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


|distinction = A culturally diverse people conquering both each other and the world.
|distinction = A culturally diverse people conquering both each other and the world.
|maxage = 110 years (rarely over 100 though).
|maxage = 100 years
|eye = Brown, green, grey, blue.
|eye = Brown, green, grey, blue.
|hair = blond, ginger, brown, black, grey.
|hair = blond, ginger, brown, black, grey.
|skin = Naturally pale with the ability to tan.
|}}
|}}
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==
==Design==
The best way to describe Ailor is to simply call them average. Over the past centuries, it has become apparent that using the Ailor as a standard point of view when analyzing the other races is easiest. This is caused by the fact that Ailor have no exaggerated proportions and are generally seen as the middle point between all other races. As such, Ailor can be seen as the great equalizer and reference point for all other races. Ailor are of an average height between Elves and Dwarves. They are less strongly built than Orc, but are larger and more well built than Sihai. The fact that perhaps does set them apart is their wide diversity in looks and aesthetic presentation. Ailor often accuse other races of all looking alike, with their limited physical characteristics and generally uniform appearance. Ailor can have a wide variety of eye colors, ranging from any green hue to blue, brown, and all mixtures in between. Their hair can be as brightly blonde as the light of the sun or as pitch black as the darkest abyss. Their skin colors range from soft olive creamy tones to harsh, bleak pinks. Their race does not have any subspecies, but other races might still mistake them for having them. This is because Ailor Cultures are about as diverse as the Altalar subraces, if not even more so, and many of these cultures have such fierce oppositions to one another to the point that one can say the Ailor race is truly unique in that it doesn’t seem to even cooperate with itself.  
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.  


[[File:Leutzicoiz.png|260px|thumb|right|Ailor are strongly aristocratic]]
==Heritage Traits==
Ailor are commonly known for their tendency to categorize everything, and use labels as a means to understand the world around them and themselves. Ailor pride themselves in being the most thorough and systematic researchers, and being the most flexible at building upon other races technologies. Indeed, Ailor do have a strong inventive nature, but excellent especially at taking work from other races, and building upon it, removing flaws and improving functionality. Ailor were the first race to develop sophisticated artillery after knowledge of it had been lost since the days of the Varran and Altalar conflict so many centuries before the Ailor even rose to power. The Ailor were also the first to develop airships. The Ailor have an immensely entrepreneurial mind, developing the world’s first stock exchange and massive banking sector, using an advanced bureaucracy to keep track of everyone and everyone’s business. They engage in decadent political games, extravagant parties and spending and yet can also be prone to the greatest charities and quality of life improvements, like the invention of the world’s first hot water piping and Dwarven gas powered elevators. Yet for all this progress, Ailor can also be incredibly narrow minded, condemning progress and liberty to backward religious dogma and bigotry towards anything that is “other”. Exceptionally so, Ailor are very good at rising to the top, then suddenly imagining some sort of made-up cultural border that divides their population into “them” and “us” and then make splendid warfare on anything that is other. Ailor are seen by other races as too violent, quick to think, always having an opinion about everything and just living a little too quickly, on account of having one of the shortest life spans. If anything, the Ailor simply are what has defined them through the ages, versatile and diverse, and they continue to become more versatile and diverse as time goes by.  
When designing a Character, Proficiency Points allow for a limited Ability selection with Point Buy Packs. Heritage Traits adds free Packs and Mechanics on top of that to help with cultural themes. Free Packs grant Abilities usually, while Mechanics change the way a character functions in Roleplay through subtle, and usually out of Combat ways. In essence, Mechanics just add aesthetic flair that invest in the niche of each culture. Free Packs never raise Proficiency Points, but the character must be able to purchase them normally. (ex. if a character is a certain Affinity that locks them out of a category, they cannot take that specific free pack and must choose the alternative option.) If a Free Pack grants Magic of some type, that Magic can be of any Alignment the character can normally choose, or limited to a select alignment, which will always be written in the Free Pack description.  


===The Will of Faith===
Mixed Heritage characters (i.e. characters born from two parents of different Cultures) may take one parent's 'Free Packs' and mix and match up to 5 Mechanics from both parents, although some Peoples cannot produce Mixed Heritage children (due to Magical/Fantasy reasons).  
The Ailor have an ability so called Will of Faith, this ability is native to all Ailor. Will of Faith manifests itself as an inner ability to project one's faith onto the world through sheer will of spiritual force. Essentially, Ailor believe so strongly and so en-masse in their religions, that through the sheer number of faithful willing a faith to be real, this massive collective belief starts manifesting abilities and traits into the faithful. Each faith has its own unique trait and ability, and while it is possible for Ailor to change faiths, generally speaking a Will of Faith will only manifest in someone who believes any type of faith, as religiosity is a major important thing for Ailor in general. The exact effects of Will of Faith are explained below as Racial Abilities. These are always active for all Ailor, as long as they are not atheist.  
===Free Packs===
{| class="wikitable"
* Ailor can choose 1 Pack from any Category for free. If any magic is chosen, the player may choose Alignment between God Magic, Exist, Ordial, Void, and Dragon Magic.
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000; width: 10%;"    | Name
* Ailor gain the [[Mounted_Point_Buy#Familiar_Disrupt_Pack|Familiar Disrupt Pack]] for free.
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000; width: 10%;"    | Type
===Mechanics===
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000;" | Description
* Ailor are masters of many languages. Even for languages they do not speak, if someone insults them in their native tongue, they will know what was said.
|-
* Ailor are the preferential lords of the Regalian Empire, Ailor are by nature always considered more seriously for job applications and positions of authority.
| style="background-color:#ddf2dd;" | So much Spiritual Will
* Ailor have preferential treatment by the [[Knight]] Orders (excepting Argentum/Senleya), giving them more leeway to break their Code (within reason).
| Racial Passive
* Ailor may spontaneously generate [[Divinium]] (either alone or shared with other Ailor) during Staff Events if they act within the ideology of their faith.
|
* Ailor willingly can close their heart and mind to certain emotions or their conscience, allowing them to commit acts of great evil without feeling bad.
* Ailor are able to combine two Ritualism Proficiencies together under a single faith. This still follows some rules:
* Monster Ritualism can only be combined with Void Ritualism.
* Soul Dragon Ritualism can only be combined with Shambala Ritualism.
* Pagan Ritualism can only be combined with Orc Ritualism.
* Unionist Sanktism can only be combined with Lightgiver Ritualism.
* Adding any Proficiency Points in a secondary Ritualism blocks the use of Sorcery Spells by the Character.
* For the above list, your character can believe in either and annex the other under their faith.
* Ailor have a lower threshold for religiosity need in Ritualism. Instead of 7/10, the required limit is 3/10.  
|-
| style="background-color:#ddf2dd;" | Without Holy Will
| Racial Passive
|
* Ailor, if killed in certain conditions, can be revived in specific locations across the city of Regalia.
* Ailor killed within a Sanktified Duelling Ring are revived when the duel is complete on the spot with no wounds from the duel.
* Ailor killed within an official places of worship (not gang base or house), will have their soul retain cohesion and not pass over.
* This non-passed over soul can be restored through a great act of faith by the living to bring them back (consult Lore Staff).  
|-
| style="background-color:#ddf2dd;" | Sustained by Faith
| Racial Passive
|
* Ailor, while within an official (not gang base or house) place of worship, have several effects.
* They no longer need food, drink or sleep while inside the holy grounds, and can stay up for days.
* If however leaving such a place after having stayed up for days, they will immediately crash and sleep.
* While fighting inside such a holy ground, they cannot be gripped by fear or fright by or of enemies or Abilities.  
|}


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


==History & Society==
==Lineages==
History and Society is extremely diverse among the Ailor, and indeed, it would be impossible to add the entire wide berth of Ailor History on a single page. Furthermore, their society is so incredibly splintered and diverse that it would take many hours to even read through the basic gift of some of the major cultures, let alone all 36 cultures. As such, this page will link to the individual cultures, and give them a very basic reference point from which to learn about them. It is generally recommended that when someone has difficulty choosing between cultures, that they simply go with Heartland Ceardian, which is commonly seen as the root-source of all Ailor, and the easiest to comprehend because of its English base inspiration.  
Ailor are a unique Race, in that they have Lineages that are less racially diversified than subraces would be, but also more culturally removed than just being a different culture. Lineages represent a different mechanical experience for playing Ailor, that replaces the default Ailor Racial Traits, with a new set, as well as a unique angle to their existence in the Regalian Empire that is not founded on Ailorhood there (they are usually strangers from a distant land). Each Lineage has its own page, to properly represent their culture and history as distinct from Ailor history, which is mainly dominated by Regalian and Velheim history. The following Lineages currently Exist:
* '''[[Savaşanlar Ailor]]:''' A Turkish/Ottoman inspired Lineage of strongly militant Dragon Worship fanatics on a mission to cure their Dragons from a distant Empire.
* '''[[Qadir|Qadir Ailor]]''' An Arabian/Middle Eastern scholar inspired Lineage with an extremely divergent history deeply intertwined with Dragons, Ordial beings, and fabulous machines.


====Empire Ruling Cultures====
==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:
While most other people of Aloria are cultural monoliths, for whatever reason, Ailor love sub-dividing and pluralizing their culture to the point that dozens if not hundreds of separate cultures exist, each with their own customs and traditions and often also language. For the sake of keeping things simple in Roleplay, this page outlines the major cultures which are good starting points, but each page expands on a variety of sub-cultures that are all tangibly related to their cultural cousins. Note that these cultures are not specific to Ailor, they are often regional, meaning that if any other people of Aloria other than Ailor was born in this region, they would also be of this culture (unless they specifically held onto their heritage), as Ailor do not exclude other peoples from their society. This section is currently undergoing rewrites and will look disorganized, and lack page-references. In general however, the gist of each culture should be understood in how the information is currently presented.
* [[Imperial]], a culture inspired by Imperial cohesion and self-sacrifice.
* The '''[[Ailor_Cultures#Velheim|Velheim Culture]]''' is a varied Scandinavian-like Culture of Traders, Raiders, and Fishers.
* [[New Regalian]], a culture inspired by Military dogma and warfare.
* The '''[[Not Ready Yet|Wirtem Culture]]''' is a varied Germanic-like Culture of Soldiers, Knights, Generals, and Pious folk.
* [[Calderliga]], a culture inspired by the thrift for trade and coin.
* The '''[[Not Ready Yet|Anglian Culture]]''' is a varied Netherlandish Culture of Farmers, Bowmen, Monks, and Mercenaries.  
* [[Ithanian]], a culture inspired by decadence and party-going.
* The '''[[Not Ready Yet|Breizh Culture]]''' is a varied Celtic-like Culture of Knights, Builders, Wardens, Bodyguards, and Weavers.
* [[Dressolini]], a culture inspired by artistic refinement and class.
* The '''[[Not Ready Yet|Cearden Culture]]''' is a varied English/Anglosaxon/Gaelic-like Culture of Traders, Workers, Shepherds, and Artists.
* [[Leutz-Vixe]], a culture inspired by honor and glory in heritage.
* The '''[[Ailor_Cultures#Ithanian|Ithanian Culture]]''' is a varied French-like High-Culture of Fashion, Aesthetics, Art, Aristocracy, and Queens.  
* [[Burdigala]], a culture inspired by enjoying the fruits and wines of life.
* The '''[[Not Ready Yet|Tierravera Culture]]''' is a varied Spanish/Latin-like Culture of Plantations, Mercenaries, Rogues, and Trade-Cartels.
 
* The '''[[Not Ready Yet|Slovenin Culture]]''' is a varied Slavic/Balkan-like Culture of devout folk who follow the Emperor to the letter.
====Common People Cultures====
* The '''[[Not Ready Yet|Aetosian Culture]]''' is a vaired Byzantine, Armenian, Georgian-like Culture of scholars and researchers and intellectuals.
The Common People Cultures are cultures focused around the more common people of the Regalian Empire, and perhaps the more unseedy groups as well. They are generally seen as the older cultures, with lots of focus on the commoner’s lifestyle, although still having a ruling class element as well.
* The '''[[Not Ready Yet|Dressolini Culture]]''' is a varied Italian-like High Culture of Musicians, Mercenaries, Entertainers, and Aristocrats.
* [[Highland Ceardian]], a culture inspired by the mountain clans and warriors.
* The '''[[Not Ready Yet|Oldfolk Culture]]''' is a collection of Baltic, Balkan and Fantasy Culture people that existed before the Regalian Empire.
* [[Heartland Ceardian]], a culture inspired by the common average man.
* The '''[[Not Ready Yet|Regal Culture]]''' is the only artificial culture on this list, created by the Empire to homogenize into one unified Culture.
* [[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.
* [[Byala]], a culture inspired by the superstitions and dangers of vampires on every corner.
* [[Ohrneti]], a culture inspired by religious crusade and fervor on heresies and sin.
* [[Szabadok]], a culture inspired by horse lords and the power of the warlords.  
* [[Hadrav’yan]], a culture inspired by the fading boundary between orient and occident.
* [[Güneyliler]], a culture inspired by the pursuit of knowledge through militarism.
* [[Mevoriim]], a culture built around a religious cult obsessed with a holy book.
* [[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}}
{{Peoples}}
{{Accreditation
{{Accreditation
|Artists = MonMarty
|Artists = MonMarty
|Writers = MonMarty
|Writers = MonMarty
|Processors = MonMarty
|Processors = MonMarty, FireFan96
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[[category:races]] [[category:Humans]] [[category:Human Races]]
[[category:races]] [[category:Humans]] [[category:Human Races]]

Latest revision as of 06:43, 2 April 2024

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

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

Design

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

Heritage Traits

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

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

Free Packs

  • Ailor can choose 1 Pack from any Category for free. If any magic is chosen, the player may choose Alignment between God Magic, Exist, Ordial, Void, and Dragon Magic.
  • Ailor gain the Familiar Disrupt Pack for free.

Mechanics

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

Naming

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

Lineages

Ailor are a unique Race, in that they have Lineages that are less racially diversified than subraces would be, but also more culturally removed than just being a different culture. Lineages represent a different mechanical experience for playing Ailor, that replaces the default Ailor Racial Traits, with a new set, as well as a unique angle to their existence in the Regalian Empire that is not founded on Ailorhood there (they are usually strangers from a distant land). Each Lineage has its own page, to properly represent their culture and history as distinct from Ailor history, which is mainly dominated by Regalian and Velheim history. The following Lineages currently Exist:

  • Savaşanlar Ailor: A Turkish/Ottoman inspired Lineage of strongly militant Dragon Worship fanatics on a mission to cure their Dragons from a distant Empire.
  • Qadir Ailor An Arabian/Middle Eastern scholar inspired Lineage with an extremely divergent history deeply intertwined with Dragons, Ordial beings, and fabulous machines.

Cultures

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

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

Trivia

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

Accreditation
Writers MonMarty
Artists MonMarty
Processors MonMarty, FireFan96
Last Editor Birdsfoot violet on 04/2/2024.

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