Races: Difference between revisions

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|title = [[Qadir]]
|title = [[Qadir]]
|color = 8A7EF7
|color = 8A7EF7
|image = Browneyes.png
|image = QadirFemale.png
|caption = The gentle ticking of the Almuttaq divines the path to Esrah Alwattah in earnest.
|caption = The gentle ticking of the Almuttaq divines the path to Esrah Alwattah in earnest.
|text =  
|text =  
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|caption = A gentle wind blows at the windmill, the only movement on a quiet plain.
|caption = A gentle wind blows at the windmill, the only movement on a quiet plain.
|text =  
|text =  
Cielothar as a name refers to the more agrarian Elves who are also commonly called the Wind Elves. This nickname comes from the fact that central to all of their settlements stands a massive windmill that doubles as their main granary as well as their social gathering center. The Cielothar are often seen as the antithesis of the [[Altalar]], believing in a tranquil existence in worship and respect of the forest, in harmony with nature and the land and at peace with the wildlife of the world. The Cielothar have returned to a much simpler agrarian existence, rejecting the urban and decadent lifestyle of the Altalar Elves and all war-like behaviors associated with it. Ironically enough this always causes the Cielothar to be seen as the victim Elves, their strong adherence to pacifism making them soft targets for [[Orc]] raiders or Human bandits. The Cielothar are often seen as infantile and naive by the other Nelfin denominations, though they have a natural affinity for [[Light Magic]] and [[Wind Magic]] and are exceptionally skilled when dealing with animals and taking care of their needs.
Cielothar as a name refers to the more agrarian Elves who are also commonly called the Wind Elves. This nickname comes from the fact that central to all of their settlements stands a massive windmill that doubles as their main granary as well as their social gathering center. The Cielothar are often seen as the antithesis of the [[Altalar]], believing in a tranquil existence in worship and respect of the forest, in harmony with nature and the land and at peace with the wildlife of the world. The Cielothar have returned to a much simpler agrarian existence, rejecting the urban and decadent lifestyle of the Altalar Elves and all war-like behaviors associated with it. Ironically enough this always causes the Cielothar to be seen as the victim Elves, their strong adherence to pacifism making them soft targets for [[Orc]] raiders or Human bandits. The Cielothar are often seen as infantile and naive by the other Nelfin denominations, though they are exceptionally skilled when dealing with animals and taking care of their needs.
|below = Magus
|below = Magus
|}}
|}}
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==Maia==
==Maia==
----
{{Race Table
{{Race Table
|title = [[Maraya]]
|title = [[Maraya]]
|color = 8A7EF7
|color = 8A7EF7
|image = Meraiaperson.png
|image = Meraiaperson.png
|caption = They awoke to a great purpose, and built their hives with a fearsome vigor.
|caption = Exotic in color, ancient in culture, unique in body
|text = Perhaps the oldest still-living race in the world of Aloria, the Maraya are the last remnants of the forgotten Meraic Civilization. When their race and world-spanning empire faced ultimate destruction at the hands of the Void Invasion of their time, the Maraya made a desperate attempt to preserve their own race and future in the so-called Tohn Valeer, a massive underground stasis vault in which a part of their race attempted to weather the storm of the Void Invasion. The stasis lasted far longer than was originally intended however, causing their sleeping people to undergo slow but strange physical mutations due to the imperfection of the magical stasis. When the Maraya emerged from their decrepit vault that had been sealed for nearly three thousand years, they were faced with a new, un-familar world with equally unknown inhabitants. Worse yet, the Maraya suffered severe amnesia and uncertainty, as everything they had once known was either lost or unknown to them. With only the vaguest whispers of their once-global rule in the back of their minds, the Maraya now struggle to find a place in the world where they are but an ancient whisper of the past with no clear future ahead of them.
|text = The last remnants of the ancient [[Meraic Civilization]] and survivors of the [[Void Invasion]], the Maraya, otherwise known as the Sleepers, are the oldest still-living race in [[Aloria]]. When faced with imminent extinction, the greatest minds and mages of the their world-spanning Empire came together and constructed the [[Tohn Valeer]]; massive underground stasis vaults intended to preserve their species in an centuries-long slumber. Their slumber could only last so long, however. At the end of the Void Invasion that had pressed them into their vaults, [[Magic]] was drained from the world, an event unforeseen by the Meraic. With each passing century, extinction loomed ever closer to the sleeping race, with Tohn Valeer vaults worldwide failing without the Magic used to sustain them. While some vaults became the final grave of their inhabitants, others managed to preserve the lives of their inhabitants, and others still were subject to magical corruption, altering the biology of the Maraya within. Eventually, with the destruction brought by the Cataclysm and the [[Wildering]] in the [[Allorn Empire]], the vault seals were broken and exposed, and the sudden burst of Magic preceding these events re-activated the magic of the vaults, awakening those inside. Wrought by memory loss and the effects of long term hibernation, the Maraya that emerged into a world that was alien and hostile to them. Guided by their [[Tohn Sona]] (holy scriptures of the past), they set out in the world to try and reclaim some of their lost glory. In immediate opposition to the [[Allar]] and [[Slizzar]], the Maraya continue to struggle in a world where they increasingly come to realize that their past is long behind them, and that they have to adapt to survive in a world that is too full of other Races all fighting for dominion.
|below = Magus
|below = Maia
|}}
|}}



Revision as of 22:54, 4 March 2019

Aloria is brimming with a plethora of races scattered all about the lands and seas alike. Alorian races are all incredibly diverse and individually unique, spanning from the prosperous Humans and their excellent ability to expand, the Mekett, whose strong culture has only recently surfaced from the deepest pits underground. What makes a race different from any other beast is primarily its sentience; a race has the ability to think, communicate, and is able to be aware of itself, while a beast cannot always do that. Races are playable on MassiveCraft while beasts are typically not, and when referenced, race names are capitalized and beast names are left lowercase. For example, a troll is a beast, while an Orc is a race.

Human






Magus








Maia


Gorr






Special Races