Races: Difference between revisions

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|image = Allarsplash.png
|image = Allarsplash.png
|caption = Written on their scales was the rich heritage from which they'd come—ancient history.
|caption = Written on their scales was the rich heritage from which they'd come—ancient history.
|text = The Allar race has had a sorted and ancient history starting back before the Cataclysm on their home continent of Sendras. The main line of the Allar, the Al-Allar, were the most numerous. Skilled in alchemy, they crafted a new race to serve them, the Sa-Allar as cousin races the Zu-Allar and the Es-Allar rose to their own prominence. But with the coming the murderous Mu-Allar, the Allar fled with their Sa-Allar servants to Hadar. There, the [[Slizzar]] incorporated them into the nation and soon, their united kingdoms under the banner of the [[Essa Empire]]. When the Regalian Empire came to the island chain however, intent on ending the growing threat to their imperial power, the Slizzar slipped away to leave the Allar to face the brunt of the Regalian assault. Despite suffering atrocious casualties in the war, the Al-Allar and Sa-Allar survived to seek revenge on the Slizzar, massacring them as the [[Chrysant War]] came to an end. Now serving as dutiful subjects to the [[Regalian Empire]], their people working to grow again after the horrors inflicted on their people. The Allar as a whole share the same general traits of dark green to brown to grey and even yellow scales covering a reptilian body with spikes and horns growing from their edges with a rigid tail growing out behind them. While the Al-Allar are frail in build, the Sa-Allar were designed to be bulky workers with natural muscular while the Mu-Allar’s defining trait is their feathered bodies. Alchemy as well as wider science are the central focus of many Allar lives. Glassblowing, an art they perfected years ago, is also important to them.
|text = Originating from the mysterious and unmapped jungles of [[Sendras]], the Allar are a diverse and varied race of reptilian humanoids known for their towering intellect and scientific capacity, their long-term defiance of the [[Regalian Empire]], and their boundless capacity to thrive in the harshest of societal conditions. The Allar have weathered many setbacks over the centuries, surviving that which would have crushed any other race into oblivion, and turned detriment to their advantage. The most recent of these setbacks occurred during the [[Chrysant War]], in which the [[Humans]] of [[Regalia]] attempted to inflict genocide upon the Allar. In the fifteen years since, the Allar not only overcame the losses of that war, but turned public opinion on them around, and became one of the founding races of the Crown Alliance of the Regalian Empire, being some of its most prized and loyal citizens. While many other races still have disdain for the foreign lizard-looking Allar, their influence on global events as shrewd, capable and flexible people cannot be denied. With their diverse cultural caste system and specialized sub species all fulfilling a specific role in their society, Allar have quickly risen to become an intricate race rivalling even the complexity of Human society in the Regalian Empire and eclipsing the [[Elves]] in their unity and recovery of past glory. Allar remain known as highly efficient, knowledgeable and adaptable, seeking fortunes in the shadows of others, or benefit where others would not deign to look. Their alchemists are the leading alchemical inventors of the world, having unrivaled skill in the identification, mixing, and application of alchemical substances. Their gladiators remain some of the fiercest and most popular ring-fighters, being able to rip even the strongest of warriors of other races to shreds. And finally, their politicians remain flexible as ever, adeptly weaving themselves through the ruling classes, aiding in their public perception and their profiting from good relations with other races, for good, or nefarious purposes.  
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|image = 645px-Fullfemaleslizz22.png
|image = 645px-Fullfemaleslizz22.png
|caption = Serpents slithered across endless streets, both deadly and magnificent.
|caption = Serpents slithered across endless streets, both deadly and magnificent.
|text = Hailing from the forbidden city of [[Sassrakkand]] come the Slizzar, a very rare and highly politically distinguished [[Race]] of shapeshifting infiltrators. Millions of people around the world live their entire lives without ever seeing a Slizzar, and yet the actions of Slizzar reverberate through history, sometimes right under the noses of historians who are missing the right clues to zone in on the true puppeteers of the strings of history. Slizzar remain one of the most fascinating, yet reviled Races all over the world, because of their ability to seamlessly merge into existing societies and hierarchies, and start working their way up fairly quickly and efficiently. They are known to play games of life and death over politics with others to such a high degree that accusing a successful and quickly rising politician as being a shapeshifter has almost become common practice, even in the [[Regalian Empire]]. Slizzar are inherently solitary, avoiding a communal existence like the other Races, yet where their cooperation does occur, it is done with surgical precision and respectful observance of the balance of power. In fact, the Slizzar are so obsessed with creating a balance of power between them all that any country, or society, can become an entirely unwitting plaything of a Slizzar using the locals as chess pieces in idle entertainment. It is as such no surprise that Slizzar are called master manipulators and schemers, and that their reputation always precedes them.
|text = Hailing from the forbidden city of [[Sassrakkand]] come the Slizzar, a very rare and highly politically distinguished [[Race]] of shapeshifting infiltrators. Millions of people around the world live their entire lives without ever seeing a Slizzar, and yet the actions of Slizzar reverberate through history, sometimes right under the noses of historians who are missing the right clues to zone in on the true puppeteers of the strings of history. Slizzar remain one of the most fascinating, yet reviled Races all over the world, because of their ability to seamlessly merge into existing societies and hierarchies, and start working their way up fairly quickly and efficiently. They are known to play games of life and death over politics with others to such a high degree that accusing a successful and quickly rising politician as being a shapeshifter has almost become common practice, even in the [[Regalian Empire]]. Slizzar are inherently solitary, avoiding a communal existence like the other Races, yet where their cooperation does occur, it is done with surgical precision and respectful observance of the balance of power. In fact, the Slizzar are so obsessed with creating a balance of power between them all that any country, or society, can become an entirely unwitting plaything of a Slizzar using the locals as chess pieces in idle entertainment. It is as such no surprise that Slizzar are called master manipulators and schemers, and that their reputation always precedes them.  
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|below = Gorr
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|image = Orcart.png
|image = Orcart.png
|caption = Crude weapons crushed by crooked tusks; they fought with passion and fury.
|caption = Crude weapons crushed by crooked tusks; they fought with passion and fury.
|text =  
|text = Hailing from the fiercely independent and militaristic Pōlorc in the west of [[Daendroc]], the Orcs are renowned and feared fighters across the world, with a reputation for combat brutality and efficiency that is barely equalled, even among the professional armies of the [[Regalian Empire]]. Much the same as the [[Altalar Princedoms]] that still exist in the wake of the [[Allorn Empire]], the Orken Pōlorc, or Mound Cities, exert their influence over each other in a near-constant state of war and infighting. The Orcs are a relative newcomer [[Race]] to what is commonly seen as the main theatre of the world of [[Aloria]], but have existed for many centuries prior on lands far away, which they were forced to leave due to ecological collapse. Following a relentless journey across the far western oceans, they landed on the Daendroc coasts, using their military efficiency and destructive warfare tactics to cause the hastened collapse of the Allorn Empire. Orc colonies arose far and wide, which eventually developed into the Pōlorc that continued to subjugate the other Races in the area to fuel their military structure. Orcs are frequently thought of by other Races as dirty, brutish, and savage, with no respect for spirituality or diplomacy, but this could not be farther from the truth. With an old culture and tradition steeped in the worship of the dead and training for the future, the Orcs quickly made their mark on the world, becoming some of the most sought after military mercenaries and warriors, with legendary tales of powerful Orcs spreading far and wide. Despite each Pōlorc only having a small region under its direct control, by the service of the Gornanc in Orc society, Ikōcnanc products produced in the wake of Orc conquest have become a staple in many households. Indeed, the Orc have rapidly raced to the forefront of Alorian politics, perhaps not as the savviest politicians, but certainly as the most effective and powerful tool to be the deciding factor in many wars.
Large, hostile, and in possession of tusks capable of goring an enemy, Orcs have earned their reputation as fierce and intimidating warriors. Even their young are left to fight it out in ‘pits’ where litters are reduced to only the strongest few survivors. Throughout their lives such strength and ability in battle will always determine their social status. Not surprisingly, tribes tend to maintain distance from one another, and even then, infighting has always limited the growth of any large scale Orcish empire. Physically, they are sometimes called grotesque, perhaps due to their gray or green skin, imposing musculature, and less than sunny disposition, but that hasn’t deterred other races, such as the [[Humans]], from employing them to do the heavy, dangerous work in battle. But whether recruited into war or self-motivated, theirs is a history defined by conflict. In particular, Orcs have been engaged with the [[Elves]] ever since first fleeing the increasingly poisoned air of their homeland, [[Guldar]]. Once they even brought the [[Elven Empire]] to its knees in a war culminating with the ‘Big Boom’ that wiped the capital of [[Ríë]] off of the map.  
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|image = Urlhead.png
|image = Urlhead.png
|caption = Hunters on the prowl, sprays of crimson on the white snow.
|caption = Hunters on the prowl, sprays of crimson on the white snow.
|text = The Url are a race of half-beast half-men that hail from Jorrhildr, though the truth behind their existence is far more disturbing. The Url were originally not the creatures that are known around the world, but a symbiotic worm and a non-Url host that fuse into what is commonly known as the Url nowadays. Once in symbiosis, the Url are strong and pensive, and possess an unquenchable hunger for the Beast Hunt: A search for large and dangerous game. The Url are stoic and reserved, rarely lording their physical prowess over other races, though quick to anger when disrespected and insulted in their great pride. As beast-men predators, the Url face a choice that no race ever has: Salvage their old lives, or abandoning them in favor of embracing the Horned Throng, the Url Hunter confederacy, living their lives as feared hunters.
|text = From the far north stampede the Url, a [[Race]] of beast-men that roam the wilds, lording over all manner of beasts and creatures with their unrivaled hunting skills. Url are a relatively rare sight, and much of their existence remains a mystery to many, including how they increase their ranks by forcing or granting symbiosis on willing and unwilling hosts. Many regions in [[Jorrhildr]] have been declared off-limits, as the Url Throngs roam these lands and rule them, smashing any military force sent to try and compete them out. Some, however, wander to [[Regalia]], called by adventure, or to settle to eternal struggle in their mind where they are torn between their beastly wild mind, and their old life. With great physical prowess and a stoic demeanor, Url are seen as the most stalwart and strong warriors, able to rival the [[Orc]] shocktroopers of the [[Regalian Empire]]. Any self-respecting hunting guild contains at least a few Urls, and Url have also become a staple in the [[Regalian Military]] due to the inclusion of the Url Legion under the previous Emperor [[Cedromar I]]. One of the fastest-growing Races in [[Aloria]], the Url have yet to find their place in the world, whether to embrace the call of the savage wilds or to try and hold onto their old lives. And yet some claim to have found a new way, merging both the past and the future together into a much stronger whole.  
|below = Gorr
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Revision as of 00:41, 23 February 2021

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 to the Maraya, whose strong culture and ancient heritage has only recently begun to become more apparent to the world. 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