Races: Difference between revisions

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{{Race Table
{{Race Table
|title = [[Ch’ien-Ji]]
|title = [[Sihai]]
|color = 8A7EF7
|color = 8A7EF7
|image = chienji.png
|image = Newchiarty.png
|caption = Small ships sailed between towns, propelled by breezes cast from tired mages.
|caption = Small ships sailed between towns, propelled by breezes cast from tired mages.
|text = Quiet and elusive, the Ch’ien-Ji are no new people to the world of Aloria. These seafaring folk are masters of the sail, using their unique prowess in magical arts to help with their maritime efforts. Proud, peaceful, and wise, the Ch’ien-Ji grew rapidly from their homeland of the [[Yang-Tzu Isles]], going onwards to establish an early trade empire. However, their progression into what could’ve been a magnificent society has been stunted by the aggressive [[Wulong]], a beastly people who shared the isles with the Chi’en-Ji. Many years of bloody war and conflict polluted the isles, and copious amounts of Chi’en-Ji fled their homeland in pursuit of better lives. Being a beacon of opportunity and a fresh start, the city of [[Regalia]] houses the shorter Humans, regardless of their peculiar culture and their distant native land. Typically, Regalians treat them as first class citizens, despite their unfamiliar oriental culture. The rituals and habits of these people tend to be endearing to those who are native to Regalia, though they tolerate the behavior as a cultural anomaly. Chi’en-Ji typically have olive or tan skin tones, with black hair and golden eyes to compliment it. Their language and naming patterns are usually based off real-world Korean, Chinese, or Japanese.
|text = Quiet and elusive, the Sihai are no new people to the world of Aloria. These mysterious easterners are able to shift their form based on the position of the lunar cycle, rich in their own history and legends, dozens of centuries old. The Sihai Empire in the far west hides many secrets, the Sihai having all the means to unlock them, yet keep them hidden away from the world also. Seeking both isolation and contact with the outside world, entrepreneurs and explorers alike sail to the west, bringing exotic goods and tales to the eager mouths and ears of the Regalians, making a home far away from home, and bringing the wealth of the exotic cultures of their homeland to the west, enriching the whole world around them, and themselves in the process.  
|below = Human
|below = Human
|}}
|}}
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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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|color = 8A7EF7
|color = 8A7EF7
|image = Meraiaperson.png
|image = Meraiaperson.png
|caption = 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.
|caption = Exotic in color, ancient in culture, unique in body
|below = Magus
|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 = Maia
|}}
|}}



Revision as of 03:07, 5 June 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