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| Old Gods + Oldt Fayth + Draoidh Feya + Old Pagan Faiths
| Old Gods + Oldt Fayth + Draoidh Feya + Old Pagan Faiths
| Those of the Old Faiths can gain so called Will Spirits. A Will Spirit is created when a believer of these faiths has a pet of any kind (usually the size of a domestic dog, no larger), they have a strong emotional bond with this pet, and this pet dies, it comes back to life as a Will Spirit. This Will Spirit is essentially a ghost of the old pet, keeping their personality and appearance, though appearing see-through and ghostly. They can appear when called by their owner, or when their owner is in need. They can fight for their owner, or with their owner, though take only a few hits before dissolving, needing a few hours to recover before they can re-appear. These Will Spirits can also be called out to play with their owner. It is as such not uncommon to see Will Spirits wandering around Old Gods settlements far away from the prying eyes of Unionist Missionaries. Those who never have a pet in life never have a Will Spirit manifest. Will Spirits are only made once, so only the first pet that an old believer has an emotional connection with will turn into a Will Spirit after death. No other animals become Will Spirits.
| Those of the Old Faiths can gain so called Will Spirits. A Will Spirit is created when a believer of these faiths has a pet of any kind (usually the size of a domestic dog, no larger), they have a strong emotional bond with this pet, and this pet dies, it comes back to life as a Will Spirit. This Will Spirit is essentially a ghost of the old pet, keeping their personality and appearance, though appearing see-through and ghostly. They can appear when called by their owner, or when their owner is in need and must remain in their owner's eyesight or else they vanish. They can fight for their owner, or with their owner, though take only a few hits before dissolving, needing a few hours to recover before they can re-appear. These Will Spirits can also be called out to play with their owner. It is as such not uncommon to see Will Spirits wandering around Old Gods settlements far away from the prying eyes of Unionist Missionaries. Those who never have a pet in life never have a Will Spirit manifest. Will Spirits are only made once, so only the first pet that an old believer has an emotional connection with will turn into a Will Spirit after death. No other animals become Will Spirits.
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| Faith of Estel
| Faith of Estel
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| 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 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.
| 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 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.
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==History==
==History==

Revision as of 19:32, 28 July 2019

Ailor
Ailorsplash3.png
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 Ch'ien-Ji. 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

Ailor are strongly aristocratic

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 so called Will of Faith. This ability is native to all Ailor, but functions entirely differently 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-Vanilla Ailor does not have access to Will of Faith, including but not limited to Soul Shards, Witchbloods, Silven, Abberants etc.

Faith Effect / Ability
Unionism Unionists can use the Will of Holiness to bless either a weapon or an action they are performing. The weapon blessed must be their preferred weapon, and it must be wielded. When activated, the weapon will gain a faint holy glow with faint golden smoke coming from the non-handle parts. These weapons ignore all protection mutations that mitigate damage, while also hurting more to anything that is an Impure (for example Possessed, Vampires, Mages, Abberrants etc.). Those who are not combat oriented may have the same glow and golden smoky effect as well as general holiness in their work if they produce for example a holy book, holy painting, holy song, which cause strong headaches when performed or shown to an Impure.
Old Gods + Oldt Fayth + Draoidh Feya + Old Pagan Faiths Those of the Old Faiths can gain so called Will Spirits. A Will Spirit is created when a believer of these faiths has a pet of any kind (usually the size of a domestic dog, no larger), they have a strong emotional bond with this pet, and this pet dies, it comes back to life as a Will Spirit. This Will Spirit is essentially a ghost of the old pet, keeping their personality and appearance, though appearing see-through and ghostly. They can appear when called by their owner, or when their owner is in need and must remain in their owner's eyesight or else they vanish. They can fight for their owner, or with their owner, though take only a few hits before dissolving, needing a few hours to recover before they can re-appear. These Will Spirits can also be called out to play with their owner. It is as such not uncommon to see Will Spirits wandering around Old Gods settlements far away from the prying eyes of Unionist Missionaries. Those who never have a pet in life never have a Will Spirit manifest. Will Spirits are only made once, so only the first pet that an old believer has an emotional connection with will turn into a Will Spirit after death. No other animals become Will Spirits.
Faith of Estel Those who believe in the Faith of Estel are, though the Will of Faith, able to manifest some of the Rings of Power. The Rings of Power available are however only tose of the Outer Court, either Asc-tea, Tal'Sieth, Ammu-loa or Cae-maen. Additionally, Ailor who believe this faith can also manifest the Ring of Power of the 9th unofficial Ailor God of the Estel Pantheon: Calvannis. 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.
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 create an area of effect in which Void or Exist based Magic simply does not work. This is done by crushing a bone-bangle on a traditional Dragon Worship arm band (which may have up to 3 bone bangles on it any given time for balance). When such a bone bangle is crushed, it quickly spreads out white Soul Essence dust in a radius of 10x10 blocks around the Dragon Worshiper, in which Magic cannot be cast from, or cast into for at least 10 minutes. It has no effect on already cast Magic or Magic that has already taken hold inside the area however. The area also cannot move post-cast.
Allfaiths (Believing all religions are real / Alchzech / Agnosticism) Those who have Allfaiths, a state of being in which they are either Agnostic or believe that all faiths have a core of truth and reality to them, can manifest their Will of Faith into the Will of Allbeing. The Will of Allbeing is not strictly a Proficiency Boost, rather, it's a +5 Usability Proficiency that can flexibly be applied to any action they are performing at any given time. For example, if they are trying to use Perception to detect a wild animal in a bush, and Throwing Combat to throw a javelin, they can choose to attribute +5 Proficiency to either of these for this particular scene or action. It is important to note that this does not mean that they have +5 Proficiency in anything they do at any given time, it simply means they can attribute +5 to any Proficiency per day (needing 24 hours to be reset and be applied to another Proficiency). It means that at a base line, those who believe in the allfaiths have a basic ability to perform most tasks, but will always still be outshined by specialists or even the most basic of point investments by others. This boost cannot ever break the Proficiency limit.
Orc Faith Those who believe in the Orc Faith have the Will of Power manifested in them. This gives them a natural +20 Body 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 Profiencies, 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 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.

History

The earliest known existence of Ailor Humans was around the beginning years of the Elven Empire. These Ailor ancestors were more commonly referred to as Humans by Elves, the shared ancestor of the Ch’ien’ji, Qadir, and Ailor. Humans as a term comes from the Elven word Humwë, which is generally invoked when speaking to a dumb person. 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

Not all Ailor are civilized, many live barbaric ways.
A predisposition to scheming and plotting is frequent among Ailor.

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

  • Ailor see themselves as superior to Songaskians and Ch’ien-ji, even though Songaskians and Ch’ien-ji are magically superior.
  • 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.

Accreditation
Writers MonMarty
Artists MonMarty
Processors Jared4242, babayonce, Levers
Last Editor HydraLana on 07/28/2019.

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