Ailor: Difference between revisions

From MassiveCraft Wiki
Jump to navigation Jump to search
Line 147: Line 147:
| Grants the user {{#simple-tooltip: Spirit Familiar I | The user must choose an animal from the Animals Page (barring Magus or Dragon) species. This choice is permanent, and must be mentioned on the Character Application. Once chosen, the user may choose to manifest and remove smaller visual and aesthetic changes to their body from the animal chosen, but never so thoroughly that it mimics a Werebeast, Allar, or Asha. Secondly, they may summon a magical looking familiar of the animal chosen that may never be larger than a domestic cat regardless of original size of the animal, but may also be smaller depending on the preference of the user. This familiar can carry a single object on them, but may never enter combat, and is disabled for 1 hour if hit by any Ability or Attack. If a Magical aesthetic is not desired, a Mundane creature can also appear to the Character in their childhood and stay with them, with this Ability applying to them, with all other rules. The Mundane creature gains a lifespan as long as the user.
| Grants the user {{#simple-tooltip: Spirit Familiar I | The user must choose an animal from the Animals Page (barring Magus or Dragon) species. This choice is permanent, and must be mentioned on the Character Application. Once chosen, the user may choose to manifest and remove smaller visual and aesthetic changes to their body from the animal chosen, but never so thoroughly that it mimics a Werebeast, Allar, or Asha. Secondly, they may summon a magical looking familiar of the animal chosen that may never be larger than a domestic cat regardless of original size of the animal, but may also be smaller depending on the preference of the user. This familiar can carry a single object on them, but may never enter combat, and is disabled for 1 hour if hit by any Ability or Attack. If a Magical aesthetic is not desired, a Mundane creature can also appear to the Character in their childhood and stay with them, with this Ability applying to them, with all other rules. The Mundane creature gains a lifespan as long as the user.
}}
}}
,The familiar must be a bird of prey.
|-
|-
| style="background-color:#e6eaff;" | Honed Skill III
| style="background-color:#e6eaff;" | Honed Skill III
Line 155: Line 156:
|-
|-
|}
|}
===Nautilaan===
===Nautilaan===
{| class="wikitable" style="width: 670px;"
{| class="wikitable" style="width: 670px;"

Revision as of 21:05, 27 March 2021

Ailor
Ailorsplash3.png
Race
Pronunciation Ay-lor
Classification Human
Subraces None, but they are classified by Lineages instead
Common Nicknames
  • Humies (derogatory)
  • Humans (scientific)
  • Barbarians (Elven)
Languages Too many to count; see Ailor Cultures
Naming Customs Varied based on cultures; see Ailor Cultures
Racial Traits
Distinctions A culturally diverse people conquering both each other and the world.
Maximum Age 110 years (rarely over 100 though).
Eye Colors Brown, green, grey, blue.
Hair Colors blond, ginger, brown, black, grey.
Skin Tones

Skin1.png

Skin2.png

Skin4.png

Skin3.png

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 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.

Physical & Mental Characteristics

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. Tribe descent is all but gone, and Culture and Lineage also have no bearing on the appearance of an Ailor. There are just as many Pacific-islander looking Bolven Ailor as there are Archan Ailor, and Leutz-Vixe or Highland Ceardian 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.

Ailor Lineages

Ailor don’t have subraces like the Altalar or Kathar, rather, their race is subdivided by so called Lineages. These Lineages are long running bloodlines that date back several hundreds of years, perhaps even more than a thousand years to when the Ailor first emerged as petty kingdoms and tribes in Ceardia, before any of them ventured forth into the world and colonized the other lands. The belief is held by Scholars that smaller distinct tribes of Ailor formed in various geographical areas that gave rise to these unique bloodlines, even if later developments through population growth and spread resulted in more visually diversification of the race. Lineages don’t impart many visual features anymore (only some of them do), but they do grant a host of so called “Innate Abilities”. These are by classification Abilities, but because the line between Ability and innate or cultural upbringing are immensely blurred, the Ailor don’t view them as special powers or Abilities, just something they have always been able to do, and something that is innately natural to them. It is important to note however that the Ailor Lineages are not a substitute for culture. Infact, many Lineages can be divided by different cultures, because cultures act as an additional layer on top of the Lineages setting them apart. A Bolven might for example be Velheim, but they might just as well be Ithanian or Daendroque, and have no familial connections with the Bolven of the other cultures. Time has passed to such a degree that all Lineages exist in all cultures more or less to the same degree, and to a point where Lineage does not affect cultural upbringing. Most of the Ailor don’t know their Lineage, and don’t acknowledge it at all, since their Innate Abilities are all very mundane appearing, and one would need Historical Knowledge Proficiency to even be able to identify a Lineage. Cultural appearance still applies (with regards to height, hair, eyes, etc.), except for Lineages which have overriding height limits. Furthermore, all Noble Houses must be of the same lineage, even if their members are adopted relatives for balance reasons. Non-Noble houses are encouraged to be of the same Lineage, but not enforced. Children from 2 parents of different Lineages have random Lineages at birth (aside from Noreans who are only born from 2 Norean parents). Finally, Half-Ailor do not gain any Lineage benefits.

Bolven

The Bolven are the Half-Giants of the Ailor, descending from an ancient lineage of Half-Giants back in Ceardia, the rough central swamp and mountainous regions. Those of Bolven blood have always been relatively rare and been a curiosity in the more subtle Lineage dominated Ailor societies. Bolven can be much taller than all other Bloodlines, ranging up to the 7 foot and five inches, however still appearing like any other Ailor.

Fennh

The Fennh are the Halflings of the Ailor, descending from an ancient lineage of small-people back in Ceardia. Their homeland was in the Vennen areas, large lush greenlands with vibrant flowers and plants in the north of the Bolven mountains. The Fennh (much like the Bolven) are a very un-subtle Lineage of Ailor in that they are noticeably small, shorter than Dwarves even at around 4 feet tall. Unlike the Bolven however, the Fennh do not hide this, and in fact take pride in their stature, and having everything around them designed in a way to accommodate this shortness. Fennh are also extremely skilled make-up and dress-up artists, and many of this Lineage often join acting troupes where they can put this innate skill to stage performances.

Drahl

The Drahl are a Lineage of Ailor who are particularly attuned to their environment, and who are able to perceive things in their environment to much greater detail due to the aid of their bird companion. The Drahl are an ancient lineage of people originally living near the western clifflands of Ceardia, however this lineage developed more strongly in the Regalian Archipelago following colonization. The Drahl don’t appear different from other Lineages on the surface, however something very distinct about them is their intensely strong connection they have with a pet bird of prey. Inexplicably, somewhere between birth and the age of 5, a child of the Drahl Lineage is visited by a bird of prey, usually a falcon or an eagle or a hawk (though possibly any reasonably and similarly sized predator bird), through some event in which they help this bird in trouble. The bird and Drahl then create a strong connection which lasts them a lifetime, with one quickly dying after the other in severe grief should one expire before their time. These birds of prey and Drahl quickly develop a language of whistles unique to them, and exchange information and commands back and forth where appropriate. The birds of prey live an unnatural long life, with many of them living side-by-side to their Drahl master for upwards to 90 years, something that has always stupefied animal experts.

Nautilaan

The Nautilaan are a Lineage of Ailor who are particularly attuned to the seas and the winds. The Nautilaan descend from the first explorers and colonizers of the Ailor, they were the first Lineage to leave the Ceardian homeland, and also the only Lineage entirely formed on the oceans outside of Ceardia. The Nautilaan are historically trained to become the most expert navigators and captains, and it is rare to see a naval vessel without at least one of these Ailor on board.

Lexxons

The Lexxons, sometimes called Empaths, are a Lineage of Ailor who are particularly attuned to the skill of diplomacy and politics, a Lineage that originally started in the first Ceardian city called Manvonth, but developed more in the Regalian Kingdom after its colonization (prior to becoming the Regalian Empire after the Five Family Rebellion).

Woaden

The Woaden are a Lineage of Ailor finely attuned to the forests and darkwalds of the world, capable of thriving in dangerous deep woodlands that many others would be fearful of entering. Their Lineage hails from the great pine forests of the northwest, where the ground was infertile and the predators dangerous during the night. The Woaden are attuned to anything dark, having reflective shine in their eyes similar to a cat when seen in the dark, as well as being innately skilled in traversing and climbing the most difficult of trees and terrain with relative ease.

Archan

The Archan are a Lineage of Ailor finely attuned to faith and religion and all that is holy, driving back demons and darkness, and proselytizing their faith to the masses. The Archan hail from the Old Gods holy sites of Olmanth in Ceardia, but later spread out to other faiths within Aloria, such as the Regalian Archipelago with the foundations of Unionism. Archan make exceptional paladins and guardians against the unholy, calling upon the gifts of their god(s) in battle, but also soothing the hearts and bodies of those around them with virtuous words and deeds.

Olean

The Olean are a Lineage of Ailor finely attuned to thievery, smuggling, underhanded activities and other criminal occupations. The Oleans hail from the southwestern flatlands of Ceardia where life was always tough and the locals had to resort to unpleasant activities to stay alive during the frequent droughts and invasions by other tribes. Oleans are not distinguishable from the other Lineages, however the word “Olean” exists in many modern vocabularies as something that describes a thief, though the reality is that Oleans will likely be the last ones standing during a calamity or famine starving a city.

Carnvaal

The Carnvaal are a Lineage of Ailor who excel and love the revelry of a party, social happening, or general celebration. The Carnvaal hail from the Carnvaal valley deep in the interior of Old Ceardia that was frequently raided by other Lineages due to the excellent river access. To deal with the stresses of harsh living, the locals adopted a near-constant life of partying and seeking thrills, eventually attuning themselves to being able to charm their invaders with jovial gregariousness and hospitality. Carnvaal cannot be distinguished from other Lineages, however their name, Carnvaal, has since been adopted into many celebration and festivities, namely the Carnivals of the Regalian Empire that bring homage to their party-going ways.

Medavinti

The Medavinti are a somewhat mysterious Lineage that doesn't have an explicit origin on Old Ceardia, or indeed anywhere. They just appeared at an undetermined point in time, and continue be relatively rare among the Ailor due to their small numbers. A popular theory is that Medavinti developed somewhere in the Altalar slave circles as art copyists, eventually escaping or being released, and establishing artistic villages hidden in inspirational valleys and far away groves where they could continue to make art together without outside interference.

Brannon

The Brannon Lineage descends from the old Brannon Warbands that roved the Ceardian countryside, never truly calling any one place their home, and going wherever the coin or the plunder was. Brannon are brawny, even in comparison to the Bolven who tend to be considered their taller cousins. Through a long and hard life of fighting and enduring more combat and hardship than any other Lineage, the Brannon eventually became the hardiest of them all. The Brannon can usually be told apart from other Lineages by the fact that they are far brawnier than other Lineages, but this is not a guaranteed way of telling, as their appearance can also be achieved by other Lineages.

Akkadian

The Akkadian Lineage descends from the Caravans of Akkad, a group of caravan nomads that roamed the Old Ceardian lands and traveled from town to town, attempting to record their local legends and tales into an early form of Ailor script, a written language of stripes and dots that has long since died out and been replaced by the Altalar alphabet. The Akkadians are scholars without equal among the other Ailor Lineages, and spend most of their life pursuing more knowledge. Today, the Akkadians have spread out over the world, perhaps no longer traveling in the Caravans of Akkad, but settling down and establishing schools of learning of their own.

Summary of Racial Abilities

All Abilities are listed in detail on the Ability List Page. Additional rules applied to those Abilities are recorded in the table below. Aesthetics for Abilities may be dictated by the players, as long as the Ability Name is mentioned in the Emote, which is mandatory for Ability use. The following Abilities are what is considered a Racial Ability Set. Meaning, that none of these Abilities attribute Aberrant status to any individual, even if they are classified like they would. Only additional Abilities gained from outside of this Racial Ability Set can attribute Aberrant Status. Of the list below, regardless of what Cultures a Character belongs to, one Ailor Lineage must be chosen. It is not possible to mix Lineages.

Bolven

Ability Name Ability Type Ability Range Ability Description
Body Morph I Toggle Passive Self Grants the user Body Morph I

Super Self I Mythic Shift Self Grants the user Super Self I

Super Self III Mythic Shift Self Grants the user Super Self III

Fennh

Ability Name Ability Type Ability Range Ability Description
Omniaware I Constant Passive Self Grants the user Omniaware I

Flux Shift I Mythic Shift Self Grants the user Flux Shift I

Super Self V Constant Passive Self Grants the user Super Self V

Drahl

Ability Name Ability Type Ability Range Ability Description
Battle Sense I Control Power Emote Distance Grants the user Battle Sense I

Spirit Familiar I Toggle Passive Self Grants the user Spirit Familiar I ,The familiar must be a bird of prey.

Honed Skill III Constant Passive Self Grants the user Honed Skill III

Nautilaan

Ability Name Ability Type Ability Range Ability Description
Super Self II Mythic Shift Self Grants the user Super Self II

Mind Wall II Toggle Passive Self Grants the user Mind Wall II

Honed Skill III Constant Passive Self Grants the user Honed Skill III

Lexxons

Ability Name Ability Type Ability Range Ability Description
Shrewd Insight I Control Power Emote Distance Grants the user Shrewd Insight I

Keen Mind I Trigger Passive Emote Distance Grants the user Keen Mind I

Mind Wall I Toggle Passive Self Grants the user Mind Wall I

Woaden

Ability Name Ability Type Ability Range Ability Description
Hunt Sense I Toggle Passive Self Grants the user Hunt Sense I

Wall Climb IV Toggle Passive Self Grants the user Wall Climb IV

Nature Gift I Constant Passive Self Grants the user Nature Gift I

Archan

Ability Name Ability Type Ability Range Ability Description
Pure Body I Constant Passive Self Grants the user Pure Body I

Casting Light I Magic Spell Emote Distance Grants the user Casting Light I

Holy Manifestation I Faith Power Self Grants the user Holy Manifestation I

Olean

Ability Name Ability Type Ability Range Ability Description
Rogue Gift I Constant Passive Self Grants the user Rogue Gift I

Rogue Gift II Constant Passive Self Grants the user Rogue Gift II

Skin Purge I Toggle Passive Self Grants the user Skin Purge I

Carnvaal

Ability Name Ability Type Ability Range Ability Description
Glitter Control I Magic Spell Emote Distance Grants the user Glitter Control I

Inth Gift I Control Power Emote Distance Grants the user Inth Gift I

Peace Reign I Control Power Emote Distance Grants the user Peace Reign I

Medavinti

Ability Name Ability Type Ability Range Ability Description
Honed Skill II Constant Passive Self Grants the user Honed Skill II

Rogue Gift III Constant Passive Self Grants the user Rogue Gift III

Honed Skill IV Constant Passive Self Grants the user Honed Skill IV

Brannon

Ability Name Ability Type Ability Range Ability Description
Great Force I Constant Passive Self Grants the user Great Force I

Gate Smash I Trigger Passive Direct Touch Grants the user Gate Smash I

Bunker Down I Toggle Passive Self Grants the user Bunker Down I

Akkadian

Ability Name Ability Type Ability Range Ability Description
Honed Skill I Constant Passive Self Grants the user Honed Skill I

Inth Gift III Constant Passive Self Grants the user Inth Gift III

Empath Sense V Constant Passive Emote Distance Grants the user Empath Sense V

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

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:

  • Imperial, a culture inspired by Imperial cohesion and self-sacrifice.
  • New Regalian, a culture inspired by Military dogma and warfare.
  • Calderliga, a culture inspired by the thrift for trade and coin.
  • Ithanian, a culture inspired by decadence and party-going.
  • Dressolini, a culture inspired by artistic refinement and class.
  • Leutz-Vixe, a culture inspired by honor and glory in heritage.
  • Burdigala, a culture inspired by enjoying the fruits and wines of life.
  • Genevaud. a culture inspired by cultural cohesion and strong Unionist values.

Common People Cultures

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.

  • Highland Ceardian, a culture inspired by the mountain clans and warriors.
  • 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.
  • Ériunin, a culture inspired by folklore and racial diversity, as well as laid-back living.
  • 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.
  • Jendaskea, a culture inspired by plantations and island living, from the colonies.
  • 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

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.

  • Velheim, a culture inspired by viking raiders and honor bound warriors.
  • Fridurfolk, a culture inspired by pastoral pacifists, shepherds and poets.
  • Tarkkin, a culture inspired by wildland raiders and forest dwelling tribes.
  • Höglander, a culture inspired by the rise of civilization in the wild lands.
  • Zvorun, a culture inspired by ancient paganism, folklore and mythical beasts.

Niche People 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.

  • Vladno, a culture inspired by the polarization of gender norms and societal pressure.
  • Ânia, a culture inspired by the superstitions and dangers of vampires on every corner.
  • Byala, a culture inspired by the beauty of gold and an ancient past.
  • Dvala, a culture inspired by the three groups who have lost much to the outside world.
  • Ohrneti, a culture inspired by religious crusade and fervor on heresies and sin.
  • Szabadok, a culture inspired by horse lords and the power of the warlords.
  • Hadrav’yan, a culture inspired by the fading boundary between orient and occident.
  • Güneyliler, a culture inspired by the pursuit of knowledge through militarism.
  • Mevoriim, a culture built around a religious cult obsessed with a living divine being.
  • Qússrakón, a culture built around Avanthar mixing their culture with Ailor.

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.
  • 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.

Accreditation
Writers MonMarty
Artists MonMarty
Processors MonMarty
Last Editor Firefan96 on 03/27/2021.

» Read more