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


|distinction = A culturally diverse people conquering both each other and the world.
|distinction = A culturally diverse people conquering both each other and the world.
|maxage = 110 years (rarely over 100 though).
|maxage = 100 years
|eye = Brown, green, grey, blue.
|eye = Brown, green, grey, blue.
|hair = blond, ginger, brown, black, grey.
|hair = blond, ginger, brown, black, grey.
|skin =
[[File:Skin1.png]]
[[File:Skin2.png]]
[[File:Skin4.png]]
[[File:Skin3.png]]
|}}
|}}
From the warm coastlines of [[Daendroc]] to the icy ranges of [[Ellador]], the Ailor [[Human|Humans]] are the most numerous on Aloria. Known for developing a large variety of government forms and sprawling bureaucracies Ailor are masters of statecraft and intrigue, building many kingdoms and nations, and having just as many conflicts with one another as they have with others. Ailor once began as the fiercely barbarian and tribal people of [[Ceardia]], seen as nothing but slave cattle to the Altalar, though eventually rose up against their former masters in a moment of weakness. This gave rise to many smaller kingdoms and nations that would eventually give rise to the Regalian Empire, which is commonly seen as the greatest Empire the world has ever seen, at least since antiquity. Proving to be both resourceful and aggressive, Ailor have conquered much of the known world under the banner of their various realms and continue to subject foreign entities through direct warfare and indirect scheming. While also being incredibly numerous, the Ailor are perhaps also the most divided people on Aloria, more so than the Altalar, because of their extreme cultural diversity and opposition to each other. Ailor continue to both be the guardians and protectors of the continued existence of the world as it is known, but also the largest imperialists who ravage non-Ailor societies for resources and technological advancements to fuel their own quest for world domination.
The Ailor are the most widespread and equally most disliked [[Race]] by other Races across the world. Barely an upstart population of tribes several thousand years ago, the Ailor have rapidly multiplied and spread across the world, founding dozens of Kingdoms and autocratic realms, creating empires and destroying faraway nations that would soon be forgotten by time. The Ailor are an autocratic and imperialist Race who conquers far and wide, and then just as quickly collapses because of infighting, cultural differences, or religious confrontations. While other Races are generally united under one nation or faith, the Ailor are the most varied and diverse people, splintering so far that some would say two disparate cultures of Ailor are more dissimilar than the Ailor are to the [[Eronidas]], an entirely different Race. The fate of Ailor on the world remains tumultuous, but as the dominant Race in the massive [[Regalian Empire]], one of the foremost geopolitical powers on the world, they are the Race with the largest impact on the world, that much cannot be contested.  
 
==Physical & Mental Characteristics==
[[File:Leutzicoiz.png|260px|thumb|right|Ailor are strongly aristocratic]]
Ailor are seen as the average middle ground between all races, having some visual aesthetics and traits seen more uniquely or in an exaggerated manner among other races, thus providing the perfect middle ground from which to describe all other Races. Ailor are so common around the world that every person of every race will be guaranteed to have met at least one Ailor, if not lived in Ailor society for some time, as Ailor minorities are viritually present in every single society, even the far flung Sihai in the staple port of Dexai. Ailor have a wide range of heritage-coded features. When the Ailor people first appeared roughly 1000 years prior to the modern age, referred to as the Ceardian tribes, racial appearance was still fairly stratified. In the northern regions of Ceardia lived mostly the warmland tribes, with dark skin tones and features mostly reminiscing of people of African descent in the real world. In the western regions of Ceardia lived mostly the wetland tribes, with dark hair colors and epicanthic eye-folds, with features mostly reminiscing of people of East-Asian or South-East Asian descent in the real world. In the southern mountain regions of Ceardia lived mostly the highland tribes, with pale skin and bright and fair hair colors, with features mostly reminiscing of people of European or Caucasian descent in the real world. In the eastern regions of Ceardia lived mostly the savannah tribes, with warm and tanned skin tones, dark hair and eyes, with features mostly reminiscing of people of North-African, Middle-Eastern or Central Asian descent in the real world. And finally, in the tall woodlands of the west islands, lived the pine tribes with features reminiscing of Pacific Islander, Aboriginal, First Nations and other indigenous peoples of the Americas descent. While these tribes remained somewhat superficially divided early on before Altalar slave-raids, the rise of Altalar Slavery and notably the departure of the proto-Velheimers from the Ceardian mainland to Zemlith saw a great mixing of tribes. The Altalar did not care for what skin-tone their slaves had, and the flight from Ceardia to Zemlith saw many tribes come together and work together for a better future, thus causing a truly diverse and mixed society.
 
As the Ailor continued to colonize beyond Zemlith, diverse tribal waves of Velheim ships carried the descendants of these early explorers far and wide, settling far away lands like Silbrae, Carmoor, Nordskag, Hedryll and the Folkar lands. Eventual movements into the Regalian Archipelago also gave rise to entirely new tribes, or just mixed societies where the identity of tribes simply melted away. It is commonly understood that the concept of tribe-membership was effectively gone by 300 BC, and that the Ailor race had achieved a high degree of internal diversity in terms of skin-colors and facial features, with many of them even mixing, and creating new ones. In the modern day, skin-color is never a consideration of bigotry towards other races. Ailor racism takes its form more in exceptions to the norm that they create. For example, Cielothar look dreamy and detached from this world with their long ears and wild hair, so Ailor refer to them as Day-Dreamers or Fleeting Elves, both ideological forms of racism detached from skin-tone, as it would make little sense for brown and black-skinned Ailor to insult another race on having equally brown skin. In modern times, it is even not entirely unusual for families that do have primarily Caucasian-coded members to suddenly have a East-Asian-coded child being born, and even within families, skin-tones can be 100% the same, but they don't have to be. Regalian society is internally diverse enough for the Duchess Cadieux of Vixhall's brother to be appearing of African descent even if both parents are of Caucasian descent, and this would not raise an eye-brows to anyone, only if he was born with pointed ears or a lizard tail.
 
Other feature wise, Ailor have a wide range of visual traits. Eye-colors are the wildest among Ailor, ranging from blues to greens to brown (even intensely dark brown) to gray to hazel and all ranges in between. Hair colors are equally free, ranging from blondes to browns to blacks and gingers and everything in between. These colors do not even need to be consistent with what tribe they might have originally belonged to. It is quite possible for the Duke Marion Jonckheer of Zuiderpoort to have a skin reminiscing of Central-Asian descent, with epicanthic eye-folds, blue eye colors and ginger hair. There are ultimately no hard and fast rules for what an Ailor should look like. 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 Dunbrae cultured Ailor or African-coded Velheim and Zvorun or Vladno. Even to put a common personality on Ailor is practically impossible. Ailor are so diverse personally, that Ailors are capable of having any personality or mentality. The only real thing that causes aggressive divides among Ailor are their political ideologies and their religious tendencies. Ailor are the only race that aggressively splinter internally compared to other societies depending on their loyalties to different world and life beliefs, and Ailor are also capable of immense violence and conflict on their own race, to prove the righteousness of their beliefs over the others. That being said, most of these ideologies and beliefs largely remain harmonized in the Regalian Empire, where the common goal of loyalty to the Empire brings about some civility to their interactions.
 
Half-Ailor's features follow all of the varied possibilities for Full Ailor, with some notable differences. The most common feature amongst Half Ailor, due to the large variety of Half-Nelfin, are smaller pointed ears. Half-Ailor tend to inherit most of the visual features of their Ailor parent, with one to two small physical features of their non-Ailor Parent. This can manifest as small patches of fur on their face for a Half-Ailor with an Asha parent, or slightly greyish skin-tone and pointed ears for a Half-Ailor with a Kathar parent. Acceptance, or lack thereof, of Half-Ailor varies wildly between Cultures, but [[Regalian Law]] allows for the full integration of Half-Ailor with First Civil Status Non-Ailor parents. Half-Ailor follow the Lineage of their Ailor Parent.
 
==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.
Nobles in the same family / Adopted members may have different Ailor Lineages. There are some limitations still in effect however:
*Children must always obey Lineages of their parents.
*Parents must always obey Lineages of their children.
*Siblings must always obey Lineages of their siblings.
*First Cousins must always obey Lineages of their cousins.
*Second removed Cousins and further may have whatever Lineage, subservient to the rules above for their "sector" of the family.
*Adopted family members may have whatever Lineage.
*Married in people may have whatever Lineage was reasonable where they came from
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.
 
====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.  


====Drahl====
==Design==
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 animal, usually a bird of prey. Inexplicably, somewhere between birth and the age of 5, a child of the Drahl Lineage is visited by an animal, and usually through some event in which they help the creature in trouble. The animal 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 companions live an unnaturally long (or short) 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.
Ailor are considered the average middle ground between all other Races. There is nothing particularly out of the ordinary for them. Ailor can be race-coded to appear like any real world appearance (Caucasian, Asian, African, Hispanic, etc.) Because skin tone and appearance isn't hard-coded to genetics in MassiveCraft Lore, children of light-skinned parents can be dark-skinned and have epicanthic eye folds, etc. All Ailor families are generally mixed in appearance, while every type of appearance can be found in any subculture or Ailor nation across the world. There are short Ailor and there are tall Ailor. There are stocky and bulky Ailor and there are lanky and slim Ailor. There are ginger, blonde, black-haired and brunette Ailor, they can be tall or short, they can be gentle or harsh. Even their personalities are far and wide, with no common denominator. While Culture dictates some trend lines and guidelines, there is no common unifying personality traits among the Ailor, as cultural division means that each and every conceivable personality can be found among Ailor. This is why Ailor is a good starting Race, because there are no real rules on how to play one.  


====Nautilaan====
==Racial Abilities & Specials==
The Nautilaan are a Lineage of Ailor who are particularly attuned to the winds as travelers. 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 nomads.
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 Race characters select a Dominant parent, and take all the Racials & Specials from that dominant parent. (In this case, a dominant parent Ailor would be Half-Ailor) Half races must have a majority of their physical features come from their dominant parent, including which is including but not limited to skin tone, hair or fur color, ear shape, or eye color. All of these Specials are furthermore also optional. While some may for example dictate a birth condition, players are free to reject Specials altogether and not apply them to their Character.
==Specials==
* '''Manifest Familiar:''' Each Ailor can be born with a Familiar that appears to them in their crib, and stays with them their entire life. Same rules as Pet Husbandry Pack apply, and if that Pack is bought, it gives access to two Familiars instead. Ailor Familiars live unnaturally long lives, and their presence is often explained in Ailor religions as a "watcher from the Gods".
* '''Dark Empathy:''' Each Ailor can disable their emotions or their conscience at will. They don't even really notice it when they do it, but this capacity has allowed the Ailor to commit great atrocities without feeling a thing. Additionally, their mind also allows them to self-impose a mind-block on certain things, by willfully erasing memories from themselves.  
* '''Practiced Mockery:''' Ailor have been subject to derision from other Races for centuries, and over the years learned how to uniquely understand ridicule and insult language in other Languages. Even if they do not speak another Language, if someone utters an insult at them in any Language they do not know, they will understand what the insult is and what it means.
* '''Manifest Destiny:''' Ailor live short explosive and purpose driven lives. As such, they often excel more in the short term at tasks that other Races take slower and longer to master. While the Proficiency System normally allows a maximum of 7 Point investment per Category, Ailor may choose one Category in which to raise the limit to 8 instead.
* '''Destiny Stressors:''' Ailor have a unique stress-response that other Races find quite peculiar. Regardless of what age or condition an Ailor is in, or what hair color they have, when an Ailor experiences a period or event of great stress and trouble, their hair or parts of their hair can turn snow white, with color only returning when their situation improves.
* '''Job Opportunities:''' While isn't really a Special per-se, it is worth noting that while the Roleplay world exists in an Ailor-dominated society, it is always expected that Ailor have an easier time being hired in government and court position jobs than other Races do, purely because they are the preferred candidate within an Ailor dominated society.  


====Lexxons====
==Naming==
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).
See the [[Ailor Naming]] page for easy-access information on the Ailor cultures' languages and naming customs.


====Woaden====
==Cultures==
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.
The Ailor Race is subdivided over many cultures, more than any other Race, and as such it is hard to really identify a unified World View that applies to even half of them. As such, the Cultures outlined below are the various Playable Cultures. To complicate matters further, each Ailor may have slightly different quirks and habits depending where they come from, information which can be sourced from the [[Geography]] Page. To keep things simple however, it is always safe to say your Character is a Regalian native, either born in Regalia or moved there shortly after, thus giving a very vanilla approach to Character Design.
 
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====Archan====
{| class="wikitable"
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.
{| style="color: black; background-color: #4A8757; width: 90%;" align="center"
 
! colspan="3" |
====Olean====
Ailor Cultures
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.
|- style="background:#eee;"
 
| rowspan="2" style="width: 7%; text-align:center;" |
====Carnvaal====
'''Wirtem'''
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.
[[File:Wirtem22.png|100px]]
 
|
====Medavinti====
The Wirtem people hail from the eastern regions of the [[Regalian Archipelago]], the Greater Calemberg, Genevaud, Calderliga and Waldmark dark-forest regions that were once home to the smaller [[Wirtemcaller Kingdom]] and Principalities that far predate the Empire. As the Regalian Empire expanded, it would eventually start a successful policy of political marriages and peaceful unifications with these entities. They would quickly however be dragged into conflict with the Velheim in the north, creating decades of brutal warfare that would shape the mindset of the Wirtem people, eventually molding them into the Empire's primary military culture.
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.
|- style="background:white;"
 
|
====Brannon====
* The Wirtem are an honor bound culture who absolutely hate using verbal insults. They insist on dignified interactions, and refrain from name-calling.
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.
* The Wirtem are a strongly [[Unionist]] Culture with a strong leaning for Purity, meaning without any [[Magic]] or Occult Aberrancy to the point of discrimination.
 
* The Wirtem are an honor bound people, never attacking from behind, protecting the honor and good name of women, and remaining loyal to lord and master.
====Akkadian====
* The Wirtem speak [[Calem]], based on real-world German, while their names are also German inspired with "von" and "zu" being common prefixes in surnames.
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.
* The Wirtem are a strongly patriarchal culture where women don't get much of a say in the household, and men decide nearly everything in daily life.
 
* The Wirtem are a strongly militaristic culture that glorifies the military, warfare, the army, the navy, and praising careers in the State military.
==Summary of Racial Abilities==
* The Wirtem are emotionally restrained and conservative by nature, seeking precedence from history, and finding great discomfort from change in life.
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.
* The Wirtem love the colors green and gray, symbolism of the military and Unionism, horse-riding, parades, horn-instruments and glorious temples.
===Bolven===
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{| class="wikitable" style="width: 670px;"
|- style="background:#eee;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
| rowspan="2" style="width: 7%; text-align:center;" |
! Ability Name
'''Regal'''
! Ability Type
[[File:Regalaa.png|100px]]
! Ability Range
|
! Ability Description
The Regal culture is an entirely artificial culture designed by the intelligentsia and educated folk of the Regalian Empire to counteract the never-ending cultural divisions and conflicts within the Empire, in the hopes of erasing these issues for a brighter future. The Regal culture took aspects of Leutz-Vixe and Dressolini, two hybrid cultures that sought to improve upon Ithanian and Daendroque alike, eventually adding Wirtem and Anglian elements until a stable mixture was reached. The culture now controls all the major bureaucratic, legal, and administrative centers of the Regalian Empire, quickly becoming the "culture of rulers".
|-
|- style="background:white;"  
| style="background-color:#e6eaff; width: 21%;" | Body Morph 1
|  
| Toggle Passive
* The Regal as an artificial culture, are all about cultural assimilation and absorbing good aspects of other cultures into homogenous patriotism.
| Self
* The Regal are a strongly Unionist Culture with a fervent support for the Imperial family and the centralized bureaucracy of the Regalian Empire.
| Grants the user {{#simple-tooltip: Body Morph 1 | The Character can activate internal body processes to rapidly grow or reduce muscle-mass over the span of several seconds. This allows the Character to change their Body Shape at will, while also granting access to the “Musclegod” Body Shape, a Body Shape that can only be used through this Ability and is not innately available in the Proficiency System. Musclegod is classified as above Strongman, but with such muscle-size that is so large, one would think the person has trouble moving around in an efficient manner. This Ability has no Cooldown and can be used mid-combat.
* The Regal are all about self exploration, discovery, and ambition, how to become the best version of one's self through self awareness and meditation.
}}
* The Regal mostly speak Common, preferring a language that is shared by most Ailor Cultures and other Races for ease of communication and social living.
|-
* The Regal have no gender preference, but strongly favor gender-roles in society, with both matriarchs and patriarchs enforcing expectation of gender roles.
| style="background-color:#e6eaff;" | Super Self 1
* The Regal culture is one that strongly emphasizes nationalist pride in the Regalian Empire, high-class life style, dignity and wealth, and independence.
| Constant Passive
* The Regal are the most centrist of all cultures, politically, trying to build a mediating middle ground between all other Cultures for the good of Empire.
| Self
* The Regal love the colors white, beige and black, symbolism of royalty and nobility, games of wit and skill, education, string-instruments and politics.
| Grants the user {{#simple-tooltip: Super Self 1 | Upon being physically harmed by any Mundane Attack or Ability, or upon hitting another person with any of these, the Character triggers a battle-state. When battle-state is activated, anyone within 2 blocks of the person is knocked over, while the person’s appearance may change with a wide variety of non-identity altering aesthetics including but not limited to: steaming skin, flaming eyes, electrified hair, increased vascularity, darkening of the eyes and sockets, shredding skin, colored glow, and other visuals of rage and battle. While Super Self is active, the Character gains +5 Physical Stat.
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}}
|- style="background:#eee;"
|-
| rowspan="2" style="width: 7%; text-align:center;" |
| style="background-color:#e6eaff;" | Super Self 3
'''Anglian'''
| Constant Passive
[[File:Anglianflag.png|100px]]
| Self
|
| Grants the user {{#simple-tooltip: Super Self 3 | The user can use Super Self 3 to instantly filter (or prevent themselves from breathing/ingesting) and nullify any Gas, Toxin, or ingested Alchemical Substance, making them immune to it. This Ability only affects Ability-Created Gases that have a tangible visual effect. This process is automatic, meaning they cannot pick and choose, except in the case of drinking Alcohol.
The Anglian culture forms the bedrock of the Regalian Empire and they are proud of it. For hundreds, perhaps thousands of years, the Anglians have been a rooted and traditional culture in [[Anglia]] until the [[Five Family Rebellion]] began there, an event that would eventually form the Regalian Empire. Since then, Anglia has progressively turned into the Empire's bread basket, with the largely illiterate but fervently loyal Anglians being the first to sign up to armies, and the first to assist in whatever way they could to expand the Regalian Empire with pitchfork and sickle in hand.
}}
|- style="background:white;"
|-
|
* The Anglian culture is one of ancient history and the roots of Empire, pride in the founding, but keeping old folklore alive through oral telling.
* The Anglian people are strongly divided, with many following Unionism, but many also holding true to [[Dragon Worship]], particularly the Dragon [[Regulus]].
* The Anglian culture is all about loyalty, loyalty to each other, brotherhood to one's fellow workers and soldiers, and loyalty to one's feudal lord.
* The Anglian speak [[Anglish]] which is based on real-world Dutch, having many local and regional dialects and accents to make it difficult to understand.
* The Anglian don't have any gender norms outside of the strong expectation of couples to produce offspring, with dynastic-continuation being very important.
* The Anglian culture strongly emphasizes a rural approach to life, a love for agriculture and cattle rearing, and being uneasy in surroundings of brick and stone.
* The Anglian people are conservative, and to a degree even bigoted towards non-Ailor Races, preferring their homogenous homeland of Anglia which never changes.
* The Anglian love the colors blue and purple, symbolism of Dragons and Witches, Longbow archery, farming, forests and lush grassy fields and flowers.
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'''Cearden'''
[[File:Cearden.png|100px]]
|
The Cearden people are not native to the Regalian Empire, rather a culture that was once at the root of all Ailor in the old continent of [[Ceardia]]. Since then, the culture has developed, eventually caught in the orbit of the Regalian Empire, and "civilized" by it, as many would claim. Since then, the Cearden have found that their generally likeable, generous and gregarious demeanor made them the perfect travelers and traders, spreading the Empire's coinage far and wide and thus their trade ports, and thus their language, to the point that Common is the most spoken language in the world aside from Allorn.
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* The Cearden culture is as heartland as it gets, a metropolitan amalgam of influences from all manner across the Regalian Empire, built on trade.
* The Cearden culture is predominantly Unionist, though small pockets of [[Old Gods]] followers still remain, holding onto old beliefs in isolated areas.
* The Cearden culture is all about trade, exploration, and the high seas, with most sailors and seamen being of Ceardian descent or training.
* The Cearden people speak Common based on real-world English, which is easy to learn for all Races, and so widespread that it has become a world language.
* The Cearden people are the ideal gender neutral when it comes to gender norms and expectations, having truly no preference or expectation difference.
* The Cearden culture emphasizes curiosity, interest, poetry, reading, and learning as much as possible from the things one has never experienced.
* The Cearden people are largely progressive, but only mildly so, preferring progress to be slow, steady, and predictable to their financial interests.
* The Cearden love the colors burgundy and red, symbolisms of the seas and wealth, theatre and stage play, literature, guilds and finance and commerce.
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'''Gallovian'''
[[File:Galloviaffn.png|100px]]
|
The Gallovian culture is a daughter culture of the Cearen when these people mixed with the Breizh, Velheim, and Anglians, and colonized the rugged Gallovian highlands in the Regalian Archipelago, as well as the surrounding scarcely populated and unfertile islands. Due to the harsh conditions of living on these islands, the Gallovian people are known as hardy mountain folk with a streak for animalistic spiritualism and stubborn-ness that cannot easily be rivaled by the other cultures. A Gallovian is hard to befriend, due to the natural district, but one of the warmest and hospitable friends anyone could have.
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* The Gallovian are best known as mountain folk living in the more rocky regions of the world, spread across islands and the Regalian Archipelago.
* The Gallovian culture is part Unionist, part Old Gods, part Pagan Animal faiths, and somehow they all keep relatively peaceful among themselves.
* The Gallovian culture is all about survival, independent living, mountaineering and the traveling the cold rainy glens of their homeland.
* The Gallovian people speak [[Gallwech]] based on real-world Scots Gaelic, though many of them adopt Common names for easier pronunciation sake.
* The Gallovian culture is a patriarchal culture where strength makes right, which usually involves men dominating the household and family life.
* The Gallovian culture emphasizes brotherhood, loyalty to one's family above all, respect for animals and particularly wolves, and open air sports.
* The Gallovian people are jingoistic, favoring a policy of no-recognition and warfare with foreign nations to aggressively expand the Regalian Empire.
* The Gallovian people love plaid patterns in dark colors, symbolisms of wolves and mountains, wood carving, Gallovian Whiskey, wood cabins and feasts.
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'''Breizh'''
[[File:Breizhff.png|100px]]
|
The Breizh people can best be summed up as the most iron-clad warriors of a rugged land in the Archipelago. Hailing from the relatively small region of [[Kintyr]], the Breizh people are one of constant internal warfare and struggle, breeding the toughest soldiers that are most accustomed to full plate armor and chainmail that one could wish for. A culture deeply steeped in folklore, legend, and the fantastical aftermath of fairy beliefs, the Breizh were one of the first to support the rise of the Regalian Empire, and quickly secured a highly autonomous and advantageous position within it.
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* The Breizh people are best known for their love for Knights and their skills in the forges of the Ailor realms, as well as the best castle architects.
* The Breizh culture is entirely Unionist. While they once followed the Faith of Ailwen of the Lakes, this goddess was incorporated into Unionism.
* The Breizh culture is all about family history, they obsess about telling the legends of their forefathers on intricately woven wall tapestries.
* The Breizh people speak real-world Breton, with all manner of Arthurian flair, and elements of Norman and Welsh place names and terms.
* The Breizh culture is gender-neutral, but generally one that favors hawkish and militarily capable matriarchs or patriarchs with a long legacy.
* The Breizh culture emphasizes respect for the motherland and the land itself, diligence in the craft of armor and weapons, and a strong sword arm.
* The Breizh culture is neither overtly conservative nor progressive, with conservative ideas, yet pro-Occult progressive concepts and leanings.
* The Breizh culture adores the colors silver, white, and dark blue, anything metal, anything warlike, and large and bombastic stone palaces and castles.
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'''Ithanian'''
[[File:Ithanianff.png|100px]]
|
The Ithanian people are known around the world as the most opulent party-goers, the wealthiest bankers and high-culture craftsmen, and the trendsetters and influencers of cultural expression and fashion. They draw both awe and amazement at how much they can spend on looking beautiful and the center of attention, and while they developed in their native [[Ithania]] away from the Regalian Empire, perfectly integrated bringing their wealth with them to cause a massive economic boom in the Empire. Since then, Ithanian has effectively become the style of court, with every Ailor royal house imitating their dress and code.
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* The Ithanians love festivities and the eternal competition of the fairest of the land, a thin veneer to hide their extremely cut-throat court politics.
* The Ithanians are universally Unionist, a religion that quickly found roots among them following the collapse of the [[Allorn Empire]] and their newfound freedom.
* The Ithanians focus on the so-called Jeu-de-courts, a game in which everyone must be a player to compete for favor, upstage others, or die trying.
* The Ithanians speak [[d'Ithanie]], based on real-world French, with long and complex naming customs called Moon-Names that can often have up to 10 names in them.
* The Ithanian culture is functionally gender-equal, but demands excluding men only from leading positions, with women being the high focus of command.
* The Ithanians emphasize the chase for beauty, fine-ness, class and always presenting one's best self. Many Ithanian honeyed words hide behind fans and gestures.
* The Ithanians are strictly progressive, always battling for expanded rights for other Races, religions, and above all individual liberties and press freedom.
* The Ithanians adore the colors white, pink and baby-blue, long dresses and large hats, flowers, marble statues, watching male sports, and the service industry.
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'''Daendroque'''
[[File:Daenloss.png|100px]]
|
The Daendroque people are fiercely independent, will never accept anyone telling them what to do, and seek ways to carve out their own legacy and wealth at the expense of others anywhere they can. Having developed from ex-Allorn slave populations, the Daendroque had to unite and rebel to survive, a tradition that has been upheld to the modern day with them uniting in families and creating pseudo-gang warfare to protect their own housing communities and families from encroachment. Their plantations yet fuel the Regalian economy, while their hardy resistance to central rule gives the government many headaches.
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* The Daendroque people are freedom-loving business-minded entrepreneurs, who invariably end up using underhanded and roguish techniques to get success.
* The Daendroque are predominantly Unionist, even devoutly so, to the point of often causing conflict with their barely legal activities in business.
* The Daendroque people are all about the family, which is less a blood-relation, but more-so all families and groups together in one walled community.
* The Daendroque people speak [[Droque]] based on real-world Español, with a variety of dialects across the many governorates and ex-colonies in the west.
* The Daendroque people have no overt gender preference, with the value of a person being defined by how useful they are to their community.
* The Daendroque people emphasize bravery, standing up for one's self and others, independence, pride and service to the community above all.
* The Daendroque people are inherently progressive, but have some autonomous leanings, preferring a decentralized weak state with less laws.
* The Daendroque people love the colors orange and yellow, fruits, warm environments, sleight of hand games and gambling, and the vibrant night life.
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'''Velheim'''
[[File:Velheimr.png|100px]]
|
Hailing from the mysterious and lost Vaarda, the Velheim are a sea-faring culture which once had colonies far and wide in the known world, but was eventually pushed back by the march of civilization to only the coldest regions in the north. Hardly uncivilized, the Velheim held a great respect for nature and a close-ness to it that not many other Races or cultures can compare with, but one that inevitably left them misunderstood as barbarians. The Velheim were eventually forced into the Regalian fold at the conclusion of the [[Skagger Wars]], though some independent states still exist in the deep north.
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* The Velheim are a proud and martial people steeped in the ways of old, a lifestyle from Old Ceardia that even the Ceardian have long since abandoned.
* The Velheim almost universally follow the Old Gods, a religion they founded, and eventually spread to the far corners of the world with their Gateways and ships.
* The Velheim people strongly believe in honor or Soldi, a rigid concept that demands they live their life in the name of honor, fairness, pride and bravery.
* The Velheim speak [[Skodje]] based on real-world Norwegian, with many regional dialects and accents as numerous as the amount of villages and towns one can find.
* The Velheim culture gender-equal, though there is an un-written male-dominance preference, as men have historically been more capable at seizing power.
* The Velheim culture emphasizes faith and loyalty to the Old Gods, resistance to change, adherence to the traditions and customs of old, and fearlessness.
* The Velheim people are staunchly traditionalist, with roots in jingoist even as they are first on the frontlines in war, even for an Empire they do not love.
* The Velheim people love the colors white, brown, and blue, fur anything, leather anything, wood carvings, folklore, religious ritualism and care for the dead.
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'''Krainivaya'''
[[File:Krainivayasss.png|100px]]
|
The Krainivaya people are perhaps the most exotic coming from far-away [[Essalonia]], having fled magical prosecution at the hands of the [[Oltaran Republic]]. By the grace of the [[Regalian Emperors]] their refugees were allowed into the Regalian Empire to settle ex-Velheim lands in the north, building a resentment from those people. While inside the Empire. the Krainivaya have developed into the most courageous and stalwart defenders of the Emperor and the Imperial family, first to lay down their lives to solve even the slightest of inconvenience to their holy messiah who they have fully embraced.
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* The Krainivaya can best be understood as people of little means who yet survive in rough conditions, but have found deliverance and meaning in pious faith.
* The Krainivaya are strictly Unionist, to the point of even showing disdain for the concept of religious freedom, and wishing to impose the love of the Emperor globally.
* The Krainivaya are an inherently Purist and anti-Magic people who have the favor of the Emperor in return as his most fervent followers, always looking for traitors.
* The Krainivaya speak [[Kriv]], based on real-world Ukrainian, with strictly Ukrainian naming principles to distance from the (Russian) old Oltaran Republic.
* The Krainivaya are strongly patriarchal, but a few break-through women have seized their moment to become matriarchs in their own right, thawing old traditions.
* The Krainivaya culture emphasizes honesty and blunt truthfulness, being excellent penny-pinchers, and wrestling with cultural alcoholism hiding their harsh lives.
* The Krainivaya aren't so much conservative as much as they just hate change, and would prefer to let any change directly come from the Emperor alone and no one else.
* The Krainivaya adore the colors black and silver, jewelry, furs, faith, Unionist symbolism, snow, Krai Vodka, folk myths, and nobles who are accountable to their serfs.
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'''Întuneric'''
[[File:Romanians.png|100px]]
|
The Întuneric are the wardens of [[Baldmark]], the rugged lands which lay between the Wirtem and the sea. Gripped by struggle against Arcane disasters, raiders, and the afflicted, they navigate a difficult world by keeping balance in their beliefs. While some of the most zealous Unionists, the Întuneric also hold onto pagan traditions long-lost by their neighbors- and while harsh Purists who hate all Magic on paper, a deep infatuation with the glamour and eternal life of [[Vampires]] lies beneath their surface. Border lords of a thousand castles and magnificent smiths, the Întuneric upkeep their lineages with pride.
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* The Întuneric fight fire with fire: they contradict their beliefs to enforce them, bringing the tough lessons of their rough homeland to the city of Regalia.
* The Întuneric are extremely Unionist beyond a doubt, but often maintain personal beliefs in witchcraft and ritual that fall outside of Unionist dogma.
* The Întuneric are enamored with [[Afflictions]]: [[Archon]] left by the Dragons, and Vampires and [[Cahal]] taken on in the modern day - both curing, and becoming them, is their concern.
* The Întuneric speak [[Înnora]], a mixture of real-world Romanian and the Serbo-Croatian language spectrum which Regalians classify as one tongue for census purposes.
* The Întuneric do not have gender roles. Their society is theoretically patriarchal, but the centuries-long struggle with the Szabadok broke barriers down.
* The Întuneric culture emphasizes delving into the Occult for power, always exploring one's own boundaries, and protecting oneself against a harsh world that's out to get them.
* The Întuneric often lean conservative, backing up the Empire 'as it is and was' for fear that its expanding horizons will eventually see them forgotten.
* The Întuneric love the colors black, gold, and red, as well as Dragon symbolism, military orders, cloaks, folklore, superstition, and the Afflicted.
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'''Szabadok'''
[[File:Cumanflag.png|100px]]
|
The Szabadok are the great horse lords of the open steppe, the finest cavalry in the Regalian Archipelago and perhaps the world. With an origin earlier than the oldest recorded history, they dwelt in their land before any state formed. By way of arms, they have raided every organized state to take a presence in their vicinity, including the Regalian Empire itself. Though their peaceful integration has been achieved after many years, there is a certain wildness in their hearts that even the city of Regalia cannot run out.
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* The Szabadok are independent-minded, warlike nomads with a strong belief in personal autonomy and taking what they want.
* The Szabadok are strong [[Evintarian Unionists]], although with an addition of folk ritual thrown into the mix.
* The Szabadok are all about raiding, feats of hunting and bravery in the wilderness, martial strength, and defending their unique culture.
* The Szabadok speak [[Réginyelv]], a language based off of Hungarian, but recorded in the Farsi script.
* The Szabadok have atypical gender beliefs: that men are the laborers, women are the warriors, and that those who lie in between must lead.
* The Szabadok culture emphasizes might makes right, having the strength to overcome obstacles, hospitality to all, and showing loyalty to one's clan.
* The Szabadok spent centuries tormenting Baldmark and other regions, but now that they are part of Regalia, they support any politician who will leave them alone.
* The Szabadok love horses, the colors brown, green and blue, veils, tassels, sashes, expensive jewelry, falconry, sabres, and the call of the hunt.
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'''Aetosian'''
[[File:Hellaspeople.png|100px]]
|
The Aetosian are the primary art producers and appreciators in the Regalian Empire, having thrived on the island of [[Etosil]] where the Evintarian heretics were expelled to after the first schism, the Aetosians turned a rugged land bereft of natural beauty into a paradise for the arts, particularly sculpting and architecture. Since, the Aetosians have returned in numbers in [[Hellatia]] in the Regalian Archipelago, plying their trade in the capital also, and enjoying the religious freedom given to them, to express their Evintarian Unionist beliefs in public.
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* The Aetosian are communal and artistic faithful who experience the natural beauty of the world and spirituality through art and devoutness in belief.
* The Aetosian are devout Evintarian Unionists, and the original people from which this belief came, with most of their holy sites on Etosil.
* The Aetosians are all about living a pious and beautiful life, having beautiful clothes, behaving without uglyness in personality and style.
* The Aetosian speak [[Hellas]], a language based on real-world Greek. Despite their open views on gender identity, their language is strictly binary.
* The Aetosians are some of the most forward thinking when it concerns gender identity and bodily modifications, as well as even Race-changing.
* The Aetosian culture strongly encourages creative exploration, though not only in the arts, Aetosians are also excellent military engineers and inventors.
* The Aetosians are known across the Regalian Empire for having the most beautiful and devoted cloisters where monks live, dedicating their art and life to faith.
* The Aetosians love the colors white and purple, loose linen and silk robed clothing, depictions of religion, piety, marble statues, scenery paintings and mountains.
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|}
===Fennh===
{| class="wikitable" style="width: 670px;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#e6eaff; width: 21%;" | Omniaware 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Omniaware 1  | The user cannot be taken by surprise from behind, below, the sides, above or from far away. If any (Mundane) attack or harming Ability is used on them, a sixth sense will trigger making them aware of an attack that would otherwise take them by surprise. This does not grant additional dodging or avoiding mechanisms or guarantees, so standard Combat Roleplay Logic must still apply to dictate whether or not the user would be able to fairly block or avoid an incoming attack. This Ability purely gives the knowledge of such an incoming attack.
}}
|-
| style="background-color:#e6eaff;" |  Flux Shift 1
| Body Alter
| Self
| Grants the user {{#simple-tooltip:  Flux Shift 1 | This Ability allows the user to seamlessly mimic the features of any Race, changing their own appearance to exactly match any Race, or even combine various visual aspects of races in a combination. This Ability cannot be used to create a copy of another person visually, they will always look off or distinguishably different from the original. This Ability has no Cooldown.
}}
|-
| style="background-color:#e6eaff;" | Super Self 5
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Super Self 5  | The Character is immune to any Ranged Combat Proficiency Mundane Techniques, with the exception of the Techniques gained at the full 20 Proficiency Point investment. The aesthetics for how these projectiles miss is up to the player, but it is recommended to simply pass through them as if they were a shadow.
}}
|-
|}
|}
===Drahl===
{| class="wikitable" style="width: 670px;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#e6eaff; width: 21%;" | Battle Sense 1
| Control Power
| Emote Distance
| Grants the user {{#simple-tooltip: Battle Sense 1 | The user may activate this Control Power on anyone in range, attaching to them like a Mobile Channel. While it is maintained, the user may choose one of the target’s Melee Combat Proficiencies and increase it by +5 Proficiency Points that may break the Cap for Proficiency. The user may only move at walking speed, must have the target within viewing distance, and the user may also not be attacked themselves. Knocking over or otherwise removing the focus from the user on the target cancels the effect. Additionally, the user gains the Constant Passive Omniaware 1 while this Ability remains active. While Battle Sense 1 is active, the user may not use other Abilities. A character can only benefit from one iteration of this Ability, regardless of source.
}}
|-
| style="background-color:#e6eaff;" | Spirit Familiar 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Spirit Familiar 1 | 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 Cahal, 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.
}}
|-
| style="background-color:#e6eaff;" | Honed Skill 3
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Honed Skill 3 | If the Character has at least 1 Pack from Schooling either Admiral Pack or Command Pack in the Point-Buy Proficiency Section, 3 points are refunded to the Character to be re-used in any other Proficiency Category as Skill Points. This refund can only trigger for one pack, and if this Ability is somehow removed from the owner, the Point refund is undone.
}}
|-
|}
===Nautilaan===
{| class="wikitable" style="width: 670px;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#e6eaff; width: 21%;" | Super Self 2
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Super Self 2 | The user can use Super Self 2 to instantly shift or move their feet or legs or ankles by either contorting, phasing, ghosting or re-shaping in such a way that any Rooting, Trapping or Snaring that is applied on them is instantly cancelled the moment it hits (all other effects of those Abilities or Mundane Techniques still apply). This Ability does not affect Abilities that apply Disabling effects to specific limbs or Paralysis.
}}
|-
| style="background-color:#e6eaff;" | Mind Wall 2
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Mind Wall 2 | The Character has Control Power immunity (except Exorcism 1 & 2, and Peace Reign 1), and can perceive that a Control Power is being used on them. They may turn on or off this Control Power at will from their mind.
}}
|-
| style="background-color:#e6eaff;" | Honed Skill 3
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Honed Skill 3 | If the Character has at least 1 Pack from Schooling either Admiral Pack or Command Pack in the Point-Buy Proficiency Section, 3 points are refunded to the Character to be re-used in any other Proficiency Category as Skill Points. This refund can only trigger for one pack, and if this Ability is somehow removed from the owner, the Point refund is undone.
}}
|-
|}
===Lexxons===
{| class="wikitable" style="width: 670px;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#e6eaff; width: 21%;" | Shrewd Insight 1
| Control Power
| Emote Distance
| Grants the user {{#simple-tooltip: Shrewd Insight 1 | When conversing with a person, the user can, once a day, detect the true disposition of a person towards them. This may be done either by detecting how much the target likes or dislikes the user, or by more specifically detecting how they perceive the user. This may need to be updated from time to time, as people change their minds about others all the time. A character with at least 10 Proficiency Points in Theatre Arts is immune to this Ability. They simply send back blank results.
}}
|-
| style="background-color:#e6eaff;" | Keen Mind 1
| Trigger Passive
| Emote Distance
| Grants the user {{#simple-tooltip: Keen Mind 1 | Whenever any Control Power is used on the user that has some sort of Emotion, Feelings, Opinion or Perception reading element, the user immediately becomes aware that their mind is being prodded, and can send back whatever signal they want, thus effectively faking any attempt to read them and manipulate the person trying to read them on top.
}}
|-
| style="background-color:#e6eaff;" | Mind Wall 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Mind Wall 1 | The Character has Target Illusion immunity, and can perceive that a Target Illusion is being used on them. They may turn on or off this Illusion at will from their perception.
}}
|-
|}
===Woaden===
{| class="wikitable" style="width: 670px;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#e6eaff; width: 21%;" | Hunt Sense 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Hunt Sense 1 | The Character has permanent Night-Vision in dark or night-time locations, thus being able to see through Mundane Darkness, but not Ability based Darkness. Additionally, if the Character has tasted or smelled freshly drawn blood of an individual within the last 30 minutes, are able to track their location wherever they are in Regalia proper. If the target leaves to a Clandestine Base or Noble Estate however, the tracking ends. While tracking, it's not allowed to use fast travel or sprint, the distance must be walked.
}}
|-
| style="background-color:#e6eaff;" | Wall Climb 4
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Wall Climb 4 | The user can climb up, down, or sideways (but not diagonally) on any vertical surface with walking speed, and hold onto the wall with one hand stopping and resuming at any spot. This Ability does not grant any lethal falling damage mitigation, though it is possible for climbers to jump from a suspended position halfway up the wall. Channel Abilities cannot be utilized while Climbing with Wall Climb 4.
}}
|-
| style="background-color:#e6eaff;" | Nature Gift 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Nature Gift 1 |  While outside the City, thus nowhere near conventional rental housing, the Character moves “as fast as an Asha” (thus giving the Character Asha Agility). This Ability ceases the moment the Character returns to the urban landscape.
}}
|-
|}
===Archan===
{| class="wikitable" style="width: 670px;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#e6eaff; width: 21%;" | Pure Body 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Pure Body 1 | The Character is immune to Afflictions. Any type of Affliction simply fails to infect them, even if it would come at the end of an Ability. Some Event Characters like Arken may have the Ability to negate this effect. Additionally, the Character is unable to learn or use Sorcery, if a Character gains Pure Body I at a later point in time, they lose their Sorcery or Magic and do not get Proficiency refunds.
}}
|-
| style="background-color:#e6eaff;" | Casting Light 1
| Magic Spell
| Emote Distance
| Grants the user {{#simple-tooltip: Casting Light 1 | This Ability only affects Vampires, Void Mages, Void Sorcerers, Void Silven, and Crimson Witches. The user is able to hold up one hand with the palm facing a person, causing a blinding light and orchestral song to erupt on the Target. This has two effects. Firstly, the Target can only Slow-walk towards the user. They can still run back, or sideways, but moving towards the user becomes a struggle. Secondly, they cannot physically see the user because of the light, thus any Ability that requires line of sight of the Target cannot be used on them. The user also cannot run, but can use their other arm and the rest of their body to do any action, as only the single hand must be upheld. This Ability has no Cooldown, though if knocked out of it by being knocked over, gains a 10 second Cooldown.
}}
|-
| style="background-color:#e6eaff;" | Holy Manifestation 1
| Faith Power
| Self
| Grants the user {{#simple-tooltip: Holy Manifestation 1 | The user may have any number of glowing or non-glowing religious symbols appear anywhere on their body passively. These symbols are not physical and cannot ever emit enough light to light up Darkness, and can be of any color.
}}
|-
|}
===Olean===
{| class="wikitable" style="width: 670px;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#e6eaff; width: 21%;" |Rogue Gift 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Rogue Gift 1 |
Should the character fail a dice roll for pickpocketing another character, they may roll a second time. This effect may only apply once per person being pickpocketed per day, but if a different person is targeted each time, it has no upper limit. The failed attempt is simply retconned.
}}
|-
| style="background-color:#e6eaff;" | Rogue Gift 2
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Rogue Gift 2 | The Character can, once a day, if attempting an Proficiency or Ability action that requires a roll, dictate in OOC chat with the use of this Ability what the roll outcome would be without rolling. This is in essence a once-a-day luck-of-the-draw where the character has an instant-success on their /dice roll.
}}
|-
| style="background-color:#e6eaff;" | Skin Purge 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Skin Purge 1 | The user can toggle this Passive to remove choice or any and all scars, Mutations, tattoos or other blemishes that affect only their skin. Skin mutations may include pigments, scriptures, textures, but for example not horns, despite them being covered in skin and sticking out of the skull. Mutations stay gone forever, but scars may be caused to re-appear at will, and may also be removed again at will.
}}
|-
|}
===Carnvaal===
{| class="wikitable" style="width: 670px;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#e6eaff; width: 21%;" | Glitter Control 1
| Magic Spell
| Emote Distance
| Grants the user {{#simple-tooltip: Glitter Control 1 | The user is able to eject streams, puffs or balls of non-harmful colored and/or glowing glitter up to Emote Distance. Once shot out, they can also steer this glitter through the air like a cloud anywhere in Emote Distance. The aesthetic effects of this Spell have no limitations in terms of quantity of glitter or Cooldowns. It can also get into people’s clothing, hair, or dust onto them like snowflakes. Additionally, users of this Ability may Object Curse an object to act like a glitter bomb, expelling forth a plume of glitter, though it will only remain functional while the user is within Emote Distance. Finally, the user may congest all their Glitter Magic between their hands and push it violently into the ground, causing an Emote wide massive explosion of glitter and colored chalk dust that not only colors everything in the area, but also makes visibility impossible for 10 seconds while all the glitter drifts to the ground. If this glitter bomb is used, the ability goes on a 24 hour cooldown.
}}
|-
| style="background-color:#e6eaff;" | Inth Gift 1
| Control Power
| Emote Distance
| Grants the user {{#simple-tooltip: Inth Gift 1 | The user may target any person within Emote Distance to mark them with this Control Power, and any number of individuals may be marked. For those marked, if the user or the target leaves Emote Distance, the target(s) will forget the appearance, name and the sound of the voice of the user. They will still remember the conversation and what was said, but they will only remember a blur of a figure for the user, a warped voice, or their name.
}}
|-
| style="background-color:#e6eaff;" | Peace Reign 1
| Control Power
| Emote Distance
| Grants the user {{#simple-tooltip: Peace Reign 1 | The user may choose to, at any Event Venue either from a hosted event as found on the Calendar, or for a social gathering in their own home, apply a Control Power to diffuse anger in a character and soothe their frustration or anger if they experience it during the social gathering or event, while still on the venue. The effect is indefinite, causing the target to be more calmed, and will endure even if they leave, but will not prevent it from triggering again in the future. This has no cooldown, and may be applied to as many targets as desired, but only during the event/gathering and on venue/in home.
}}
|-
|}
===Medavinti===
{| class="wikitable" style="width: 670px;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#e6eaff; width: 21%;" | Honed Skill 2
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Honed Skill 2 | Choose any Hobby Group Proficiency. As long as 5 Proficiency points are invested in this Proficiency, gain another +5 for free. If this Ability were somehow removed from the Character, the Proficiency Point bonus is also removed. This Boost does not break the Proficiency Cap. If the chosen Proficiency is already boosted from any other source, it cannot be boosted by this Ability.
}}
|-
| style="background-color:#e6eaff;" | Rogue Gift 3
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Rogue Gift 3 | The Character can, if they have seen any writing from a specific person, perfectly imitate that person’s writing and signature on any piece of writing.
}}
|-
| style="background-color:#e6eaff;" | Honed Skill 4
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Honed Skill 4 | The user can hide messages inside anything they physically produce from the Hobby Group Proficiencies, hiding a message that can only show up under certain conditions (through the technique the information was hidden). If anyone is told these conditions, they can read the message from all the user’s crafts, for the ones this specific technique for hiding messages was applied. Once created, messages cannot be edited or removed.
}}
|-
|}
===Brannon===
{| class="wikitable" style="width: 670px;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#e6eaff; width: 21%;" | Great Force 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Great Force 1 | If at any point within 7 blocks of the user heavy objects are falling (for example, a collapsing roof or beam, or a large boulder) the character can brace the falling objects and hold them up long enough for nearby others to escape or not be harmed, and also create an escape for themselves. This Ability cannot be used for any Combat advantage.
}}
|-
| style="background-color:#e6eaff;" | Gate Smash 1
| Trigger Passive
| Direct Touch
| Grants the user {{#simple-tooltip: Gate Smash 1 | The Character can muster all their strength and smash through a metal or wooden gate or door that is locked or barred. This Ability does also work on cell gates in the Regalian Prison. This Ability can be used once per day. And produces a lot of noise, thus requiring the actual Ability usage to be done in announce emote (+h). Because of the size and bulkiness of the Character however, they are also permanently incapable of dodging or side-stepping any Mundane or Ability based Projectile attacks.
}}
|-
| style="background-color:#e6eaff;" | Bunker Down 1
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Bunker Down 1 | If wielding a shield, the Character can choose to “Bunker down”, requiring them in a kneeling position with a shield down in front of them (using a shield if mundane, if not mundane, a shield is not be required). While this stance is upheld, they become immune to any Mundane or Ability based harm effects from a 180 degree angle in front of them (Ability based effects besides damage still apply). There is enough room behind the user for 1 additional person to gain the benefit, with the user counting as an Obstacle. The user of this Ability cannot do anything but talk while bunkering down (they cannot even see past their shield), but the person behind them (if there is one) can move and use Abilities, Weapons, or Items.
}}
|-
|}
===Akkadian===
{| class="wikitable" style="width: 670px;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#e6eaff; width: 21%;" | Honed Skill 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Honed Skill 1 | Choose Metallurgy, Arcanology, or Linguistics. If at least 3 points are invested in the chosen Proficiency, choose a single 3 Proficiency costing “Pack” for free additionally. This Pack does not contribute to the maximum Packs possible for this Proficiency at max Point investment. If none of these are chosen, nothing is gained.
}}
|-
| style="background-color:#e6eaff;" | Inth Gift 3
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Inth Gift 3 | The user has a perfect recall memory through a Memory Phylactery. This is not a physical object, but more a metaphysical abstract concept that causes the user to be immune to any memory alteration, or any Ability that would otherwise make them forget memories, or have them stored elsewhere, altered, added, or diminished. If any memory is forgotten, the user needs simply call upon the Memory Phylactery to restore the memory in full detail. Any Memory Sense I used on the user will result in more clear and perfect imagery than for anyone else.
}}
|-
| style="background-color:#e6eaff;" | Empath Sense 5
| Constant Passive
| Emote Distance
| Grants the user {{#simple-tooltip: Empath Sense 5 | While in any area that major events took place in the past or repeated emotions were felt, for example battle-fields, graveyards, burial sites, hospitals, celebration halls, throne rooms, etc, the Character is able to detect the lingering emotions that were felt in these areas. They are not strong enough to affect the Character’s own psyche, they are just able to feel the lingering emotions of centuries past. This is only felt in areas where lots of people come together to do a similar thing, or hundreds of people felt a similar thing at the same time.
}}
|-
|}
==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.
* [[Caeren]], a culture inspired by the mountain clans and warriors.
* [[Dunbrae]], a culture inspired by restrained warrior ways and connections overseas.
* [[Heartland Ceardian]], a culture inspired by the common average man.
* [[Colonial]], a culture inspired by the new world, and purity and piousness.
* [[Anglian]], a culture inspired by the wide farmlands and cattle that feed the people.
* [[Breizh]], a culture inspired by knights of old, and legendary tales of mystical weapons.
* [[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.
* [[Qússrakón]], a culture built around Avanthar mixing their culture with Ailor.
==Trivia==
==Trivia==
*It is generally believed that the metaphysical concept of the “Crown of the World”, a term used to define the most powerful entity in the world, is currently carried by the Ailor, since the Altalar lost it (both the metaphysical concept and the actual crown which was taken by the Ailor).  
*It is generally believed that the metaphysical concept of the “Crown of the World”, a term used to define the most powerful entity in the world, is currently carried by the Ailor, since the [[Altalar]] lost it (both the metaphysical concept and the actual crown which was taken by the Ailor).  
* The name Ailor comes from the term Aloria used to define the world itself. Both these terms are Ailor in nature however, but have become common enough to the point that other races also use them since most research in modern times exists in Ailor context.
* The name Ailor comes from the term [[Aloria]] used to define the world itself. Both these terms are Ailor in nature however, but have become common enough to the point that other races also use them since most research in modern times exists in Ailor context.
* Ailor are generally bigoted, but actually also capable of using other races to their maximum extent. While Ailor are generally seen as racist, they actually are far more accepting of other races than any race in existence, because they will even accept the undesirable races, as long as they fill the right box and niche in society defined for them and do not complain.  


{{Races}}
{{Races}}
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[[category:races]] [[category:Humans]] [[category:Human Races]]
[[category:races]] [[category:Humans]] [[category:Human Races]]

Revision as of 13:22, 26 September 2022

Ailor
Ailorsplasnewh.png
Race
Pronunciation eye-lor
Classification Human
Common Nicknames
  • Humies (derogatory)
  • Humans (scientific)
  • Barbarians (Elven)
Languages Languages references; see Ailor Naming
Naming Customs Varied based on cultures; see Ailor Naming
Racial Traits
Distinctions A culturally diverse people conquering both each other and the world.
Maximum Age 100 years
Eye Colors Brown, green, grey, blue.
Hair Colors blond, ginger, brown, black, grey.

The Ailor are the most widespread and equally most disliked Race by other Races across the world. Barely an upstart population of tribes several thousand years ago, the Ailor have rapidly multiplied and spread across the world, founding dozens of Kingdoms and autocratic realms, creating empires and destroying faraway nations that would soon be forgotten by time. The Ailor are an autocratic and imperialist Race who conquers far and wide, and then just as quickly collapses because of infighting, cultural differences, or religious confrontations. While other Races are generally united under one nation or faith, the Ailor are the most varied and diverse people, splintering so far that some would say two disparate cultures of Ailor are more dissimilar than the Ailor are to the Eronidas, an entirely different Race. The fate of Ailor on the world remains tumultuous, but as the dominant Race in the massive Regalian Empire, one of the foremost geopolitical powers on the world, they are the Race with the largest impact on the world, that much cannot be contested.

Design

Ailor are considered the average middle ground between all other Races. There is nothing particularly out of the ordinary for them. Ailor can be race-coded to appear like any real world appearance (Caucasian, Asian, African, Hispanic, etc.) Because skin tone and appearance isn't hard-coded to genetics in MassiveCraft Lore, children of light-skinned parents can be dark-skinned and have epicanthic eye folds, etc. All Ailor families are generally mixed in appearance, while every type of appearance can be found in any subculture or Ailor nation across the world. There are short Ailor and there are tall Ailor. There are stocky and bulky Ailor and there are lanky and slim Ailor. There are ginger, blonde, black-haired and brunette Ailor, they can be tall or short, they can be gentle or harsh. Even their personalities are far and wide, with no common denominator. While Culture dictates some trend lines and guidelines, there is no common unifying personality traits among the Ailor, as cultural division means that each and every conceivable personality can be found among Ailor. This is why Ailor is a good starting Race, because there are no real rules on how to play one.

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 Race characters select a Dominant parent, and take all the Racials & Specials from that dominant parent. (In this case, a dominant parent Ailor would be Half-Ailor) Half races must have a majority of their physical features come from their dominant parent, including which is including but not limited to skin tone, hair or fur color, ear shape, or eye color. All of these Specials are furthermore also optional. While some may for example dictate a birth condition, players are free to reject Specials altogether and not apply them to their Character.

Specials

  • Manifest Familiar: Each Ailor can be born with a Familiar that appears to them in their crib, and stays with them their entire life. Same rules as Pet Husbandry Pack apply, and if that Pack is bought, it gives access to two Familiars instead. Ailor Familiars live unnaturally long lives, and their presence is often explained in Ailor religions as a "watcher from the Gods".
  • Dark Empathy: Each Ailor can disable their emotions or their conscience at will. They don't even really notice it when they do it, but this capacity has allowed the Ailor to commit great atrocities without feeling a thing. Additionally, their mind also allows them to self-impose a mind-block on certain things, by willfully erasing memories from themselves.
  • Practiced Mockery: Ailor have been subject to derision from other Races for centuries, and over the years learned how to uniquely understand ridicule and insult language in other Languages. Even if they do not speak another Language, if someone utters an insult at them in any Language they do not know, they will understand what the insult is and what it means.
  • Manifest Destiny: Ailor live short explosive and purpose driven lives. As such, they often excel more in the short term at tasks that other Races take slower and longer to master. While the Proficiency System normally allows a maximum of 7 Point investment per Category, Ailor may choose one Category in which to raise the limit to 8 instead.
  • Destiny Stressors: Ailor have a unique stress-response that other Races find quite peculiar. Regardless of what age or condition an Ailor is in, or what hair color they have, when an Ailor experiences a period or event of great stress and trouble, their hair or parts of their hair can turn snow white, with color only returning when their situation improves.
  • Job Opportunities: While isn't really a Special per-se, it is worth noting that while the Roleplay world exists in an Ailor-dominated society, it is always expected that Ailor have an easier time being hired in government and court position jobs than other Races do, purely because they are the preferred candidate within an Ailor dominated society.

Naming

See the Ailor Naming page for easy-access information on the Ailor cultures' languages and naming customs.

Cultures

The Ailor Race is subdivided over many cultures, more than any other Race, and as such it is hard to really identify a unified World View that applies to even half of them. As such, the Cultures outlined below are the various Playable Cultures. To complicate matters further, each Ailor may have slightly different quirks and habits depending where they come from, information which can be sourced from the Geography Page. To keep things simple however, it is always safe to say your Character is a Regalian native, either born in Regalia or moved there shortly after, thus giving a very vanilla approach to Character Design.

Ailor Cultures

Wirtem Wirtem22.png

The Wirtem people hail from the eastern regions of the Regalian Archipelago, the Greater Calemberg, Genevaud, Calderliga and Waldmark dark-forest regions that were once home to the smaller Wirtemcaller Kingdom and Principalities that far predate the Empire. As the Regalian Empire expanded, it would eventually start a successful policy of political marriages and peaceful unifications with these entities. They would quickly however be dragged into conflict with the Velheim in the north, creating decades of brutal warfare that would shape the mindset of the Wirtem people, eventually molding them into the Empire's primary military culture.

  • The Wirtem are an honor bound culture who absolutely hate using verbal insults. They insist on dignified interactions, and refrain from name-calling.
  • The Wirtem are a strongly Unionist Culture with a strong leaning for Purity, meaning without any Magic or Occult Aberrancy to the point of discrimination.
  • The Wirtem are an honor bound people, never attacking from behind, protecting the honor and good name of women, and remaining loyal to lord and master.
  • The Wirtem speak Calem, based on real-world German, while their names are also German inspired with "von" and "zu" being common prefixes in surnames.
  • The Wirtem are a strongly patriarchal culture where women don't get much of a say in the household, and men decide nearly everything in daily life.
  • The Wirtem are a strongly militaristic culture that glorifies the military, warfare, the army, the navy, and praising careers in the State military.
  • The Wirtem are emotionally restrained and conservative by nature, seeking precedence from history, and finding great discomfort from change in life.
  • The Wirtem love the colors green and gray, symbolism of the military and Unionism, horse-riding, parades, horn-instruments and glorious temples.

Regal Regalaa.png

The Regal culture is an entirely artificial culture designed by the intelligentsia and educated folk of the Regalian Empire to counteract the never-ending cultural divisions and conflicts within the Empire, in the hopes of erasing these issues for a brighter future. The Regal culture took aspects of Leutz-Vixe and Dressolini, two hybrid cultures that sought to improve upon Ithanian and Daendroque alike, eventually adding Wirtem and Anglian elements until a stable mixture was reached. The culture now controls all the major bureaucratic, legal, and administrative centers of the Regalian Empire, quickly becoming the "culture of rulers".

  • The Regal as an artificial culture, are all about cultural assimilation and absorbing good aspects of other cultures into homogenous patriotism.
  • The Regal are a strongly Unionist Culture with a fervent support for the Imperial family and the centralized bureaucracy of the Regalian Empire.
  • The Regal are all about self exploration, discovery, and ambition, how to become the best version of one's self through self awareness and meditation.
  • The Regal mostly speak Common, preferring a language that is shared by most Ailor Cultures and other Races for ease of communication and social living.
  • The Regal have no gender preference, but strongly favor gender-roles in society, with both matriarchs and patriarchs enforcing expectation of gender roles.
  • The Regal culture is one that strongly emphasizes nationalist pride in the Regalian Empire, high-class life style, dignity and wealth, and independence.
  • The Regal are the most centrist of all cultures, politically, trying to build a mediating middle ground between all other Cultures for the good of Empire.
  • The Regal love the colors white, beige and black, symbolism of royalty and nobility, games of wit and skill, education, string-instruments and politics.

Anglian Anglianflag.png

The Anglian culture forms the bedrock of the Regalian Empire and they are proud of it. For hundreds, perhaps thousands of years, the Anglians have been a rooted and traditional culture in Anglia until the Five Family Rebellion began there, an event that would eventually form the Regalian Empire. Since then, Anglia has progressively turned into the Empire's bread basket, with the largely illiterate but fervently loyal Anglians being the first to sign up to armies, and the first to assist in whatever way they could to expand the Regalian Empire with pitchfork and sickle in hand.

  • The Anglian culture is one of ancient history and the roots of Empire, pride in the founding, but keeping old folklore alive through oral telling.
  • The Anglian people are strongly divided, with many following Unionism, but many also holding true to Dragon Worship, particularly the Dragon Regulus.
  • The Anglian culture is all about loyalty, loyalty to each other, brotherhood to one's fellow workers and soldiers, and loyalty to one's feudal lord.
  • The Anglian speak Anglish which is based on real-world Dutch, having many local and regional dialects and accents to make it difficult to understand.
  • The Anglian don't have any gender norms outside of the strong expectation of couples to produce offspring, with dynastic-continuation being very important.
  • The Anglian culture strongly emphasizes a rural approach to life, a love for agriculture and cattle rearing, and being uneasy in surroundings of brick and stone.
  • The Anglian people are conservative, and to a degree even bigoted towards non-Ailor Races, preferring their homogenous homeland of Anglia which never changes.
  • The Anglian love the colors blue and purple, symbolism of Dragons and Witches, Longbow archery, farming, forests and lush grassy fields and flowers.

Cearden Cearden.png

The Cearden people are not native to the Regalian Empire, rather a culture that was once at the root of all Ailor in the old continent of Ceardia. Since then, the culture has developed, eventually caught in the orbit of the Regalian Empire, and "civilized" by it, as many would claim. Since then, the Cearden have found that their generally likeable, generous and gregarious demeanor made them the perfect travelers and traders, spreading the Empire's coinage far and wide and thus their trade ports, and thus their language, to the point that Common is the most spoken language in the world aside from Allorn.

  • The Cearden culture is as heartland as it gets, a metropolitan amalgam of influences from all manner across the Regalian Empire, built on trade.
  • The Cearden culture is predominantly Unionist, though small pockets of Old Gods followers still remain, holding onto old beliefs in isolated areas.
  • The Cearden culture is all about trade, exploration, and the high seas, with most sailors and seamen being of Ceardian descent or training.
  • The Cearden people speak Common based on real-world English, which is easy to learn for all Races, and so widespread that it has become a world language.
  • The Cearden people are the ideal gender neutral when it comes to gender norms and expectations, having truly no preference or expectation difference.
  • The Cearden culture emphasizes curiosity, interest, poetry, reading, and learning as much as possible from the things one has never experienced.
  • The Cearden people are largely progressive, but only mildly so, preferring progress to be slow, steady, and predictable to their financial interests.
  • The Cearden love the colors burgundy and red, symbolisms of the seas and wealth, theatre and stage play, literature, guilds and finance and commerce.

Gallovian Galloviaffn.png

The Gallovian culture is a daughter culture of the Cearen when these people mixed with the Breizh, Velheim, and Anglians, and colonized the rugged Gallovian highlands in the Regalian Archipelago, as well as the surrounding scarcely populated and unfertile islands. Due to the harsh conditions of living on these islands, the Gallovian people are known as hardy mountain folk with a streak for animalistic spiritualism and stubborn-ness that cannot easily be rivaled by the other cultures. A Gallovian is hard to befriend, due to the natural district, but one of the warmest and hospitable friends anyone could have.

  • The Gallovian are best known as mountain folk living in the more rocky regions of the world, spread across islands and the Regalian Archipelago.
  • The Gallovian culture is part Unionist, part Old Gods, part Pagan Animal faiths, and somehow they all keep relatively peaceful among themselves.
  • The Gallovian culture is all about survival, independent living, mountaineering and the traveling the cold rainy glens of their homeland.
  • The Gallovian people speak Gallwech based on real-world Scots Gaelic, though many of them adopt Common names for easier pronunciation sake.
  • The Gallovian culture is a patriarchal culture where strength makes right, which usually involves men dominating the household and family life.
  • The Gallovian culture emphasizes brotherhood, loyalty to one's family above all, respect for animals and particularly wolves, and open air sports.
  • The Gallovian people are jingoistic, favoring a policy of no-recognition and warfare with foreign nations to aggressively expand the Regalian Empire.
  • The Gallovian people love plaid patterns in dark colors, symbolisms of wolves and mountains, wood carving, Gallovian Whiskey, wood cabins and feasts.

Breizh Breizhff.png

The Breizh people can best be summed up as the most iron-clad warriors of a rugged land in the Archipelago. Hailing from the relatively small region of Kintyr, the Breizh people are one of constant internal warfare and struggle, breeding the toughest soldiers that are most accustomed to full plate armor and chainmail that one could wish for. A culture deeply steeped in folklore, legend, and the fantastical aftermath of fairy beliefs, the Breizh were one of the first to support the rise of the Regalian Empire, and quickly secured a highly autonomous and advantageous position within it.

  • The Breizh people are best known for their love for Knights and their skills in the forges of the Ailor realms, as well as the best castle architects.
  • The Breizh culture is entirely Unionist. While they once followed the Faith of Ailwen of the Lakes, this goddess was incorporated into Unionism.
  • The Breizh culture is all about family history, they obsess about telling the legends of their forefathers on intricately woven wall tapestries.
  • The Breizh people speak real-world Breton, with all manner of Arthurian flair, and elements of Norman and Welsh place names and terms.
  • The Breizh culture is gender-neutral, but generally one that favors hawkish and militarily capable matriarchs or patriarchs with a long legacy.
  • The Breizh culture emphasizes respect for the motherland and the land itself, diligence in the craft of armor and weapons, and a strong sword arm.
  • The Breizh culture is neither overtly conservative nor progressive, with conservative ideas, yet pro-Occult progressive concepts and leanings.
  • The Breizh culture adores the colors silver, white, and dark blue, anything metal, anything warlike, and large and bombastic stone palaces and castles.

Ithanian Ithanianff.png

The Ithanian people are known around the world as the most opulent party-goers, the wealthiest bankers and high-culture craftsmen, and the trendsetters and influencers of cultural expression and fashion. They draw both awe and amazement at how much they can spend on looking beautiful and the center of attention, and while they developed in their native Ithania away from the Regalian Empire, perfectly integrated bringing their wealth with them to cause a massive economic boom in the Empire. Since then, Ithanian has effectively become the style of court, with every Ailor royal house imitating their dress and code.

  • The Ithanians love festivities and the eternal competition of the fairest of the land, a thin veneer to hide their extremely cut-throat court politics.
  • The Ithanians are universally Unionist, a religion that quickly found roots among them following the collapse of the Allorn Empire and their newfound freedom.
  • The Ithanians focus on the so-called Jeu-de-courts, a game in which everyone must be a player to compete for favor, upstage others, or die trying.
  • The Ithanians speak d'Ithanie, based on real-world French, with long and complex naming customs called Moon-Names that can often have up to 10 names in them.
  • The Ithanian culture is functionally gender-equal, but demands excluding men only from leading positions, with women being the high focus of command.
  • The Ithanians emphasize the chase for beauty, fine-ness, class and always presenting one's best self. Many Ithanian honeyed words hide behind fans and gestures.
  • The Ithanians are strictly progressive, always battling for expanded rights for other Races, religions, and above all individual liberties and press freedom.
  • The Ithanians adore the colors white, pink and baby-blue, long dresses and large hats, flowers, marble statues, watching male sports, and the service industry.

Daendroque Daenloss.png

The Daendroque people are fiercely independent, will never accept anyone telling them what to do, and seek ways to carve out their own legacy and wealth at the expense of others anywhere they can. Having developed from ex-Allorn slave populations, the Daendroque had to unite and rebel to survive, a tradition that has been upheld to the modern day with them uniting in families and creating pseudo-gang warfare to protect their own housing communities and families from encroachment. Their plantations yet fuel the Regalian economy, while their hardy resistance to central rule gives the government many headaches.

  • The Daendroque people are freedom-loving business-minded entrepreneurs, who invariably end up using underhanded and roguish techniques to get success.
  • The Daendroque are predominantly Unionist, even devoutly so, to the point of often causing conflict with their barely legal activities in business.
  • The Daendroque people are all about the family, which is less a blood-relation, but more-so all families and groups together in one walled community.
  • The Daendroque people speak Droque based on real-world Español, with a variety of dialects across the many governorates and ex-colonies in the west.
  • The Daendroque people have no overt gender preference, with the value of a person being defined by how useful they are to their community.
  • The Daendroque people emphasize bravery, standing up for one's self and others, independence, pride and service to the community above all.
  • The Daendroque people are inherently progressive, but have some autonomous leanings, preferring a decentralized weak state with less laws.
  • The Daendroque people love the colors orange and yellow, fruits, warm environments, sleight of hand games and gambling, and the vibrant night life.

Velheim Velheimr.png

Hailing from the mysterious and lost Vaarda, the Velheim are a sea-faring culture which once had colonies far and wide in the known world, but was eventually pushed back by the march of civilization to only the coldest regions in the north. Hardly uncivilized, the Velheim held a great respect for nature and a close-ness to it that not many other Races or cultures can compare with, but one that inevitably left them misunderstood as barbarians. The Velheim were eventually forced into the Regalian fold at the conclusion of the Skagger Wars, though some independent states still exist in the deep north.

  • The Velheim are a proud and martial people steeped in the ways of old, a lifestyle from Old Ceardia that even the Ceardian have long since abandoned.
  • The Velheim almost universally follow the Old Gods, a religion they founded, and eventually spread to the far corners of the world with their Gateways and ships.
  • The Velheim people strongly believe in honor or Soldi, a rigid concept that demands they live their life in the name of honor, fairness, pride and bravery.
  • The Velheim speak Skodje based on real-world Norwegian, with many regional dialects and accents as numerous as the amount of villages and towns one can find.
  • The Velheim culture gender-equal, though there is an un-written male-dominance preference, as men have historically been more capable at seizing power.
  • The Velheim culture emphasizes faith and loyalty to the Old Gods, resistance to change, adherence to the traditions and customs of old, and fearlessness.
  • The Velheim people are staunchly traditionalist, with roots in jingoist even as they are first on the frontlines in war, even for an Empire they do not love.
  • The Velheim people love the colors white, brown, and blue, fur anything, leather anything, wood carvings, folklore, religious ritualism and care for the dead.

Krainivaya Krainivayasss.png

The Krainivaya people are perhaps the most exotic coming from far-away Essalonia, having fled magical prosecution at the hands of the Oltaran Republic. By the grace of the Regalian Emperors their refugees were allowed into the Regalian Empire to settle ex-Velheim lands in the north, building a resentment from those people. While inside the Empire. the Krainivaya have developed into the most courageous and stalwart defenders of the Emperor and the Imperial family, first to lay down their lives to solve even the slightest of inconvenience to their holy messiah who they have fully embraced.

  • The Krainivaya can best be understood as people of little means who yet survive in rough conditions, but have found deliverance and meaning in pious faith.
  • The Krainivaya are strictly Unionist, to the point of even showing disdain for the concept of religious freedom, and wishing to impose the love of the Emperor globally.
  • The Krainivaya are an inherently Purist and anti-Magic people who have the favor of the Emperor in return as his most fervent followers, always looking for traitors.
  • The Krainivaya speak Kriv, based on real-world Ukrainian, with strictly Ukrainian naming principles to distance from the (Russian) old Oltaran Republic.
  • The Krainivaya are strongly patriarchal, but a few break-through women have seized their moment to become matriarchs in their own right, thawing old traditions.
  • The Krainivaya culture emphasizes honesty and blunt truthfulness, being excellent penny-pinchers, and wrestling with cultural alcoholism hiding their harsh lives.
  • The Krainivaya aren't so much conservative as much as they just hate change, and would prefer to let any change directly come from the Emperor alone and no one else.
  • The Krainivaya adore the colors black and silver, jewelry, furs, faith, Unionist symbolism, snow, Krai Vodka, folk myths, and nobles who are accountable to their serfs.

Întuneric Romanians.png

The Întuneric are the wardens of Baldmark, the rugged lands which lay between the Wirtem and the sea. Gripped by struggle against Arcane disasters, raiders, and the afflicted, they navigate a difficult world by keeping balance in their beliefs. While some of the most zealous Unionists, the Întuneric also hold onto pagan traditions long-lost by their neighbors- and while harsh Purists who hate all Magic on paper, a deep infatuation with the glamour and eternal life of Vampires lies beneath their surface. Border lords of a thousand castles and magnificent smiths, the Întuneric upkeep their lineages with pride.

  • The Întuneric fight fire with fire: they contradict their beliefs to enforce them, bringing the tough lessons of their rough homeland to the city of Regalia.
  • The Întuneric are extremely Unionist beyond a doubt, but often maintain personal beliefs in witchcraft and ritual that fall outside of Unionist dogma.
  • The Întuneric are enamored with Afflictions: Archon left by the Dragons, and Vampires and Cahal taken on in the modern day - both curing, and becoming them, is their concern.
  • The Întuneric speak Înnora, a mixture of real-world Romanian and the Serbo-Croatian language spectrum which Regalians classify as one tongue for census purposes.
  • The Întuneric do not have gender roles. Their society is theoretically patriarchal, but the centuries-long struggle with the Szabadok broke barriers down.
  • The Întuneric culture emphasizes delving into the Occult for power, always exploring one's own boundaries, and protecting oneself against a harsh world that's out to get them.
  • The Întuneric often lean conservative, backing up the Empire 'as it is and was' for fear that its expanding horizons will eventually see them forgotten.
  • The Întuneric love the colors black, gold, and red, as well as Dragon symbolism, military orders, cloaks, folklore, superstition, and the Afflicted.

Szabadok Cumanflag.png

The Szabadok are the great horse lords of the open steppe, the finest cavalry in the Regalian Archipelago and perhaps the world. With an origin earlier than the oldest recorded history, they dwelt in their land before any state formed. By way of arms, they have raided every organized state to take a presence in their vicinity, including the Regalian Empire itself. Though their peaceful integration has been achieved after many years, there is a certain wildness in their hearts that even the city of Regalia cannot run out.

  • The Szabadok are independent-minded, warlike nomads with a strong belief in personal autonomy and taking what they want.
  • The Szabadok are strong Evintarian Unionists, although with an addition of folk ritual thrown into the mix.
  • The Szabadok are all about raiding, feats of hunting and bravery in the wilderness, martial strength, and defending their unique culture.
  • The Szabadok speak Réginyelv, a language based off of Hungarian, but recorded in the Farsi script.
  • The Szabadok have atypical gender beliefs: that men are the laborers, women are the warriors, and that those who lie in between must lead.
  • The Szabadok culture emphasizes might makes right, having the strength to overcome obstacles, hospitality to all, and showing loyalty to one's clan.
  • The Szabadok spent centuries tormenting Baldmark and other regions, but now that they are part of Regalia, they support any politician who will leave them alone.
  • The Szabadok love horses, the colors brown, green and blue, veils, tassels, sashes, expensive jewelry, falconry, sabres, and the call of the hunt.

Aetosian Hellaspeople.png

The Aetosian are the primary art producers and appreciators in the Regalian Empire, having thrived on the island of Etosil where the Evintarian heretics were expelled to after the first schism, the Aetosians turned a rugged land bereft of natural beauty into a paradise for the arts, particularly sculpting and architecture. Since, the Aetosians have returned in numbers in Hellatia in the Regalian Archipelago, plying their trade in the capital also, and enjoying the religious freedom given to them, to express their Evintarian Unionist beliefs in public.

  • The Aetosian are communal and artistic faithful who experience the natural beauty of the world and spirituality through art and devoutness in belief.
  • The Aetosian are devout Evintarian Unionists, and the original people from which this belief came, with most of their holy sites on Etosil.
  • The Aetosians are all about living a pious and beautiful life, having beautiful clothes, behaving without uglyness in personality and style.
  • The Aetosian speak Hellas, a language based on real-world Greek. Despite their open views on gender identity, their language is strictly binary.
  • The Aetosians are some of the most forward thinking when it concerns gender identity and bodily modifications, as well as even Race-changing.
  • The Aetosian culture strongly encourages creative exploration, though not only in the arts, Aetosians are also excellent military engineers and inventors.
  • The Aetosians are known across the Regalian Empire for having the most beautiful and devoted cloisters where monks live, dedicating their art and life to faith.
  • The Aetosians love the colors white and purple, loose linen and silk robed clothing, depictions of religion, piety, marble statues, scenery paintings and mountains.

Trivia

  • It is generally believed that the metaphysical concept of the “Crown of the World”, a term used to define the most powerful entity in the world, is currently carried by the Ailor, since the Altalar lost it (both the metaphysical concept and the actual crown which was taken by the Ailor).
  • The name Ailor comes from the term Aloria used to define the world itself. Both these terms are Ailor in nature however, but have become common enough to the point that other races also use them since most research in modern times exists in Ailor context.

Accreditation
Writers MonMarty
Artists MonMarty
Processors MonMarty, FireFan96
Last Editor HydraLana on 09/26/2022.

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