvannis, the chosen slave of the Talea. Outer Court Calvannis, the Leader of the Chosen, allows the wielder to summon a fiery lasso, which while appearing as if made of fire, does not hurt anyone unless they are somehow Void tainted or Void empowered, causing them searing pain while the lasso is latched onto any part of their body. This lasso extends to Emote Distance and breaks if the target leaves this distance, or the user is rendered unconscious or breaks the lasso themselves. One free hand must always be had to use the lasso. Unlike other lasso abilities, this ability is not auto-hit, and requires the proper space and skill for efficient usage. |
Dragon Worship + Loong Worship + Isldarrin Dogma | Those who believe in any of the Dragon related faiths are able to use the Will of Denial to shroud themselves in an anti-Magic field. This takes the form of a purple liquid-like shield rapidly enveloping them and acting like a barrier to any type of Magic. Magic that is already having an effect on them immediately ceases (except for Mind Magic & Curses), while any future Magic is absorbed by the shield. While this shield is active, the person can only move with the speed of a crawling pace, if they want to move faster, they have to cancel the shield. The shield cannot be flickered on and off constantly. When disabled, it takes a full minute before it can be reused, but it can be summoned instantly when it is ready. The anti-Magic field can be maintained practically forever, but it also disables the user from interacting with the world outside of the shield besides walking at a crawling pace and talking. |
Orc Faith | Those who believe in the Orc Faith have the Will of Power manifested in them. This gives them a natural +10 Physical Stat that factors into Body Shape, while also allowing them to transform at will into an Orc version of themselves. This transformation does not grant them Orc Proficiencies, but does allow them to break the Body Shape cap for Ailor. |
Void Worship | Those who worship the Void and truly surrender their mind to the Void gain the Will of the Void. The Will of the Void is more of a passive effect that blunts their fear, heightens their vices and dulls their virtues, while making their mind free of guilt, conscience and goodness. It doesn't strictly make them evil, just less affected by second-guessing and self-doubt. Furthermore, it also makes them immune to most negative effects of Void-borne diseases and afflictions such as Dulo Disease, becoming immune to the weakening effects but still having the infectiousness and other non-harmful effects to the host. |
Muz'havel + Ibadet | Those who are devoted believers in the belief system of Muz’havel, and its subsect of Ibadet, have the ability to cleanse water through their physical touch and then convert it into what Regalians call Holy Water. After submerging their fingers or entire hand in a pool of water, they need only speak the first verse of the Chant of Cleansing to purity that body of liquid. All diseases, sickness, dirtiness and foulness will be cleared from the pool and, after speaking the second verse of the Chant of Cleansing, converts the liquid into Holy Water. The ability is ineffective in a portion of water larger than 1 liter. |
History
The Ailor have an unknown past, often believed to have come from Ceardia. They were once called Humans, a term comes from the Elven word Humwë, which is generally invoked when speaking to a dumb person. However, when other Races like the Qadir wer discovered, the Altalar determined that there must have been a people before both, proto-Humans, who helped create the Qadir and Ailor (and later, perhaps also the Dwarves). It is unknown when or how the Ailor distinctly developed from the proto-Humans, but it is generally accepted that the Ailor are physically closest to the common Human ancestor. Ailor have an incredibly slow developing history. For nearly ten centuries, Humans did nothing but live in huts, fight each other, and die from disease and other calamities. The catalyst that caused explosive growth among Ailor was the collapse of the Elven Empire following the Cataclysm.
The Void Invasion wrecked the northern hemisphere of Aloria, but it spared most of the areas where the largest concentration of Ailor kingdoms found themselves. This event caused many of them to reconsider their past habits and decide that future cooperation would suit them best in the rapidly emerging new world order. Additionally, the Elven Empire collapsed in its wake, allowing the Ailor to expand with virtually no obstacles. The newly created Regalian Empire was the first to rise from the ashes, and it quickly assimilated the other almost defenseless Ailor groups around it. Over a period of 100 years after the Void Invasion, Regalia consolidated its power on the Regalian Archipelago and spent the next two centuries expanding beyond. As Ailors multiplied in large numbers, so did their statehoods and philosophies. As population groups became isolated from one another or simply developed differently, the large collection of cultures was born that we know today.
Society
Ailor Society is mostly known for being systematic, bureaucratic, and adhering to a strong sense of hierarchy, at least in most cases. Additionally, it is also known for being incredibly diverse, giving birth to many different cultures which put the race in stark contrast to other races which often have only a single culture. Ailor society is generally seen as ruthless, serving only the upper echelons of society. They are incredibly xenophobic and racist, particularly towards what they consider “Non-Humans." The societies of the Ailor states differ wildly from state to state, so it is difficult to truly identify a single Ailor society. Still, trends and cultural similarities are present.
Politics
Ailor cannot be attributed to any single political flow or government form. In general, Ailor are greedy, power-lusting, and selfish, or so history would dictate. This makes Ailor more inclined to create monarchies or dictatorships, but Ailor democracies also exist, as do anarchic societies. In the northern lands inhabited by Ailor, monarchies are the preferred type of governance. In Regalia, the imperial administration is popular, and in the east, strong aristocratic societies with hints of democracy are prevalent. The biggest factor that all Ailor governments share however, is a strong sense of aristocracy. Ailor are excellent at elevating one social class over the other, resulting in a clear distinction between poor and rich in Ailor governance.
Culture
Ailor culture is extremely diverse, more so than any other race due to the heavy splintering this race has undergone over the centuries. Most cultures can however be found to be derived from other cultures, so all cultures are generally grouped under: Regalian, Ceardian, Ithanian, Daendroque, or Northerne. Regalian culture consists of a very strongly aristocratic culture that predominantly glorifies chivalry, honor, warfare and patriarchy. Regalian society often looks down on the others as barbaric or uncivilized. Ceardian culture is predominantly serf based, meaning it is heavily focused on exploiting the weak and poor in a feudal system. It is often seen as less developed than Regalian, though it maintains a few large differences, in that the Ceardians tend to value autonomy, family-oriented living, and honesty. Daendroque culture is often seen as exotic, where food, dance, and parties are central interests. Daendroque is seen as the laughing stock of the other cultures, as it seen as unserious and too jovial. Ithanian is mostly similar to Regalian, except that it supports gender equality where Regalian does not. Those of Ithania are also fiercely anti-confrontational and anti-conflict, which is coupled nicely with their immensely materialistic personalities and surrounding. Central to them are fashion, jewelry and grandeur, all children of Ithanian richness and self-proclaimed ideas of sophistication. Finally, Northerne is seen as the most barbaric and uncivilized of Ailor culture. It is a culture that glorifies hunting, strength, and the wild life. It does not have a strong sense of social hierarchy, instead focusing on the power of those who have the means to take it.
Religion
Ailor have several religions, the biggest one being Unionism. The Unionists worship the Emperor of Regalia as the supreme being on Aloria, firmly believing in the divine right of Ailor to rule all of Aloria as the supreme race. This religion validates their racism and violent attitude to other races and civilizations. Unionism, however, is also seen as an intensely organized religion, more so than all others. In true Ailor fashion however, Unionism is also diversely split among several sects, cults, and heretical forms that are only mildly tolerated. Another popular religion is the Faith of the Old Gods, a faith based around the allfather Maedin. The Old Gods as a religion is slowly dying out due to successful and strategic conversion tactics by Unionist reverends and missionaries, as well as the fact that it is largely based off of a Human interpretation of the faith of Estel. Especially the last mentioned reason plays strongly, as in modern times The Old Gods is seen as an inferior religion with a false base. Other smaller religions exist: cults worshipping the Void, animals, the moon, and other celestial objects. None of these have as much traction as the aforementioned religions however.
Combat and Warfare
Being a race that lives and thrives off of violence, the Ailor have a very rich history of warfare and a very creative arsenal of ways to kill. Ailor commonly utilize cannons, explosives, and other new century weapons. Ailor are usually quick to adopt new methods of warfare as well, dedicating whole schools and individuals to perfect their method of eradicating their opponents. Ailor often rely on a sort of feudal levy system where nobility press peasantry and citizens into military service for their leader. This often results in very large, poorly equipped armies that simply rely on numbers to do their bidding. Professional armies are known to exist, with Regalia most notably possessing a few. Ailor predominantly use a shield and a sword, supported by bowmen and lancer cavalry. They prefer to defeat their opponent by sea however, and Regalia has a long tradition of naval warfare and naval supremacy.
Economy and Technology
Ailor economy is mainly based around commerce and production. Base resources are produced by poorer states or regions, sold by middlemen to richer regions, then developed into goods and then sold once more to the richest regions. This has given birth to a massive system of bureaucracy, with people taking cuts along the way. It allows for a heavily centralized governance of the Ailor, but it also enlarges the gap between the poor and the rich. Most Ailor work in the primary sector, being agriculture and resource harvesting, but a flourishing financial sector exists where money lending, investing, and banking happens to such a degree it puts the other races to shame. Ailors truly have a skill for money management. Ailor are also generally considered the most technologically advanced race on Aloria. While the Dwarves may outdo them with inventions, Ailors are quick to adopt their work, even if they abandon it. High technological standing also allows for greater growth potential, whether in food production or advancements in medicine. Such achievements have stretched the ambitions of the Ailor far and wide, though arguably also caused the constant friction and downright genocidal nature of the Ailors in particular towards the Naylar.
Trivia
- It is generally assumed if all Ailors set their differences aside and decided to prosecute all other races, they would inflict genocides of terrifying proportions. Luckily, as time passes, Ailors continue to divide and split.
- Ailor as a name comes from the name of the world, Aloria. It is not known where the term Ailor came from, most likely some Ailor came up with it to identify themselves with the world they intend to rule.
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