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{{Info races
{{Info races
|image = Ailorsplash3.png
|image = Ailorsplasnewh.png
|pronunciation = Ay-lor
|pronunciation = eye-lor
|classification = [[Human]]
|classification = [[Human]]
|subraces = None
|nicknames =  
|nicknames =  
*Humies (derogatory)
*Humies (derogatory)
*Humans (scientific)
*Humans (scientific)
*Barbarians (Elven)
*Barbarians (Elven)
|languages = Too many to count; see [[Ailor Cultures]]
|languages = Varied, see [[Ailor Naming]]
|naming = Varied based on cultures; see [[Ailor Cultures]]
|naming = Varied, see [[Ailor Naming]]


|distinction = A culturally diverse people conquering both each other and the world.
|distinction = A culturally diverse people conquering both each other and the world.
|maxage = 110 years (rarely over 100 though).
|maxage = 100 years
|eye = Brown, green, grey, blue.
|eye = Brown, green, grey, blue.
|hair = blond, ginger, brown, black, grey.
|hair = blond, ginger, brown, black, grey.
|skin =
[[File:Skin1.png]]
[[File:Skin2.png]]
[[File:Skin4.png]]
[[File:Skin3.png]]
|}}
|}}
From the warm coastlines of [[Daendroc]] to the icy ranges of [[Ellador]], the Ailor [[Human|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.
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.  
 
==Physical & Mental Characteristics==
[[File:Leutzicoiz.png|260px|thumb|right|Ailor are strongly aristocratic]]
Ailor are seen as the average middle ground between all races, having some visual aesthetics and traits seen more uniquely or in an exaggerated manner among other races, thus providing the perfect middle ground from which to describe all other Races. Ailor are so common around the world that every person of every race will be guaranteed to have met at least one Ailor, if not lived in Ailor society for some time, as Ailor minorities are viritually present in every single society, even the far flung Sihai in the staple port of Dexai. Ailor have a wide range of heritage-coded features. When the Ailor people first appeared roughly 1000 years prior to the modern age, referred to as the Ceardian tribes, racial appearance was still fairly stratified. In the northern regions of Ceardia lived mostly the warmland tribes, with dark skin tones and features mostly reminiscing of people of African descent in the real world. In the western regions of Ceardia lived mostly the wetland tribes, with dark hair colors and epicanthic eye-folds, with features mostly reminiscing of people of East-Asian or South-East Asian descent in the real world. In the southern mountain regions of Ceardia lived mostly the highland tribes, with pale skin and bright and fair hair colors, with features mostly reminiscing of people of European or Caucasian descent in the real world. In the eastern regions of Ceardia lived mostly the savannah tribes, with warm and tanned skin tones, dark hair and eyes, with features mostly reminiscing of people of North-African, Middle-Eastern or Central Asian descent in the real world. And finally, in the tall woodlands of the west islands, lived the pine tribes with features reminiscing of Pacific Islander, Aboriginal, First Nations and other indigenous peoples of the Americas descent. While these tribes remained somewhat superficially divided early on before Altalar slave-raids, the rise of Altalar Slavery and notably the departure of the proto-Velheimers from the Ceardian mainland to Zemlith saw a great mixing of tribes. The Altalar did not care for what skin-tone their slaves had, and the flight from Ceardia to Zemlith saw many tribes come together and work together for a better future, thus causing a truly diverse and mixed society.
 
As the Ailor continued to colonize beyond Zemlith, diverse tribal waves of Velheim ships carried the descendants of these early explorers far and wide, settling far away lands like Silbrae, Carmoor, Nordskag, Hedryll and the Folkar lands. Eventual movements into the Regalian Archipelago also gave rise to entirely new tribes, or just mixed societies where the identity of tribes simply melted away. It is commonly understood that the concept of tribe-membership was effectively gone by 300 BC, and that the Ailor race had achieved a high degree of internal diversity in terms of skin-colors and facial features, with many of them even mixing, and creating new ones. In the modern day, skin-color is never a consideration of bigotry towards other races. Ailor racism takes its form more in exceptions to the norm that they create. For example, Cielothar look dreamy and detached from this world with their long ears and wild hair, so Ailor refer to them as Day-Dreamers or Fleeting Elves, both ideological forms of racism detached from skin-tone, as it would make little sense for brown and black-skinned Ailor to insult another race on having equally brown skin. In modern times, it is even not entirely unusual for families that do have primarily Caucasian-coded members to suddenly have a East-Asian-coded child being born, and even within families, skin-tones can be 100% the same, but they don't have to be. Regalian society is internally diverse enough for the Duchess Cadieux of Vixhall's brother to be appearing of African descent even if both parents are of Caucasian descent, and this would not raise an eye-brows to anyone, only if he was born with pointed ears or a lizard tail.
 
Other feature wise, Ailor have a wide range of visual traits. Eye-colors are the wildest among Ailor, ranging from blues to greens to brown (even intensely dark brown) to gray to hazel and all ranges in between. Hair colors are equally free, ranging from blondes to browns to blacks and gingers and everything in between. These colors do not even need to be consistent with what tribe they might have originally belonged to. It is quite possible for the Duke Marion Jonckheer of Zuiderpoort to have a skin reminiscing of Central-Asian descent, with epicanthic eye-folds, blue eye colors and ginger hair. There are ultimately no hard and fast rules for what an Ailor should look like. There are just as many Pacific-islander looking Bolven Ailor as there are Archan Ailor, and Leutz-Vixe or Dunbrae cultured Ailor or African-coded Velheim and Zvorun or Vladno. Even to put a common personality on Ailor is practically impossible. Ailor are so diverse personally, that Ailors are capable of having any personality or mentality. The only real thing that causes aggressive divides among Ailor are their political ideologies and their religious tendencies. Ailor are the only race that aggressively splinter internally compared to other societies depending on their loyalties to different world and life beliefs, and Ailor are also capable of immense violence and conflict on their own race, to prove the righteousness of their beliefs over the others. That being said, most of these ideologies and beliefs largely remain harmonized in the Regalian Empire, where the common goal of loyalty to the Empire brings about some civility to their interactions.
 
Half-Ailor's features follow all of the varied possibilities for Full Ailor, with some notable differences. The most common feature amongst Half Ailor, due to the large variety of Half-Nelfin, are smaller pointed ears. Half-Ailor tend to inherit most of the visual features of their Ailor parent, with one to two small physical features of their non-Ailor Parent. This can manifest as small patches of fur on their face for a Half-Ailor with an Asha parent, or slightly greyish skin-tone and pointed ears for a Half-Ailor with a Kathar parent. Acceptance, or lack thereof, of Half-Ailor varies wildly between Cultures, but [[Regalian Law]] allows for the full integration of Half-Ailor with First Civil Status Non-Ailor parents. Half-Ailor follow one of the Cultures of their parents (for Proficiency purposes).


==Summary of Racial Abilities==
==Design==
Ailor may choose 3 Abilities from this Table, which need to be written on the Character Application.  
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.  
{| class="wikitable" style="width: 670px;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#e6eaff;" | Soul Bond 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Soul Bond 1 |When the user is born, a Domestic Dog, Domestic Cat, or (reasonably sized) Bird species juvenile joins them as a life-long companion. This life-long companion can die (but does not grant kill-perms), can carry a single object on them but may never attack. The life-long companion can intercept a single Mundane Attack for its owner, without harming the attacker, and becomes disabled for 24 hours. The life-long companion has unnatural long life, but this is never questioned, as Mundane societies have accepted the Soul Bonds as messengers from their Gods or kindred soul sent by the Everwatcher. The life-long companion can be mutated with every normal mutation from the [[Mutations]] page. The Soul Bonded creature cannot leave Emote Distance of the user.
}}
|-
| style="background-color:#e6eaff; width: 21%;" | Shrewd Insight 1
| Control Power
| Emote Distance
| Grants the user {{#simple-tooltip: Shrewd Insight 1 | When conversing with a person, the user can, once a day, detect the true disposition of a person towards them. This may be done either by detecting how much the target likes or dislikes the user, or by more specifically detecting how they perceive the user. This may need to be updated from time to time, as people change their minds about others all the time. A character with at least 10 Proficiency Points in Theatre Arts is immune to this Ability. They simply send back blank results.
}}
|-
| style="background-color:#e6eaff;" | Rogue Gift 2
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Rogue Gift 2 | The Character can, once a day, if attempting an Proficiency or Ability action that requires a roll, dictate in OOC chat with the use of this Ability what the roll outcome would be without rolling. This is in essence a once-a-day luck-of-the-draw where the character has an instant-success on their /dice roll.
}}
|-
| style="background-color:#e6eaff; width: 21%;" | Honed Skill 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Honed Skill 1 | Choose Metallurgy, Arcanology, or Linguistics. If at least 3 points are invested in the chosen Proficiency, choose a single 3 Proficiency costing “Pack” for free additionally. This Pack does not contribute to the maximum Packs possible for this Proficiency at max Point investment. If none of these are chosen, nothing is gained.
}}
|-
| style="background-color:#e6eaff; width: 21%;" | Honed Skill 2
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Honed Skill 2 | Choose any Hobby Group Proficiency. As long as 5 Proficiency points are invested in this Proficiency, gain another +5 for free. If this Ability were somehow removed from the Character, the Proficiency Point bonus is also removed. This Boost does not break the Proficiency Cap. If the chosen Proficiency is already boosted from any other source, it cannot be boosted by this Ability.
}}
|-
| style="background-color:#e6eaff;" | Empath Sense 6
| Constant Passive
| Emote Distance
| Grants the user {{#simple-tooltip: Empath Sense 6 | The user can generally sense remnant emotional energy in an area that is not dependent on the amount of emotions felt near it. For example, a graveyard might allow them to sense the remnant grief of someone who died years ago, or a river might send them a sudden feeling or happiness like a child fishing with their parent from a few weeks prior. Additionally, the user is also able to sense emotional residue of great events having occurred in general areas or big buildings in Progressions, if they specifically go looking for them, but won't get great details on what exactly happened while trying to perceive the emotional residue.
}}
|-
| style="background-color:#e6eaff;" | Wall Climb 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Wall Climb 1 | The user can climb up or down any vertical surface with walking speed, and hold onto the wall with one hand stopping and resuming at any spot. The movement can only be directly up or down, not diagonal or sideways. This Ability does not grant any lethal falling damage mitigation, though it is possible for climbers to jump from a suspended position halfway up the wall.
}}
|-
| style="background-color:#e6eaff;" | Omniaware 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Omniaware 1 | The user cannot be taken by surprise from behind, below, the sides, above or from far away. If any (Mundane) attack or harming Ability is used on them, a sixth sense will trigger making them aware of an attack that would otherwise take them by surprise. This does not grant additional dodging or avoiding mechanisms or guarantees, so standard Combat Roleplay Logic must still apply to dictate whether or not the user would be able to fairly block or avoid an incoming attack. This Ability purely gives the knowledge of such an incoming attack.
}}
|-


| style="background-color:#e6eaff;" | Destined Body 1
==Heritage Traits==
| Toggle Passive
When designing a Character, Proficiency Points allow for a limited Ability selection with Point Buy Packs. Heritage Traits adds free Packs and Mechanics on top of that to help with cultural themes. Free Packs grant Abilities usually, while Mechanics change the way a character functions in Roleplay through subtle, and usually out of Combat ways. In essence, Mechanics just add aesthetic flair that invest in the niche of each culture. Free Packs never raise Proficiency Points, but the character must be able to purchase them normally. (ex. if a character is a certain Affinity that locks them out of a category, they cannot take that specific free pack and must choose the alternative option.) If a Free Pack grants Magic of some type, that Magic can be of any Alignment the character can normally choose, or limited to a select alignment, which will always be written in the Free Pack description.  
| Self
| Grants the user {{#simple-tooltip: Destined Body 1 | The user while Mundane gains +5 Physical Stat that does not break Cap. If the user is Aberrant, they may instead purchase one Sorcery Spell without the 3 Proficiency Point Cost. If the user then becomes Mundane again, this Ability is lost and the Physical Stat is gained instead. There is one exception: Primal and Ordial Aberrants still gain +5 Physical Stat. For the purpose of this Ability, neither are considered Aberrant.
}}
|-
| style="background-color:#e6eaff;" | Destined Body 2
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Destined Body 2 | The user has greater control over their own emotional capacity, which can do a couple of things. Firstly, the user can disable all their own emotions and re-enable them at will. Secondly, the user can choose to compartmentalize certain feelings or memories, thus completely disabling themselves from feeling/remembering them until another person with Destined Body 2 re-connects them with their disabled feeling or memory in meditation. Finally, the user can disable their sense of guilt or conscience altogether. The user is still entirely affected by Control Powers however, and any emotions they have disabled can also still be emulated by Control Powers to make them feel them anyway.
}}
|-
|-
| style="background-color:#e6eaff;" | Destined Body 3
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Destined Body 3 | The user is able to turn any single action made in a Non-Hostile Combat Roleplay (friendly duels or competition combat roleplay are permitted for example) such as for example a song they are performing, a dueling strike they are performing, or a painting they are presenting, into a "Dazzling Display". Dazzling Displays force everyone in Emote Distance who is not currently engaged in non-hostile Combat Roleplay to look at the person using this Ability, and to keep looking at them until their action is done, so long as it completes within a minute. This Ability can only be used once a day.
}}
|-
|}
==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====
Mixed Heritage characters (i.e. characters born from two parents of different Cultures) may take one parent's 'Free Packs' and mix and match up to 5 Mechanics from both parents, although some Peoples cannot produce Mixed Heritage children (due to Magical/Fantasy reasons).
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:
===Free Packs===
* [[Imperial]], a culture inspired by Imperial cohesion and self-sacrifice.
* 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.
* [[New Regalian]], a culture inspired by Military dogma and warfare.
* Ailor gain the [[Mounted_Point_Buy#Familiar_Disrupt_Pack|Familiar Disrupt Pack]] for free.
* [[Calderliga]], a culture inspired by the thrift for trade and coin.
===Mechanics===
* [[Ithanian]], a culture inspired by decadence and party-going.
* Ailor are masters of many languages. Even for languages they do not speak, if someone insults them in their native tongue, they will know what was said.
* [[Dressolini]], a culture inspired by artistic refinement and class.
* Ailor are the preferential lords of the Regalian Empire, Ailor are by nature always considered more seriously for job applications and positions of authority.
* [[Leutz-Vixe]], a culture inspired by honor and glory in heritage.
* Ailor have preferential treatment by the [[Knight]] Orders (excepting Argentum/Senleya), giving them more leeway to break their Code (within reason).
* [[Burdigala]], a culture inspired by enjoying the fruits and wines of life.
* Ailor may spontaneously generate Divinium (either alone or shared with other Ailor) during Staff Events if they act within the ideology of their faith.
* [[Genevaud]]. a culture inspired by cultural cohesion and strong Unionist values.
* Ailor willingly can close their heart and mind to certain emotions or their conscience, allowing them to commit acts of great evil without feeling bad.


====Common People Cultures====
==Naming==
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.
See the [[Ailor Naming]] page for easy-access information on the Ailor cultures' languages and naming customs.
* [[Caeren]], a culture inspired by the mountain clans and warriors.
* [[Dunbrae]], a culture inspired by restrained warrior ways and connections overseas.
* [[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.
* [[Aontaithe]], a culture inspired by folklore and magic, as well as island exploration.
* [[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.
* [[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====
==Lineages==
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.
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:
* [[Velheim]], a culture inspired by viking raiders and honor bound warriors.
* '''[[Savaşanlar Ailor]]:''' A Turkish/Ottoman inspired Lineage of strongly militant Dragon Worship fanatics on a mission to cure their Dragons from a distant Empire.
* [[Fridurfolk]], a culture inspired by pastoral pacifists, shepherds and poets.
* '''[[Qadir|Qadir Ailor]]''' An Arabian/Middle Eastern scholar inspired Lineage with an extremely divergent history deeply intertwined with Dragons, Ordial beings, and fabulous machines.
* [[Tarkkin]], a culture inspired by wildland raiders and forest dwelling tribes.
* [[Zvorun]], a culture inspired by ancient paganism, folklore and mythical beasts.


====Niche People Cultures====
==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.
While most other people of Aloria are cultural monoliths, for whatever reason, Ailor love sub-dividing and pluralizing their culture to the point that dozens if not hundreds of separate cultures exist, each with their own customs and traditions and often also language. For the sake of keeping things simple in Roleplay, this page outlines the major cultures which are good starting points, but each page expands on a variety of sub-cultures that are all tangibly related to their cultural cousins. Note that these cultures are not specific to Ailor, they are often regional, meaning that if any other people of Aloria other than Ailor was born in this region, they would also be of this culture (unless they specifically held onto their heritage), as Ailor do not exclude other peoples from their society. This section is currently undergoing rewrites and will look disorganized, and lack page-references. In general however, the gist of each culture should be understood in how the information is currently presented.
* [[Vladno]], a culture inspired by the polarization of gender norms and societal pressure.
* The '''[[Ailor_Cultures#Velheim|Velheim Culture]]''' is a varied Scandinavian-like Culture of Traders, Raiders, and Fishers. 
* [[Ânia]], a culture inspired by the superstitions and dangers of vampires on every corner.
* The '''[[Not Ready Yet|Wirtem Culture]]''' is a varied Germanic-like Culture of Soldiers, Knights, Generals, and Pious folk.
* [[Byala]], a culture inspired by the beauty of gold and an ancient past.
* The '''[[Not Ready Yet|Anglian Culture]]''' is a varied Netherlandish Culture of Farmers, Bowmen, Monks, and Mercenaries.
* [[Dvala]], a culture inspired by the three groups who have lost much to the outside world.
* The '''[[Not Ready Yet|Breizh Culture]]''' is a varied Celtic-like Culture of Knights, Builders, Wardens, Bodyguards, and Weavers.
* [[Ohrneti]], a culture inspired by religious crusade and fervor on heresies and sin.
* The '''[[Not Ready Yet|Cearden Culture]]''' is a varied English/Anglosaxon/Gaelic-like Culture of Traders, Workers, Shepherds, and Artists.
* [[Szabadok]], a culture inspired by horse lords and the power of the warlords.  
* The '''[[Ailor_Cultures#Ithanian|Ithanian Culture]]''' is a varied French-like High-Culture of Fashion, Aesthetics, Art, Aristocracy, and Queens.
* [[Qússrakón]], a culture built around Avanthar mixing their culture with Ailor.
* The '''[[Not Ready Yet|Tierravera Culture]]''' is a varied Spanish/Latin-like Culture of Plantations, Mercenaries, Rogues, and Trade-Cartels.
* The '''[[Not Ready Yet|Slovenin Culture]]''' is a varied Slavic/Balkan-like Culture of devout folk who follow the Emperor to the letter.
* The '''[[Not Ready Yet|Aetosian Culture]]''' is a vaired Byzantine, Armenian, Georgian-like Culture of scholars and researchers and intellectuals.
* The '''[[Not Ready Yet|Dressolini Culture]]''' is a varied Italian-like High Culture of Musicians, Mercenaries, Entertainers, and Aristocrats.
* The '''[[Not Ready Yet|Oldfolk Culture]]''' is a collection of Baltic, Balkan and Fantasy Culture people that existed before the Regalian Empire.
* The '''[[Not Ready Yet|Regal Culture]]''' is the only artificial culture on this list, created by the Empire to homogenize into one unified Culture.


==Trivia==
==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).  
*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.
* 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.  


{{Races}}
{{Peoples}}
{{Accreditation
{{Accreditation
|Artists = MonMarty
|Artists = MonMarty
|Writers = MonMarty
|Writers = MonMarty
|Processors = MonMarty
|Processors = MonMarty, FireFan96
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[[category:races]] [[category:Humans]] [[category:Human Races]]
[[category:races]] [[category:Humans]] [[category:Human Races]]

Latest revision as of 21:42, 10 March 2024

Ailor
Ailorsplasnewh.png
Race
Pronunciation eye-lor
Classification Human
Common Nicknames
  • Humies (derogatory)
  • Humans (scientific)
  • Barbarians (Elven)
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.

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 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.

Heritage Traits

When designing a Character, Proficiency Points allow for a limited Ability selection with Point Buy Packs. Heritage Traits adds free Packs and Mechanics on top of that to help with cultural themes. Free Packs grant Abilities usually, while Mechanics change the way a character functions in Roleplay through subtle, and usually out of Combat ways. In essence, Mechanics just add aesthetic flair that invest in the niche of each culture. Free Packs never raise Proficiency Points, but the character must be able to purchase them normally. (ex. if a character is a certain Affinity that locks them out of a category, they cannot take that specific free pack and must choose the alternative option.) If a Free Pack grants Magic of some type, that Magic can be of any Alignment the character can normally choose, or limited to a select alignment, which will always be written in the Free Pack description.

Mixed Heritage characters (i.e. characters born from two parents of different Cultures) may take one parent's 'Free Packs' and mix and match up to 5 Mechanics from both parents, although some Peoples cannot produce Mixed Heritage children (due to Magical/Fantasy reasons).

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. Even for languages they do not speak, if someone insults them in their native tongue, they will know what was said.
  • Ailor are the preferential lords of the Regalian Empire, Ailor are by nature always considered more seriously for job applications and positions of authority.
  • Ailor have preferential treatment by the Knight Orders (excepting Argentum/Senleya), giving them more leeway to break their Code (within reason).
  • Ailor may spontaneously generate Divinium (either alone or shared with other Ailor) during Staff Events if they act within the ideology of their faith.
  • Ailor willingly can close their heart and mind to certain emotions or their conscience, allowing them to commit acts of great evil without feeling bad.

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

While most other people of Aloria are cultural monoliths, for whatever reason, Ailor love sub-dividing and pluralizing their culture to the point that dozens if not hundreds of separate cultures exist, each with their own customs and traditions and often also language. For the sake of keeping things simple in Roleplay, this page outlines the major cultures which are good starting points, but each page expands on a variety of sub-cultures that are all tangibly related to their cultural cousins. Note that these cultures are not specific to Ailor, they are often regional, meaning that if any other people of Aloria other than Ailor was born in this region, they would also be of this culture (unless they specifically held onto their heritage), as Ailor do not exclude other peoples from their society. This section is currently undergoing rewrites and will look disorganized, and lack page-references. In general however, the gist of each culture should be understood in how the information is currently presented.

  • The Velheim Culture is a varied Scandinavian-like Culture of Traders, Raiders, and Fishers.
  • The Wirtem Culture is a varied Germanic-like Culture of Soldiers, Knights, Generals, and Pious folk.
  • The Anglian Culture is a varied Netherlandish Culture of Farmers, Bowmen, Monks, and Mercenaries.
  • The Breizh Culture is a varied Celtic-like Culture of Knights, Builders, Wardens, Bodyguards, and Weavers.
  • The Cearden Culture is a varied English/Anglosaxon/Gaelic-like Culture of Traders, Workers, Shepherds, and Artists.
  • The Ithanian Culture is a varied French-like High-Culture of Fashion, Aesthetics, Art, Aristocracy, and Queens.
  • The Tierravera Culture is a varied Spanish/Latin-like Culture of Plantations, Mercenaries, Rogues, and Trade-Cartels.
  • The Slovenin Culture is a varied Slavic/Balkan-like Culture of devout folk who follow the Emperor to the letter.
  • The Aetosian Culture is a vaired Byzantine, Armenian, Georgian-like Culture of scholars and researchers and intellectuals.
  • The Dressolini Culture is a varied Italian-like High Culture of Musicians, Mercenaries, Entertainers, and Aristocrats.
  • The Oldfolk Culture is a collection of Baltic, Balkan and Fantasy Culture people that existed before the Regalian Empire.
  • The Regal Culture is the only artificial culture on this list, created by the Empire to homogenize into one unified Culture.

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.

Accreditation
Writers MonMarty
Artists MonMarty
Processors MonMarty, FireFan96
Last Editor Firefan96 on 03/10/2024.

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