Races: Difference between revisions

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|image = QadirFemale.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 = The Qadir hail from the desert continent of [[Farah'deen]], home of storming sands and the scorching heat. The Qadir are a relatively unseen force in Farah'deen politics due to the dominance of the [[Songaskia]], though large numbers of Qadir still live in their homeland, mostly staying away from the urbanized Songaskian cities. In many ways, the Qadir are a people of habit and tradition, though many outsiders simply see them as stagnant and lacking in ambition. This assumption often ignores their rich and deep history that suddenly crashed down around them at their zenith, which caused them to turn inwards and to focus on their traditions. They are a people with exceptional skill in crafts, unrivaled goldsmithing skills, gem cutting precision and an unending thirst for knowledge and machine crafts. Taking the forefront in precision crafts such as glasses and clockworks, the world is starting to take more note of the Qadir as of late, largely due to the newer generations venturing out into the world to remind the other [[Races]] of their skills and history. The [[Regalian Empire]] has been glad to count them as allies in the past and such an arrangement is likely to continue into the future.  
|text = The Qadir hail from the desert continent of [[Farah'deen]], home of storming sands and the scorching heat. The Qadir are a relatively unseen force in Farah'deen politics due to the dominance of the [[Songaskia]], though large numbers of Qadir still live in their homeland, mostly staying away from the urbanized Songaskian cities. In many ways, the Qadir are a people of habit and tradition, though many outsiders simply see them as stagnant and lacking in ambition. This assumption often ignores their rich and deep history that suddenly crashed down around them at their zenith, which caused them to turn inwards and to focus on their traditions. They are a people with exceptional skill in crafts, unrivaled goldsmithing skills, gem cutting precision and an unending thirst for knowledge and machine crafts. Taking the forefront in precision crafts such as glasses and clockworks, the world is starting to take more note of the Qadir as of late, largely due to the newer generations venturing out into the world to remind the other Races of their skills and history. The [[Regalian Empire]] has been glad to count them as allies in the past and such an arrangement is likely to continue into the future.  
|below = Human
|below = Human
|}}
|}}
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|image = Songalookac.png
|image = Songalookac.png
|caption = The last hope of a long-dead power
|caption = The last hope of a long-dead power
|text = In the far-off distant sands of [[Farah’deen]] stand the towering pearl cities of the [[Songaskian Masaya]], home to the heirs of the Elders and the Great Old Ones. The Songaskian Empire spans the massive continent of Farah'deen and stands as one of the foremost threats to [[Regalian]] supremacy, equaled only by the [[Kathar]] [[Dread Empire]]. While commonly covered in Desert, the total landmass owned by the Songaskians is twice the size of the Regalian Empire, and it is commonly said to have the most well-equipped and trained professional army in the world. The Songaskians, being relative newcomers to the world, have rapidly mobilized onto the global stage, and played pivotal roles in all the recent events. Some of the last remaining remnants of the [[Dragons]], the Songaskians have proclaimed themselves the inheritors to the guardianship of the world, a title once held only by the majestic winged creatures that roamed the skies and lorded over the mortal [[Races]]. Poised to strike from the great cities built by their [[Sariyd]] forerunners, the Songaskians spread their proverbial wings across the oceans, gathering resources and manpower to achieve their own goals of a great utopia of biodiversity and life, which they of course are the leaders of through benevolence. Others yet continue to follow in the footsteps of their draconian ancestors, living lives of study, self-exploration, and development to become the worthy descendants the Dragons wished them to be.  
|text = In the far-off distant sands of [[Farah’deen]] stand the towering pearl cities of the [[Songaskian Masaya]], home to the heirs of the Elders and the Great Old Ones. The Songaskian Empire spans the massive continent of Farah'deen and stands as one of the foremost threats to [[Regalian]] supremacy, equaled only by the [[Kathar]] [[Dread Empire]]. While commonly covered in desert, the total landmass owned by the Songaskians is twice the size of the Regalian Empire, and it is commonly said to have the most well-equipped and trained professional army in the world. The Songaskians, being relative newcomers to the world, have rapidly mobilized onto the global stage, and played pivotal roles in all the recent events. Some of the last remaining remnants of the [[Dragons]], the Songaskians have proclaimed themselves the inheritors to the guardianship of the world, a title once held only by the majestic winged creatures that roamed the skies and lorded over the mortal Races. Poised to strike from the great cities built by their [[Sariyd]] forerunners, the Songaskians spread their proverbial wings across the oceans, gathering resources and manpower to achieve their own goals of a great utopia of biodiversity and life, which they of course are the leaders of through benevolence. Others yet continue to follow in the footsteps of their draconian ancestors, living lives of study, self-exploration, and development to become the worthy descendants the Dragons wished them to be.  
|below = Human
|below = Human
|}}
|}}
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|image = altalarimg.png
|image = altalarimg.png
|caption = The ghosts of the Elven Empire whispered in the eaves of every town, city, and tribe
|caption = The ghosts of the Elven Empire whispered in the eaves of every town, city, and tribe
|text = The Altalar, as [[Ailor]] call them, or Est-allorn as they call themselves, are the oldest and most graceful of the [[Nelfin]] [[Races]] that still roam [[Aloria]]. The Altalar have a lengthy history spanning more than 3000 years, during which they ruled the known world. It is a long and proud one, broken slowly over time by a combination of their crippling arrogance and the oppressive weight of external powers and arcane disasters. The Altalar once ruled over many other Races, enslaving them to their will with [[Magic]] and creating a legendary civilization which sought to equal the [[Seraph]] in glory. They are the most gracious, skilled and venerable of all the Races, yet for each of their glories and assets, they bear equal susceptibilities to the vices of pride, depravity, and self-satisfaction, hidden well behind exquisite facades. Although the world has moved past their glory days, the Altalar continue to try and hold onto the crumbling remnants of their [[Allorn Empire]] with stalwart determination and reverence for their history that can match even [[Unionist]] zeal. While the horrors of the [[Wildering]] and the [[Void Invasion]] are still fresh in their memory, renewed faith and determination as well as mortal heroes carrying the charge have given the Altalar new hope that their Race is not a fading one, and that they might yet one day overcome the usurping Races and retake the [[Crown of the World]].
|text = The Altalar, as [[Ailor]] call them, or Est-allorn as they call themselves, are the oldest and most graceful of the [[Nelfin]] Races that still roam [[Aloria]]. The Altalar have a lengthy history spanning more than 3000 years, during which they ruled the known world. It is a long and proud one, broken slowly over time by a combination of their crippling arrogance and the oppressive weight of external powers and arcane disasters. The Altalar once ruled over many other Races, enslaving them to their will with [[Magic]] and creating a legendary civilization which sought to equal the [[Seraph]] in glory. They are the most gracious, skilled and venerable of all the Races, yet for each of their glories and assets, they bear equal susceptibilities to the vices of pride, depravity, and self-satisfaction, hidden well behind exquisite facades. Although the world has moved past their glory days, the Altalar continue to try and hold onto the crumbling remnants of their [[Allorn Empire]] with stalwart determination and reverence for their history that can match even [[Unionist]] zeal. While the horrors of the [[Wildering]] and the [[Void Invasion]] are still fresh in their memory, renewed faith and determination as well as mortal heroes carrying the charge have given the Altalar new hope that their Race is not a fading one, and that they might yet one day overcome the usurping Races and retake the [[Crown of the World]].
|below = Magus
|below = Magus
|}}
|}}
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|image = drowsplash.png
|image = drowsplash.png
|caption = Their armies stood strong against the Void and Exist Incursions, whilst hunting down corruption across Aloria with extreme prejudice.
|caption = Their armies stood strong against the Void and Exist Incursions, whilst hunting down corruption across Aloria with extreme prejudice.
|text = The Sihndar are an enigmatic [[Race]] of warrior people that have their roots in the old [[Allorn Empire]], but have since far diverged from their racial cousins. While similar to the [[Isldar]] and [[Avanthar]] in their secession from Allorn authority, the Sihndar are distinct in their own way; rather than secluding themselves in icy mountain keeps, or regressing themselves to plains riding horse lords, the Sihndar chose their own path of martial excellence, and the thankless task of protecting and eventually ridding, the world of what they believe their ancestors unleashed upon it. The Sihndar are the most well-trained and highly disciplined demon hunters and anti-dimenthist warriors of the world, and continue to defend the [[Forsaken Continent]] against the [[Void]] and [[Exist]] Incursions that still occur because of the chaotic nature of the dimensions. Trained from early childhood, the Sihndar reach out to the world that often remains oblivious and deaf to their cause, traveling far and wide to rid it of what they consider malign influences, or commit to acts to support the homeland. They are the polar opposite of the [[Kathar]] in terms of their hatred for the Void (and Exist, to a degree), but their morality is often considered just as cruel albeit pragmatic and necessary. While it may be said that most notable kingdoms have court mages, many rulers ensure that they carry the reverse; a Sihndar demon Slayer, employed to defend against the schemes and actions of Vampires and Werebeasts. The Sihndar enjoy a professional reputation of knowledge and skill against the dimensions without equal, even if the common man cannot often tell the difference between the Sihndar and the Kathar.
|text = The Sihndar are an enigmatic Race of warrior people that have their roots in the old [[Allorn Empire]], but have since far diverged from their racial cousins. While similar to the [[Isldar]] and [[Avanthar]] in their secession from Allorn authority, the Sihndar are distinct in their own way; rather than secluding themselves in icy mountain keeps, or regressing themselves to plains riding horse lords, the Sihndar chose their own path of martial excellence, and the thankless task of protecting and eventually ridding, the world of what they believe their ancestors unleashed upon it. The Sihndar are the most well-trained and highly disciplined demon hunters and anti-dimenthist warriors of the world, and continue to defend the [[Forsaken Continent]] against the [[Void]] and [[Exist]] Incursions that still occur because of the chaotic nature of the dimensions. Trained from early childhood, the Sihndar reach out to the world that often remains oblivious and deaf to their cause, traveling far and wide to rid it of what they consider malign influences, or commit to acts to support the homeland. They are the polar opposite of the [[Kathar]] in terms of their hatred for the Void (and Exist, to a degree), but their morality is often considered just as cruel albeit pragmatic and necessary. While it may be said that most notable kingdoms have court mages, many rulers ensure that they carry the reverse; a Sihndar demon Slayer, employed to defend against the schemes and actions of Vampires and Werebeasts. The Sihndar enjoy a professional reputation of knowledge and skill against the dimensions without equal, even if the common man cannot often tell the difference between the Sihndar and the Kathar.
|below = Magus
|below = Magus
|}}
|}}
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|image = shendarsplash.png
|image = shendarsplash.png
|caption = The darkness of the Void eventually tainted their skin, their lives, and their souls.
|caption = The darkness of the Void eventually tainted their skin, their lives, and their souls.
|text = To the Kathar, there is no cost too great to pay in the pursuit of absolute power. Seen by outsiders as an inherently malevolent people thanks to their radically different cultural views on things most [[Races]] would consider morally reprehensible or outright evil, the Kathar keep the spirit of the old [[Allorn Empire]] alive in a new and changed state. Descending directly from the [[Altalar]], the Kathar began their lives as the scholarly and magic-obsessed elves before a selection of them sought to dig deeper into the magic there was to be had in the world and found their answer within the [[Void]]. Changed drastically by the Void Essences they brought into the world, the Kathar have managed to master the Void that once controlled them in order to forge a new Empire in the ashes of the Allorn: the [[Dread Empire]], their new home and position to spread their influence across [[Aloria]] and cement their place as the new heralds of magical supremacy in the modern world. The Kathar, or Dread Empire Elves, are the westernmost Nelfin species that occupy the [[Shadow Isles]], the Kathar Steppes, the landmass of [[Saivale]], and the Wolond Walds that altogether make up the Dread Empire. Their Empire is at war with nearly every other state in the world (though not necessarily by their own aggressions), constantly butting heads with the other Elven states, the [[Polon]] of [[Daen]], and the [[Regalian Empire]] first and foremost. The Kathar themselves, often also referred to as Shadow Elves, are less a singular [[Nelfin]] species and more so a cultural collective of subspecies all referred to together as Kathar that share common ideals about vice and the power inherent in Magic. Furthermore, they have vastly differing cultural groups and societies that make them seem otherworldly in comparison to other Elves.
|text = To the Kathar, there is no cost too great to pay in the pursuit of absolute power. Seen by outsiders as an inherently malevolent people thanks to their radically different cultural views on things most Races would consider morally reprehensible or outright evil, the Kathar keep the spirit of the old [[Allorn Empire]] alive in a new and changed state. Descending directly from the [[Altalar]], the Kathar began their lives as the scholarly and magic-obsessed elves before a selection of them sought to dig deeper into the magic there was to be had in the world and found their answer within the [[Void]]. Changed drastically by the Void Essences they brought into the world, the Kathar have managed to master the Void that once controlled them in order to forge a new Empire in the ashes of the Allorn: the [[Dread Empire]], their new home and position to spread their influence across [[Aloria]] and cement their place as the new heralds of magical supremacy in the modern world. The Kathar, or Dread Empire Elves, are the westernmost Nelfin species that occupy the [[Shadow Isles]], the Kathar Steppes, the landmass of [[Saivale]], and the Wolond Walds that altogether make up the Dread Empire. Their Empire is at war with nearly every other state in the world (though not necessarily by their own aggressions), constantly butting heads with the other Elven states, the [[Polon]] of [[Daen]], and the [[Regalian Empire]] first and foremost. The Kathar themselves, often also referred to as Shadow Elves, are less a singular [[Nelfin]] species and more so a cultural collective of subspecies all referred to together as Kathar that share common ideals about vice and the power inherent in Magic. Furthermore, they have vastly differing cultural groups and societies that make them seem otherworldly in comparison to other Elves.
|below = Magus
|below = Magus
|}}
|}}
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|image = Niantha.png
|image = Niantha.png
|caption = From nature they came, and to nature they would lovingly return.
|caption = From nature they came, and to nature they would lovingly return.
|text = Fostered by nature, the Yanar are a [[Race]] of plant-like humanoids that were once thought of as the heralds of their creator [[Estel]], but that uniquely created a destiny of their own after the collapse of the [[Allorn Empire]], and continue to find new ways to exist in the world around them. Since the event that they called the Stalwarding, the Yanar have spread across the world, mixing with existing societies with surprising ease, but also establishing small communities of their own called Florai, each with their own purpose and ideology to impart on the world. Where once they heard the song of Estel now reigns silence, and in that silence, the Yanar have found the communal song of each other’s minds and hopes and dreams to give shape to an entirely new purpose in life. While many presume the Yanar to be harmless plant-tending and peaceful forest dwellers, Yanar are in fact far more complex than any but their closest friends and allies give them credit for, sharing the same tenacity for adaptation as the [[Allar]], and somehow managing to give life and wonder to even the most barren and unexpected places. It is perhaps their innocent appearance that hides the greatest of their warriors, politicians, and rogues from the common man. While not all Yanar think and act alike, and many have different views on their present and past, one thing can certainly be said of the Yanar: they are the most underestimated Race, something that often comes to the ruin of those who are not wary of their great potential.
|text = Fostered by nature, the Yanar are a Race of plant-like humanoids that were once thought of as the heralds of their creator [[Estel]], but that uniquely created a destiny of their own after the collapse of the [[Allorn Empire]], and continue to find new ways to exist in the world around them. Since the event that they called the Stalwarding, the Yanar have spread across the world, mixing with existing societies with surprising ease, but also establishing small communities of their own called Florai, each with their own purpose and ideology to impart on the world. Where once they heard the song of Estel now reigns silence, and in that silence, the Yanar have found the communal song of each other’s minds and hopes and dreams to give shape to an entirely new purpose in life. While many presume the Yanar to be harmless plant-tending and peaceful forest dwellers, Yanar are in fact far more complex than any but their closest friends and allies give them credit for, sharing the same tenacity for adaptation as the [[Allar]], and somehow managing to give life and wonder to even the most barren and unexpected places. It is perhaps their innocent appearance that hides the greatest of their warriors, politicians, and rogues from the common man. While not all Yanar think and act alike, and many have different views on their present and past, one thing can certainly be said of the Yanar: they are the most underestimated Race, something that often comes to the ruin of those who are not wary of their great potential.
|below = Magus
|below = Magus
|}}
|}}
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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.  
|below = Gorr
|below = Gorr
|}}
|}}
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|caption = The salty sea air in his hair, Kahn roared to the waves.
|caption = The salty sea air in his hair, Kahn roared to the waves.
|text =  
|text =  
Asha, one of the oldest pre-[[Allorn Empire]] [[Races]] of [[Aloria]], are a race of carnivorous furred humanoids that inhabit the [[Ashal Islands]] and vast stretches of the [[Ithanian]] deserts, as well as large floating city-fleets across the oceans. The Asha are known for occupying two opposite ends of the society spectrum; among the Ashal Islands they have cultivated wealthy and prosperous states, free from the centuries of [[Altalar]] oppression that was broken during the [[Cataclysm]]. And yet, many Asha still remain enslaved among the Altalar, in bondage to those who destroyed their ancient [[Dewamenet Empire]], yearning to be as free as their brethren in the east. Fierce and communal, the Asha have learned from the mistakes of the past and their trials as slave people for nearly 1500 years, creating a society that holds liberty above all, looking to the future without letting go of the identity of the past. While most of the Dewamenet Empire still lies in ruins, forgotten by time, the Asha forge ahead with a new identity of their own making, guided by the heroes of ages past and present, to show all in the world, and especially the [[Nelfin]], that they will not be erased from history.
Asha, one of the oldest pre-[[Allorn Empire]] Races of [[Aloria]], are a Race of carnivorous furred humanoids that inhabit the [[Ashal Islands]] and vast stretches of the [[Ithanian]] deserts, as well as large floating city-fleets across the oceans. The Asha are known for occupying two opposite ends of the society spectrum; among the Ashal Islands they have cultivated wealthy and prosperous states, free from the centuries of [[Altalar]] oppression that was broken during the [[Cataclysm]]. And yet, many Asha still remain enslaved among the Altalar, in bondage to those who destroyed their ancient [[Dewamenet Empire]], yearning to be as free as their brethren in the east. Fierce and communal, the Asha have learned from the mistakes of the past and their trials as slave people for nearly 1500 years, creating a society that holds liberty above all, looking to the future without letting go of the identity of the past. While most of the Dewamenet Empire still lies in ruins, forgotten by time, the Asha forge ahead with a new identity of their own making, guided by the heroes of ages past and present, to show all in the world, and especially the [[Nelfin]], that they will not be erased from history.
|below = Gorr
|below = Gorr
|}}
|}}
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|color = 8A7EF7
|color = 8A7EF7
|image = Orcsplash2.png
|image = Orcsplash2.png
|caption = Crude weapons crushed by crooked tusks; they fought with passion and fury.
|caption = United in apathy, devoted to their own goals
|text = Waiting for new Text from Hydralana
|text = Host to great philosophers and poet-warriors, founders of disciplined and loyal states, first to act in defence of each other, and warriors without physical equal on the field of battle, the Eronidas are a Race to be reckoned with, with raw power constrained by self-control, wisdom and years of training, and shaped by a purpose-driven mindset. The Eronidas reside in the continent of [[Daendroc]], though it is not their own; hailing from a [[Far West]] continent called [[Guldar]], the Eronidas pillaged and conquered their way through Daendroc at the collapse of the [[Allorn Empire]], before settling down and becoming a force to be reckoned with in the new world order. Being intimidating yet disciplined and passionate yet restrained, the Eronidas are enigmatic to outsiders, somehow combining the mutually contradicting brutish warrior with the philosopher, in doing so ascending from refugees of a lost land to a thriving, industrial monolith of [[Daen]]. The Eronidas are not many, but they can be seen in any army, any academy, and any engineering school, dispensing their wisdom to those they deem worthy, and those who give them the respect that they offer to all, even their enemies and those they conquer.
|below = Gorr
|below = Gorr
|}}
|}}
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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 = 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 [[Eronidas]] 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.  
|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 [[Eronidas]] 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
|below = Gorr
|}}
|}}
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|image = Halfvarran.png
|image = Halfvarran.png
|caption = Belonging to neither, but masters of both.
|caption = Belonging to neither, but masters of both.
|text = The Half Races are people who belong to neither and both races of their parents, a rare and unique blend between two members of different races pairing. Half-Races are reviled among many of the societies of Aloria as something unnatural, but often they are the product of love transcending racial boundaries, and have a unique appeal to the world by themselves that is entirely different from either of their parents. Whether it be the Half-Orcs trying to find a place to exist, or the Half-Elves who are enslaved and expelled from their Elven homelands, each Half-Race has their own unique troubles in the world, but also their own unique outlook on things and a flexibility that is not often seen in any of the other races as they seamlessly flow between societies.  
|text = The Half Races are people who belong to neither and both races of their parents, a rare and unique blend between two members of different races pairing. Half-Races are reviled among many of the societies of Aloria as something unnatural, but often they are the product of love transcending racial boundaries, and have a unique appeal to the world by themselves that is entirely different from either of their parents. Whether it be the Half-Eronidas trying to find a place to exist, or the Half-Elves who are enslaved and expelled from their Elven homelands, each Half-Race has their own unique troubles in the world, but also their own unique outlook on things and a flexibility that is not often seen in any of the other races as they seamlessly flow between societies.  
|below = Gorr
|below = Gorr
|}}
|}}

Revision as of 14:18, 24 March 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 Eronidas is a race.

Human






Magus








Maia


Gorr






Special Races