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{{Info races
{{Info races
|image = Ailorsplash3.png
|image = Ailorsplash3.png
|pronunciation = Ay-lor
|pronunciation = eye-lor
|classification = [[Human]]
|classification = [[Human]]
|subraces = None
|subraces = None
|nicknames = Humies, Humans, pink-skins, paleskins
|nicknames =  
*Humies (derogatory)
*Humans (scientific)
*Barbarians (Elven)
|languages = Too many to count; see [[Ailor Cultures]]
|languages = Too many to count; see [[Ailor Cultures]]
|naming = Varied based on cultures; see [[Ailor Cultures]]
|naming = Varied based on cultures; see [[Ailor Cultures]]
Line 12: Line 15:
|eye = Brown, green, grey, blue.
|eye = Brown, green, grey, blue.
|hair = blond, ginger, brown, black, grey.
|hair = blond, ginger, brown, black, grey.
|skin = Naturally pale with the ability to tan.
|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.  
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.  


==Physical & Mental Characteristics==
==Physical & Mental Characteristics==
The best way to describe Ailor is to simply call them average. Over the past centuries, it has become apparent that using the Ailor 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. As such, Ailor can be seen as the great equalizer and reference point for all other races. Ailor are of an average height between Elves and Dwarves. They are less strongly built than Orc, but are larger and more well built than Sihai. The fact that perhaps does set them apart is their wide diversity in looks and aesthetic presentation. Ailor often accuse other races of all looking alike, with their limited physical characteristics and generally uniform appearance. Ailor 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. Their race does not have any subspecies, but other races might still mistake them for having them. This is because Ailor Cultures are about as diverse as the Altalar subraces, if not even more so, and many of these cultures have such fierce oppositions to one another to the point that one can say the Ailor race is truly unique in that it doesn’t seem to even cooperate with itself.  
[[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]], found in [[Zhong]]. 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.


[[File:Leutzicoiz.png|260px|thumb|right|Ailor are strongly aristocratic]]
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.  
Ailor are commonly known for their tendency to categorize everything, and use labels as a means to understand the world around them and themselves. Ailor pride themselves in being the most thorough and systematic researchers, and being the most flexible at building upon other races technologies. Indeed, Ailor do have a strong inventive nature, but excellent especially at taking work from other races, and building upon it, removing flaws and improving functionality. Ailor were the first race to develop sophisticated artillery after knowledge of it had been lost since the days of the Varran and Altalar conflict so many centuries before the Ailor even rose to power. The Ailor were also the first to develop airships. The Ailor have an immensely entrepreneurial mind, developing the world’s first stock exchange and massive banking sector, using an advanced bureaucracy to keep track of everyone and everyone’s business. They engage in decadent political games, extravagant parties and spending and yet can also be prone to the greatest charities and quality of life improvements, like the invention of the world’s first hot water piping and Dwarven gas powered elevators. Yet for all this progress, Ailor can also be incredibly narrow minded, condemning progress and liberty to backward religious dogma and bigotry towards anything that is “other”. Exceptionally so, Ailor are very good at rising to the top, then suddenly imagining some sort of made-up cultural border that divides their population into “them” and “us” and then make splendid warfare on anything that is other. Ailor are seen by other races as too violent, quick to think, always having an opinion about everything and just living a little too quickly, on account of having one of the shortest life spans. If anything, the Ailor simply are what has defined them through the ages, versatile and diverse, and they continue to become more versatile and diverse as time goes by.  
 
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 Daendroque Ailor as there are Ithanian Ailor, and Leutz-Vixe or Dunbrae cultured Ailor or African-coded Velheim and Zvorun or Krainivaya. 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. Half-Race individuals with Ailor parentage have historically been marginalized and discriminated against, but in the last 10 years, they have essentially become part of the core population of the Empire, as their racial diversity multiplied.  Half-Ailor follow one of the Cultures of their parents (for Proficiency purposes).


===The Will of Faith===
==Racial Abilities & Specials==
The Ailor have an ability so called Will of Faith, this ability is native to all Ailor. 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 believes any type of faith, as religiosity is a major important thing for Ailor in general. The exact effects of Will of Faith are explained below as Racial Abilities. These are always active for all Ailor, as long as they are not atheist.  
Racial Abilities are generally a set of unique powers and effects that all peoples of that race all innately have, while Specials are more passive, aesthetic focused capabilities. Specials are defined per-page, while Abilities can be searched on the [[Ability List]] page to determine their generic function. The Ailor do not have any Abilities as (with some exception) they are overwhelmingly Mundane and do not practice Magic, as such only having Specials. These Specials are intricately woven into Ailor culture and are considered "innate", which is why Ailor will mostly claim they don't have any Powers or Abilities (as they see their Specials as cultural quirks). Half Ailor have access to all of these Specials also.
{| class="wikitable"
==Specials==
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000; width: 10%;"    | Name
===Ailor Familiar===
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000; width: 10%;"    | Type
Ailor have a strong connection with domesticated animals, whether it is rearing cattle and farm animals, or pets. Pets in particular have an important role both in the raising of and further lives of Ailor children, and pets themselves also seem to have longer lives while bonded with Ailor. Either at birth or later in life, an Ailor can acquire a pet. This pet can be any type of small house-pet such as rodents, domestic canines, domestic felines, birds (hawks, eagles, crows), small mustelids, rabbits, pygmee pigs and reptiles or amphibians. This list is not comprehensive, for more options, consult the [[List of Fauna]] page, and look for animals that can be reasonably carried or domesticated as per their page's information. While living with its owner, the pet gains a much longer life, usually tied to that of the owner. Ailor Familiars cannot be used in Combat-RP and also cannot be harmed by others (they are invalid targets for Abilities). They can however carry hand-held items and interact with the environment and others, while never leaving Emote Range of their owner. Ailor Familiars can duplicate mutations that their owner gains, and are optional, meaning not every Ailor has one.  
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000;" | Description
===Dark Empathy===
|-
The Ailor have multiple emotion and empathy based capabilities that make them quite unique when compared to other races. Ailor can disable their own emotions so they do not feel regret, guilt, or a conscience when committing vile acts. They can disable all emotions, or just one of them such as happiness or love. Furthermore, they can also compartmentalize certain memories and simply choose to forget them. In both cases, the Ailor usually requires another Ailor to re-connect them with emotions and memories through mental coaching. It is not all dark, however. Ailor have learned to disable their emotions for a reason, because the emotional impact of an area where great events have taken place can sometimes be overwhelming. In places of great historical importance such as battlefields or places of worship and celebration, Ailor can receive visions or aftershocks of emotions felt by others in those areas. For example, an Ailor might perceive the fear and loathing of the soldiers on a battlefield that ended hundreds of years ago, being sensitive to the residual feelings when many lost their lives in the area. Finally, Ailor can also read small emotional feelings on the faces of others. Any time, an Ailor can hone in on another person's face if they are speaking with them, to detect their true disposition (feelings) towards them, for example whether they love, hate, adore, or disregard them. If used on another Ailor however, they will be able to tell that the Ailor is using it on them.  
| style="background-color:#ddf2dd;" | Subject the Faiths
===Practiced Speech===
| Racial Passive
Having been subject to centuries of internal ideological conflict, mockery and gossip, the Ailor have learned that to best understand your enemy, is to hear them talk foul in their own native language about you. The Ailor have an extremely diversified internal culture division, which has resulted in many languages somewhat and tangentially related to one another. All Ailor are able to understand and interpret the languages of the [[Language_Point_Buy#Empire_Linguist_Pack|Empire Linguist Pack]] of the [[Language Point Buy]] without the Point Buy investment, and this understanding also does not count towards the limit on Linguist Packs. They can however not speak these Languages themselves unless they invest the Point Buy into the Pack.
|
* Ailor are able to combine two Ritualism Proficiencies together under a single faith. This still follows some rules:
* Monster Ritualism can only be combined with Void Ritualism.
* Soul Dragon Ritualism can only be combined with Shambala Ritualism.
* Pagan Ritualism can only be combined with Orc Ritualism.
* Unionist Sanktism can only be combined with Lightgiver Ritualism.
* Adding any Proficiency Points in a secondary Ritualism blocks the use of Sorcery Spells by the Character.  
* For the above list, your character can believe in either and annex the other under their faith.
* Ailor have a lower threshold for religiosity need in Ritualism. Instead of 7/10, the required limit is 3/10.  
|-
| style="background-color:#ddf2dd;" | Without Holy Will
| Racial Passive
|
* Ailor, if killed in certain conditions, can be revived in specific locations across the city of Regalia.
* Ailor killed within a Sanktified Duelling Ring are revived when the duel is complete on the spot with no wounds from the duel.
* Ailor killed within an official places of worship (not gang base or house), will have their soul retain cohesion and not pass over.
* This non-passed over soul can be restored through a great act of faith by the living to bring them back (consult Lore Staff).  
|-
| style="background-color:#ddf2dd;" | Sustained by Faith
| Racial Passive
|
* Ailor, while within an official (not gang base or house) place of worship, have several effects.
* They no longer need food, drink or sleep while inside the holy grounds, and can stay up for days.
* If however leaving such a place after having stayed up for days, they will immediately crash and sleep.
* While fighting inside such a holy ground, they cannot be gripped by fear or fright by or of enemies or Abilities.  
|}


===The Burning Choir===
===Seizing Destiny===
As stated above due to their immense numbers, Ailor faith in their chosen religion manifests itself in actual ways to affect the world around them. This is doubly more so for Unionism, which is generally the largest religion of Ailor in the world. Due to the immense amount of faith Ailor have in Unionism, and the fact that it is the only great unifier between their divided people, something unique happens to an Ailor using Sanktism, the Ritualism of Unionism, that does not happen to any other race. The Burning Choir is not so much a Racial Ability or subrace, as much as it is a special effect that occurs when an Ailor Unionist Sanktist wearing special Sanktified Armor dies in said armor, if they are also a Ritualist with 8 years of training. When death occurs, their body is disintegrated, and instead, their armor is animated, while the hollow parts that used to have their body inside are replaced with a white dust/fire like form. Their body becomes an incorporeal flame, held together and imprisoned in the Sanktified Armor. While a member of the Burning Choir (each individual is also referred to as a Burning Choir), the previous Ailor is able to use only their Sanktist Abilities (not the Will of Faith), but retains their previous Proficiencies, Body Shape, personality, memories and voice, though the voice may sound somewhat warped and more ethereal. The Burning Choir do not need sleep, food or rest, and while infrequently seen in the Regalian Empire, are legal, and used by the state to usually guard holy sites. While they are rare, they are not something Ailor are hesitant about, or fearful of, because of their frequent depiction in stained glass windows of Unionist temples, and their presence around holy sites which are frequently visited by pilgrims. They are seen as holy warriors who died in their armor for the cause, and because they don’t need sleep or food, are usually used to guard closed off areas like Emperors tombs or Synod archives. The Burning Choir are still recognized in Regalia as having Human rights, but no longer fully participate in society as normal people since they can no longer feel warmth, illness or suffering. They simply become a warrior in armor, usually bound to a Reverend or some sort of Holy Order sect. The Burning Choir sometimes continue to engage in socialization with the people around them, though some level of religious reverence is usuall met. Passerby's will frequently say the prayer Oratario Ode, which is sort of a way of saying "Amen" in the real-life context. Here follows a summary of all mechanical functions and Abilities of the Burning Choir. The Burning Choir's Abilities obviously only work for Ailor who become the Burning Choir, and not for other Ailor.
Ailor live a short, explosive, and purpose driven life in which they usually excel beyond what other peoples spend decades or centuries to master. While the [[Proficiency]] System normally only allows for an investment limit of 7 Proficiency Points per Proficiency (Strength, Dexterity, Charisma, etc.), Ailor can choose one Proficiency to invest up to 8. This allows them to also purchase an 8th Point Buy for that Proficiency, but does not increase their total Proficiency Points to spend, meaning they have 6 Proficiency Points left after investing 8. This Special is not available to Half-Ailor, and can only be taken by Full Blooded Ailor Characters.
{| class="wikitable"
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000; width: 10%;"    | Name
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000; width: 10%;"    | Type
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000;" | Description
|-
| style="background-color:#ddf2dd;" | Choir Severing
| Racial Passive
|
* The Burning Choir can only use Sanktism Ritualism Abilities, no other Abilities can be used, not even Ailor Racial Abilities.
* Any Abilities previously had including Proficiency Points invested are lost, including Special Perm Abilities, but not Artifacts.
|-
| style="background-color:#ddf2dd;" | Choir Perseverance
| Racial Passive
|
* The Burning Choir is immune to any type of Ability that does not cause brute damage, knockup, stun, root or disable.
* Any of these Abilities target the armor instead, which will translate pain and damage to the Burning Choir in turn.
|-
| style="background-color:#ddf2dd;" | Choir of Flame
| Racial Passive
|
* The Burning Choir is immune to any physical damage, meaning, if an arrow was shot through the visor, it would pass through.
* The Burning Choir can however be harmed by attacking their armor, which is like their skin. It translates damage.
* The more damage armor takes, the more unstable binding becomes. If all armor pieces are removed, they die.
* Due to their body being protected by sensory armor however, they are generally more durable than unarmored people.
|-
| style="background-color:#ddf2dd;" | Living Armor
| Racial Passive
|
* The Burning Choir can tinker, modify, expand, reduce or customize their armor at any time for aesthetics.
* This must however always be done by a 8 year trained Sanktist Ritualist, and out of combat.
* Lost armor pieces can be re-attached, or new ones can be applied, to "heal" the Burning Choir.
* Armor can be made out of any material, but the material does not contribute to durability of the Choir.
* For example, Bronze and Steel are the same for pain and damage tolerance, even if they logically shouldn't be.
|-
| style="background-color:#ddf2dd;" | Eternal Choir
| Racial Passive
|
* The Burning Choir is immune to aging. Aging beyond 150 years however still requires a Special Permission Backstory App.
* The Burning Choir do not need sleep, food, drink, rest, nor do they require oxygen, but falling from height can kill.
* The Burning Choir are not hurt by temperature, even fire, but intense heat can melt armor and kill them. They also can't feel heat.
|}


==History & Society==
==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 36 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.  
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====
====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:
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.
* [[Regal]], a culture inspired by cohesion and self-sacrifice.
* [[New Regalian]], a culture inspired by Military dogma and warfare.
* [[Wirtem]], a culture inspired by military discipline and honor.
* [[Calderliga]], a culture inspired by the thrift for trade and coin.
* [[Ithanian]], a culture inspired by decadence and party-going.
* [[Ithanian]], a culture inspired by decadence and party-going.
* [[Dressolini]], a culture inspired by artistic refinement and class.
* [[Dressolini]], a culture inspired by artistic refinement and class.
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====Common People Cultures====
====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.
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.
* [[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.
* [[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.
* [[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.
* [[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.
* [[Aontaithe]], a culture inspired by folklore and magic, as well as island exploration.
* [[Daendroque]], a culture inspired by cut-throat living, gambling and debauching.
* [[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.
* [[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.
* [[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.
* [[Azzizzari]], a culture inspired by extravagance and showmanship at its finest.
* [[Etosian]], a culture inspired by religious devotion and ascetic living for faith.
* [[Etosian]], a culture inspired by religious devotion and ascetic living for faith.
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* [[Fridurfolk]], a culture inspired by pastoral pacifists, shepherds and poets.
* [[Fridurfolk]], a culture inspired by pastoral pacifists, shepherds and poets.
* [[Tarkkin]], a culture inspired by wildland raiders and forest dwelling tribes.
* [[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.
* [[Zvorun]], a culture inspired by ancient paganism, folklore and mythical beasts.


====Niche People Cultures====
====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.
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.
* [[Krainivaya]], a culture inspired by cheer in spite of dark times, and always pressing on.
* [Ânia]], a culture inspired by the superstitions and dangers of vampires on every corner.
* [[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.
* [[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.
* [[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.
* [[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==
==Trivia==

Revision as of 20:22, 13 May 2022

Ailor
Ailorsplash3.png
Race
Pronunciation eye-lor
Classification Human
Subraces None
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

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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, found in Zhong. 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 Daendroque Ailor as there are Ithanian Ailor, and Leutz-Vixe or Dunbrae cultured Ailor or African-coded Velheim and Zvorun or Krainivaya. 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. Half-Race individuals with Ailor parentage have historically been marginalized and discriminated against, but in the last 10 years, they have essentially become part of the core population of the Empire, as their racial diversity multiplied. Half-Ailor follow one of the Cultures of their parents (for Proficiency purposes).

Racial Abilities & Specials

Racial Abilities are generally a set of unique powers and effects that all peoples of that race all innately have, while Specials are more passive, aesthetic focused capabilities. Specials are defined per-page, while Abilities can be searched on the Ability List page to determine their generic function. The Ailor do not have any Abilities as (with some exception) they are overwhelmingly Mundane and do not practice Magic, as such only having Specials. These Specials are intricately woven into Ailor culture and are considered "innate", which is why Ailor will mostly claim they don't have any Powers or Abilities (as they see their Specials as cultural quirks). Half Ailor have access to all of these Specials also.

Specials

Ailor Familiar

Ailor have a strong connection with domesticated animals, whether it is rearing cattle and farm animals, or pets. Pets in particular have an important role both in the raising of and further lives of Ailor children, and pets themselves also seem to have longer lives while bonded with Ailor. Either at birth or later in life, an Ailor can acquire a pet. This pet can be any type of small house-pet such as rodents, domestic canines, domestic felines, birds (hawks, eagles, crows), small mustelids, rabbits, pygmee pigs and reptiles or amphibians. This list is not comprehensive, for more options, consult the List of Fauna page, and look for animals that can be reasonably carried or domesticated as per their page's information. While living with its owner, the pet gains a much longer life, usually tied to that of the owner. Ailor Familiars cannot be used in Combat-RP and also cannot be harmed by others (they are invalid targets for Abilities). They can however carry hand-held items and interact with the environment and others, while never leaving Emote Range of their owner. Ailor Familiars can duplicate mutations that their owner gains, and are optional, meaning not every Ailor has one.

Dark Empathy

The Ailor have multiple emotion and empathy based capabilities that make them quite unique when compared to other races. Ailor can disable their own emotions so they do not feel regret, guilt, or a conscience when committing vile acts. They can disable all emotions, or just one of them such as happiness or love. Furthermore, they can also compartmentalize certain memories and simply choose to forget them. In both cases, the Ailor usually requires another Ailor to re-connect them with emotions and memories through mental coaching. It is not all dark, however. Ailor have learned to disable their emotions for a reason, because the emotional impact of an area where great events have taken place can sometimes be overwhelming. In places of great historical importance such as battlefields or places of worship and celebration, Ailor can receive visions or aftershocks of emotions felt by others in those areas. For example, an Ailor might perceive the fear and loathing of the soldiers on a battlefield that ended hundreds of years ago, being sensitive to the residual feelings when many lost their lives in the area. Finally, Ailor can also read small emotional feelings on the faces of others. Any time, an Ailor can hone in on another person's face if they are speaking with them, to detect their true disposition (feelings) towards them, for example whether they love, hate, adore, or disregard them. If used on another Ailor however, they will be able to tell that the Ailor is using it on them.

Practiced Speech

Having been subject to centuries of internal ideological conflict, mockery and gossip, the Ailor have learned that to best understand your enemy, is to hear them talk foul in their own native language about you. The Ailor have an extremely diversified internal culture division, which has resulted in many languages somewhat and tangentially related to one another. All Ailor are able to understand and interpret the languages of the Empire Linguist Pack of the Language Point Buy without the Point Buy investment, and this understanding also does not count towards the limit on Linguist Packs. They can however not speak these Languages themselves unless they invest the Point Buy into the Pack.

Seizing Destiny

Ailor live a short, explosive, and purpose driven life in which they usually excel beyond what other peoples spend decades or centuries to master. While the Proficiency System normally only allows for an investment limit of 7 Proficiency Points per Proficiency (Strength, Dexterity, Charisma, etc.), Ailor can choose one Proficiency to invest up to 8. This allows them to also purchase an 8th Point Buy for that Proficiency, but does not increase their total Proficiency Points to spend, meaning they have 6 Proficiency Points left after investing 8. This Special is not available to Half-Ailor, and can only be taken by Full Blooded Ailor Characters.

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:

  • Regal, a culture inspired by cohesion and self-sacrifice.
  • Wirtem, a culture inspired by military discipline and honor.
  • 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.

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.

  • 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.
  • 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

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.
  • 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.

  • Krainivaya, a culture inspired by cheer in spite of dark times, and always pressing on.
  • 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.
  • Szabadok, a culture inspired by horse lords and the power of the warlords.

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 HydraLana on 05/13/2022.

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