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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.
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==
==Human==
{{Race Table
{{Race Table
|title = [[Ailor]]
|title = [[Ailor]]
|color = 8A7EF7
|color = 8A7EF7
|image = Ailorsplash.png
|image = Sdgsdgbfd.png
|caption = They prayed silently, side by side, for the continued supremacy of the human race.
|caption = They prayed silently, side by side, for the continued supremacy of the human race.
|text =  
|text = 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.
From the warm coastlines of [[Daendroc]] to the icy ranges of [[New Ceardia]], the Ailor Humans rule supreme in Aloria. Peaking the social, political, and economic ladder, the Ailor, often referred to as Humans, consider themselves to be the height of society (to the disdain of the other civilized races). In the beginning, they existed as barbaric peoples in [[Ceardia]]. To their eventual rise and expansion outward, the Ailor Humans have proven to be the most progressive and aggressive people of Aloria, having conquered an assortment of populations and nations. The most prominent of these conquerors are those of the [[Regalian Empire]], perhaps one of the largest ruling bodies in Aloria. Sometimes considered the inheritor realm after the fall of the [[Elven Empire]], the Regalian Empire proves to essentially be the center of Alorian life and activity, the empire’s capital sitting as a cultural, political, and economic center. While maintaining a similar build to the other Human races of Aloria, the Ailor tend to be the most diverse. Ranging from paler complexions to dark tans, Ailor Humans feature a wide spectrum of physical appearances and culture, having been a widespread people throughout Aloria. Along with their unique physical aspects, the Ailor’s culture, customs, and traditions vary even more.
|below = Human
|below = Human
|}}
|}}
----
----
{{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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|title = [[Dwarf]]
|title = [[Dwarf]]
|color = 8A7EF7
|color = 8A7EF7
|image = Dwarfsmaller.png
|image = Dwarfsplash.png
|caption = Deep underground, ingenuity sparked as bright as the forges that fueled them.
|caption = Deep underground, ingenuity sparked as bright as the forges that fueled them.
|text = Stocky and short, the practical and innovative Dwarven race is known as a source of great progress as well as tragedy at the hands of others. Inventors and expert axe fighters, the Dwarves continue to contribute to the world’s mechanical and forging advances while they cling onto what little remains of their proud heritage, marred by the betrayal and destruction caused by other races. At the hands of the [[Dakkar]] and betrayal by the collapsing [[Nelfin]] Empire, the Dwarves suffered greatly and lost many of their great kingdoms. Many fled to the surface, others remained to defend what little pride remained. For those who did flee to the surface, integration into the [[Regalian Empire]] was inevitable, bringing with them a wealth of knowledge on [[airships]], cannons and other uses of gunpowder. Certainly, Dwarves are what gave the Regalians a technological advantage over the other major political players. Dwarves continue to fulfill an important role in the industries of this large Empire, being the only truly non-Ailor race that is universally accepted by them, albeit with some comedy at the expense of their height. The Dwarves dream of one day reconquering their Dwarven holds lost during the Dakkar wars, with or without the help of their [[Ailor]] cousins.
|text = The Masters of Stone, keepers of ancient treasures, creators of momentous artifacts of power, the Deep Folk, the Fallen People, and the Stout Kin; the Dwarves of [[Aloria]] are known by all these names and many more. The Dwarves have a history officially dating back to the founding of their First Hold, Olovomm. From this Hold the Dwarves would grow to found many others, some to fall quickly, some to suffer a long decline, and some to last until the present day. In the mountains of [[Ellador]] one will find little obvious evidence of the Dwarves; their strongholds and smaller settlements are often disguised using the local terrain, expertly carved stone staircases leading up a mountain path, or clever doors that do not open to those who do not know the proper means of entry. Much like finding their homes, understanding a Dwarf well enough to befriend them is a trial few can bear, for Dwarves can be a judgemental, harsh, bitter, and greedy lot. But the Dwarves are also known to be a loyal, fiercely protective, and merry people, dearer to their friends than any of the other Races, and as well the mightiest craftsmen, second perhaps only to the [[Altalar]]. Their success as a people comes in far shorter bursts than they, and no true golden age has ever existed for very long amongst the Dwarves. Rather, for every great height and victory the Dwarven people achieve, they often make a fatal error in greed, hubris, or plain old bad luck that leads to yet another downfall. The Dwarves are a people permanently wronged by their own actions and the terrors of the world, but who soldier on in pursuit of returning to a time no living Dwarf may recall, but all feel deep within their heart. A time of shared prosperity, bountiful merriment, and a truly peaceful age.
|below = Human
|below = Human
|}}
|}}
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|title = [[Qadir]]
|title = [[Qadir]]
|color = 8A7EF7
|color = 8A7EF7
|image = QadirFemale.png
|image = Newqd.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 = Technicians, engineers, scholars and intellectuals, if ever the world had a people that could be described as the world’s most technically gifted intelligentsia, it would be the Qadir. Qadir are a fairly small numbered Race of humanoids hailing from the desert continent of [[Farah’deen]], a continent they share with their arch-nemeses the Songaskia, and where the ruins of their [[Sariyd Empire]] are still littered in the deserts, sending echoes of past technological glories to anyone brave enough to venture deep into the drought. The Qadir are generally considered the most studious [[Race]], with the highest rate of literacy, and a society with a strong emphasis on discovery, progress, inventions, and the development of the craft they became famous for, [[Clockwork]] technology. Across the world so called Hadrityas exist often in the middle of other nations, small walled forts built out of the distinct Qadir-Blue brickwork that store the libraries and trinkets of the Qadir, fiercely guarded from prying eyes, and passionately defended to preserve what little remains of the once powerful Sariyd Empire. Qadir also roam the land, exploring deep caverns and abandoned crypts, venturing into high mountains and deep valleys in the hopes of finding new resources or ancient references to technology lost to time, with the hopes of reviving it. Mysterious with their intentions, but always predictably invested in technology, they remain a much desired presence for anyone wishing to rely on technology to fight the encroachment of [[Magic]], and are clever enough to use whatever commitments they get into, to benefit their own long term goals of technological revival. The Qadir are not a people beset with wants of conquest and subjugation, but of progress and fame.
Qadir, or sometimes called Mansuriya, are the native people of the [[Farah'deen]] continent before the collapse of their civilization at the hands of the [[Songaskia]]. Meticulous and precise, the Qadir are known clockworkers, fine silver carvers and praised artists who take pride and value in their expertly crafted items. The Qadir are few in the world, but they are a resilient and inventive people, distrusting of outsiders since the fall of their great Empire, yet willing to teach the lesser races in the ways of their culture and knowledge. For every calamity that strikes their people, or the world, the Qadir have some invention that will give them a chance at beating the odds. The Qadir are ruled by a collective of clockwork machines, divining decisions for a race that has lost faith in the existence of gods a long time ago. Despite their small numbers, Qadir are ever present across the world, hired by the rich and famous for their skills and unrivaled sharp sight. Their Hadritya’s, places of learning, are yearned for many would be scholars, even if entry is ever so difficult to achieve.
|below = Human
|below = Human
|}}
|}}
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|title = [[Songaskia]]
|title = [[Songaskia]]
|color = 8A7EF7
|color = 8A7EF7
|image = Newsongy.png
|image = Songisplashi.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, equalled only by the Kathar Dread Empire. The Songaskians, who sport a turbulent and relatively recent history, do not have a very distinct mark on the world, but it would be foolish to not acknowledge their hand in nearly every modern event. The last remaining remnants of the Dragons, the Songaskians have proclaimed themselves the inheritors of the crown 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 pearl 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 world domination. 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. 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, following 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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|title = [[Altalar]]
|title = [[Altalar]]
|color = 8A7EF7
|color = 8A7EF7
|image = altalarimg.png
|image = altalarimg2.png
|caption = The ghosts of the Elven Empire whispered in the eaves of every town, city, and tribe
|caption = The ghosts of the Allorn Empire whispered in the eaves of every town, city, and tribe
|text =  
|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]].
Once the dominant race on Aloria, the Altalar are perhaps the most diverse and flexible race still existing today, and for good reason. In times since passed, the Altalar lived under the Allorn Empire, the precursor to the Regalian Empire, practising all forms of magic, perfecting every craft available to them, and setting the standard for politics and court intrigue from then on, becoming quite possibly the most influential race in the modern day. Three hundred years ago, their Empire fell, owing to a combination of circumstance, internal conflict, and invading Orcs. Coupled with the catastrophic Wildering that made their marble citadels uninhabitable, the Altalar quickly fell from grace, leaving the stage open for Ailor to take, and for every other Nelfin subrace to manifest. Still, in spite of their fall from grace, Altalar maintain themselves as formidable warriors, supremely skilled craftsmen, and powerful mages, hoping to prove to the world that, although they once fell, they are perfectly willing to climb the ladder to world dominance once more, once the opportunity presents itself, and the fates align.  
|below = Magus
|below = Magus
|}}
|}}
----
----
{{Race Table
{{Race Table
|title = [[Avanthar]]
|title = [[Fin'ullen]]
|color = 8A7EF7
|color = a8d9e9
|image = avanthar3.png
|image = Elfysplash.png
|caption = With a single kick, the horse was spurred with a cry as the arrows flew overhead
|caption = A lone skiff crashes across foam-splashed waves
|text =  
|text = The Fin'ullen belong to the Est'Allorn or Altalar family of Races, who once made up the core of the Allorn Empire. To be a Fin’ullen is, at its core, to be rowdy and independent, to be martial and disciplined, but also to throw a riot when things don’t go one’s way, and to take a great deal of Nelfin pride in one’s work, especially when it concerns anything to with the ocean. Fin’ullen love water of any kind, and can never stay separated from the ocean for too long, becoming uncomfortable far inland. They are passionate and expressive, to the point where they are often misunderstood to be hot headed and stand-offish, with plenty of outbursts. Fin’ullen spend a lifetime honing their craft, especially when it concerns the military, and are very keen to show off to anyone who will watch. They are often described as ‘both immensely Est’Allorn in nature, and yet the least Nelfin in behavior’, referring to the fact that Fin’ullen have such an emotive and bold nature that they often feel out place among the more emotionally repressed Nelfin races.
To many, the Avanthar are the wild horse masters of the plains of [[Daendroc]] and the open fields stretching into [[Lusits]]. While originally being an [[Elven]] race, the Avanthar have since their first interbreeding changed far away from their Elven lineage due to their belief that the Elven race was physically inferior to the Ailor (and other races for that matter), and that they should absorb the strengths of other races. In many ways, the Avanthar have become a half-breed race, but they have developed their own unique features that set them apart from other Half-Elves. Their culture is also a far cry from the old Elven high standard of living, having reverted to being pasture nomads, but isn’t nearly as barbaric as it is often implied by ignorant [[Daendroque]] settlers. Avanthar engage in an aggressive guerrilla-style warfare employed against primarily [[Orcs]], while taking the unofficial mantle of the protectors of the plains, and all that live within. Skillful with a bow and large in number, the Avanthar are primarily a war-like race that continue the fight against the Orcs. Even three centuries after the last semblance of their [[Elven_Empire|Empire]] collapsed, the Avanthar steele on in the hopes of one day cleansing their lands of the green menace and taking up a leading role in what they call the Nelfellim, the resurgence of their Empire.
|below = Magus
|below = Magus
|}}
|}}
----
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{{Race Table
{{Race Table
|title = [[Cielothar]]
|title = [[Maquixtl]]
|color = 8A7EF7
|color = 8A7EF7
|image = cielothar.png
|image = Avanthyydue.png
|caption = A gentle wind blows at the windmill, the only movement on a quiet plain.
|caption = Stalwart in their duty as the surviving remnants of what was lost to excess.
|text =  
|text = The Maquixtl are a Race of Nelfin who aggressively rejected their Nelfin heritage and decided to create an entirely new civilization away from their Allorn Legacy. Once having been part of the Allorn Empire, some time before this Empire collapsed, a large Cult of Altalar known as the Genos followed their leader Suel to the lands far west. The exact history that followed has mostly been obscured from the world, but in the remnants of the poisoned lands the Eronidas came from, the Maquixtl created a vast civilization built on science, strict hierarchy and a caste system, the natural laws of the world, and the ever increasing capacity of the mortal body. The Maquixtl rejected Magic in favor of genetic manipulation, and creating a more fair society free of the excesses and depravity of the Allorn Empire. Even after the Allorn Empire fell, the Maquixtl continued along their path, diverging further and further away from what unites the other Nelfin Races. In the process of centuries, the Maquixtl colonized parts of the Allorn Empire formally abandoned by the Altalar, while also on-boarding many Yanar who felt more marginalized in Allorn society, if not outright ignored. The Maquixtl to this day maintain a unique position as a Nelfin Race that radically diverged from the Magic-obsessed standard set by the Allorn heritage shared by other Races, and one that still fiercely guards its secrets in the Guldar homeland.
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.
|below = Magus
|}}
----
{{Race Table
|title = [[Sihndar]]
|color = 8A7EF7
|image = drowsplash.png
|caption = Their armies stood strong against the Void and Exist Incursions, whilst hunting down corruption across Aloria with extreme prejudice.
|text =
The [[Sihndar]] are the remnants of an ancient people known as the [[Drovv]], a now extinct race of people which had been incorporated into the [[Allorn Empire]]. The Grandening period of the [[Altalar]] history saw the rise of the [[Cult of Dronnal]], a militarily inclined cult formed by the Altalar which the Drovv people developed. In the end as the Empire fell when the [[Cataclysm]] beset them, they too fell, though a different event occurred upon [[Drowda]], this event being referred to now as the [[Wretched Tear]]. This catastrophe infected their people with the Northern Taint. Their skins turned dark purple and grayish-blue, and their hair turned white. Many of them died, poisoned by the [[Void]] and [[Exist]] energies that infected them, but those that survived would eventually form the foundation of Sihndar society. Forged by their newly acquired scars these survivors would learn to inhabit the very world twisted and warped around them. They developed the strategic belief that while they needed to remain stalwart at home and keep Drowda clean of taint, that the rest of the world also needed to be cleansed in order for the healing process to truly commence. To this day, the Sihndar roam the world, hunting what they consider vile corruptions wherever they can find it, making enemies, but also alliances, with other Races and other people wherever they go with the ultimate goal of redeeming their Race.
|below = Magus
|below = Magus
|}}
|}}
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|title = [[Isldar]]
|title = [[Isldar]]
|color = 8A7EF7
|color = 8A7EF7
|image = isldarsplash.png
|image = Isldarrin.png
|caption = They faded and returned before anyone could fathom what had happened.
|caption = They faded and returned before anyone could fathom what had happened.
|text = An elusive and mysterious race, the [[Isldar]] prefer to remain shut off from the rest of the world, instead weaving their way into [[Ellador]]ian legends. This Nelfin subrace holds a central belief that [[Dragon]]s gave life to the world. They say the more elusive Isldar remain sheltered away, tending to the remaining [[Frost Wyverns]] and [[Frostweaver]]. Thanks to their icy seclusion, this subrace bears very similar features, including pale, blue-tinted skin, blue eyes, and white hair. Naturally, Isldar share the typical angular features and pointed ears of other Nelfin. As the existence of most Isldar revolve around their religious beliefs, any Isldar who leave the hold are often considered traitors or heretics for violating religious beliefs. Aside from these beliefs, Isldar appreciate song and music but generally lack the intellectual decadence of other Nelfin sub-races. Many Isldar cannot read or write, speak solely Nelfin or broken Common, and are assumed dependant on magic. Other aspects of Isldar culture and beliefs still remain a mystery as the Nelfin sub-race continues to guard its society, embedded in the worship and fear of the ancient Frostweaver dragon.
|text = Mysterious, seclusive, elusive with hint traces of [[Altalar]] high-class and a nationalistic pride that sets them even further apart than the other [[Nelfin]] species. The Isldar from the frozen wastes of [[Ellador]] are all these things and more, protecting their homelands from unwanted intruders since the days of the [[Allorn Empire]], but also venturing in the world to tend to the lost souls left behind by millennia of tragedy. Isldar are a barely understood subrace of Nelfin who once formed out of the [[Dragon]] worshiping [[Drogon Cult]], leaving the Allorn Empire for seclusion in Ellador’s mountains. Through intrigue, the Isldar were brought from the brink of doom, from where their Dragon matron Frisit used the last of her living [[Magic]] to save their kind, turning into Frostweaver the Undead Dragon that continues to guide her people. The Isldar now venture into the world, both to gather information for their frozen holds in Ellador but also to guide the wayward souls to the afterlife and tend to the rivers of [[Soul Essence]] that flow all over [[Aloria]], keeping balance in life and death.
|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 = 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 make up the Dread Empire. The Kathar are seen by many other races as a force of true evil, and their Empire is at war with nearly every other state in the world as a result, constantly butting heads with the other Elven States, the Orcish Tribes and the Regalian Empire.. The Kathar themselves, often also referred to as Shadow Elves, are a fair but gray and pale skinned race of Elves with peculiar physical characteristics that set them apart from the other Nelfin species. Furthermore, they have vastly differing cultures and societies that make them seem otherworldly in comparison to other Elves. From inside their walled Khalor cities, the Kathar keep the old Elven Empire alive in a far more depraved and vile state, corrupted fully by the Void Essences they sought to bring into the world. To say they worship the Archdemon and serve him as leal followers would be wrong, however. Through the centuries, the Kathar have managed to master the Void Essences that once controlled them to turn the tables and harness their unlimited energies to wage war on the world both in body and in mind.
|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 Nelfin 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 several areas in [[Daen]] and all of [[Rokhara]] in [[The Far West]] 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 Nelfin states, the Eronidas states of [[Daen]], and the [[Regalian Empire]] in more recent years.
|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 =  
|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.
From the extensive forests to the rising cities reborn from the destruction of the [[Elven Empire]], the Yanar can be seen about [[Daendroc]] and other great holdings of nature, tending to their groves and gardens as their lady [[Estel]] has instructed them. Well known for their plant-like appearance, these humanoids grow flowers, bark, fungus and fruit seemingly out of (or in place of) their flesh. Yanar are elegant and pure in their youth, but withered and decomposing in their older ages, towards sixty years. Their hair and eye colors reflect the norm of the [[Elves]]; that of golden, green, blue and brown eyes, to match brunette, black, and blonde hairs (if they have hair). As mentioned before, the Yanar all bear some resemblance to a plant, whether it be fruit or vegetation. These flowery folk were born when Estel saw the need to warn the Altalar within the Elven Empire of the most recent [[Void Invasion]]. But the Altalar had strayed too far from nature, and they could not understand the Yanar. When the [[Kathar]] did come, they were able to infect the plant-like people with a mildew substance, slowly deteriorating the physical and mental states of the host until he or she turned into a dark entity of [[Behaesal]]: A corrupted Yanar. Following this, the Yanar began slowly being incorporated into Elven society, splitting with the Yanar at the Elven civil war. Now, they are renowned for their healing abilities using their general knowledge of the plantlife of Aloria, serving Regalia in that aspect and being treated with according respect.
|below = Magus
|below = Magus
|}}
|}}


==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 = As the last remnants of the ancient [[Meraic Civilization]] and survivors of the [[Void Invasion]], the Maraya are the oldest living [[Race]] in [[Aloria]]. When faced with imminent extinction, the greatest minds and [[Mages]] of their world-spanning society came together and constructed the Tohn Vaults: massive underground stasis chambers intended to preserve their species in a 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 for the sleeping Maraya, with Vaults worldwide failing without the Magic used to sustain them. While some Vaults became the final grave of their inhabitants, others managed to preserve their lives, 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 mechanisms of the Vaults, awakening those within. Wrought by memory loss and the effects of long-term hibernation, the Maraya emerged into a world that was alien and hostile to them. Guided by a collection of knowledge known as the Tohn Sona, they set out in the world to try and reclaim some of their lost glory. But after many struggles, the Maraya have become divided and realize more now than ever that their past is long behind them. They have to adapt to survive in a world that is too full of other Races all fighting for dominion to even have a chance of their own, at least, for now.
|below = Magus
|below = Maia
|}}
|}}


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|title = [[Allar]]
|title = [[Allar]]
|color = 8A7EF7
|color = 8A7EF7
|image = Allarsplash.png
|image = Allarsplash2.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.  
|below = Gorr
|below = Gorr
|}}
|}}
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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 = As mysterious and secretive as common snakes, the Slizzar are the rarest race in Aloria; only a few thousand still exist in the entire world. Slizzar were once abundant in the [[Essa Empire]] and before, though war and racial cleansing seriously diminished their numbers. Slizzar are distrusted, yet alluring to most other races due to their inherent shape-shifting abilities. Slizzar continue to do what they do best nowadays: worming their way into the trust of individuals in power, and then using that to better themselves. They can often be seen as courtesans and advisers, but are also successful assassins or spies. Few can be found in the open, though all of them travel back to Ssasrakand every year during the solar eclipse day.  
|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
|}}
|}}
----
----
{{Race Table
{{Race Table
|title = [[Varran]]
|title = [[Asha]]
|color = 8A7EF7
|color = 8A7EF7
|image = Varransplash.png
|image = Varransplash.png
|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 =  
Varrans, one of the oldest pre-[[Elven Empire]] races of [[Aloria]], are a race of feline humanoids that inhabit the deserts of [[Ithania]] and surrounding lands. Varrans are known for occupying two ends of the freedom spectrum. On land, Varrans in Ithania are known to be the pinnacle of servitude and slavery to the [[Elves]], but on the high seas, no other race equals the [[Varran Corsairs]] in personal freedom and self-determination. Fierce and communal, the Varrans have a difficult place in modern society. Their ancient history has been mostly wiped out by the Nelfin, who continue to try and diminish the Varran identity to this day. Despite the many hardships these people face as a beastly race, Varrans have been able to mostly free themselves of slavery in the wake of the collapse of the Elven Empire, venturing into their history in the hopes of rebuilding some of their racial identity that was lost centuries ago.
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 over 2000 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
|}}
|}}
----
----
{{Race Table
{{Race Table
|title = [[Orc]]
|title = [[Eronidas]]
|color = 8A7EF7
|color = 8A7EF7
|image = Orcart.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 =  
|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.  
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.  
|below = Gorr
|below = Gorr
|}}
|}}
----
----
{{Race Table
{{Race Table
|title = [[Url]]
|title = [[Urlan]]
|color = 8A7EF7
|color = 8A7EF7
|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 Urlan, a Race of beast-men that roam the wilds, lording over all manner of beasts and creatures with their unrivaled hunting skills. Urlan 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 Urlan 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, Urlan 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 Urlans, and Urlan have also become a staple in the [[Regalian Military]] due to the inclusion of the Urlan Legion under the previous Emperor [[Cedromar I]]. One of the fastest-growing Races in [[Aloria]], the Urlan 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
|}}
 
==Special Races==
{{Race Table
|title = [[Half Races]]
|color = 8A7EF7
|image = Halfvarran.png
|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.  
|below = Gorr
|below = Gorr
|}}
|}}

Revision as of 21:52, 4 May 2022

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