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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 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.
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
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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 = 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.
|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.
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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 = 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 = 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.
|below = Human
|below = Human
|}}
|}}
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|title = [[Songaskia]]
|title = [[Songaskia]]
|color = 8A7EF7
|color = 8A7EF7
|image = Songalookac.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, 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. 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 = 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
|}}
|}}
----
----
{{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 = To many, the Avanthar are the wild horse masters of the Ularen Plains, great stretches of grassland and steppe found stretching across central and southern [[Daen]]. Once nothing but a radical cult at the fringes of Altalar society, the collapse of the [[Allorn Empire]] and the [[Wildering]] that came soon afterward birthed the Avanthar as they are known today while the cult continued on. The Avanthar profess the need for the [[Altalar]] to change with the wider world, to alter their pure [[Nelfin]] lineage with the blood of those more powerful than them in order to gain their best traits. For this reason, the ancestors of the Avanthar bred with [[Ailor]], and those still living on Daen largely continue this practice, resulting in the all-[[Ailor]] [[Qússrakón Culture]] to form alongside them. Avanthar society is a far cry from the Altalar and Allorn Empire they came from, but still not as barbaric as many are made to think. The Avanthar engage in aggressive guerrilla-style warfare largely against the [[Orcs]], but also fight the [[Kathar]], Altalar, and Ailor who encroach their territory or on the territory of their [[Cielothar]] allies. Despite being squeezed from all sides, the Avanthar still hold hope that they will one day cleanse their lands of enemy factions and take up a leading role in what they call the “Nelfellim,” the resurgence of a proper Allorn Empire.
|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.
|below = Magus
|}}
----
{{Race Table
|title = [[Cielothar]]
|color = 8A7EF7
|image = cielothar.png
|caption = A gentle wind blows at the windmill, the only movement on a quiet plain.
|text = Cielothar as a name refers to the more agrarian [[Nelfin]] 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.. The Cielothar are often seen as infantile and naive by the other Nelfin denominations, but they are exceptionally skilled when dealing with animals and seeing to their own needs.
|below = Magus
|below = Magus
|}}
|}}
----
----
{{Race Table
{{Race Table
|title = [[Sihndar]]
|title = [[Maquixtl]]
|color = 8A7EF7
|color = 8A7EF7
|image = drowsplash.png
|image = Avanthyydue.png
|caption = Their armies stood strong against the Void and Exist Incursions, whilst hunting down corruption across Aloria with extreme prejudice.
|caption = Stalwart in their duty as the surviving remnants of what was lost to excess.
|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 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.
|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 = 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.
|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.
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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 [[Pōlorcs]] 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 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 = Meraiaperson.png
|image = Meraiaperson.png
|caption = Exotic in color, ancient in culture, unique in body
|caption = Exotic in color, ancient in culture, unique in body
|text = The last remnants of the ancient [[Meraic Civilization]] and survivors of the [[Void Invasion]], the Maraya, otherwise known as the Sleepers, are the oldest still-living race in [[Aloria]]. When faced with imminent extinction, the greatest minds and mages of the their world-spanning Empire came together and constructed the [[Tohn Valeer]]; massive underground stasis vaults intended to preserve their species in an centuries-long slumber. Their slumber could only last so long, however. At the end of the Void Invasion that had pressed them into their vaults, [[Magic]] was drained from the world, an event unforeseen by the Meraic. With each passing century, extinction loomed ever closer to the sleeping race, with Tohn Valeer vaults worldwide failing without the Magic used to sustain them. While some vaults became the final grave of their inhabitants, others managed to preserve the lives of their inhabitants, and others still were subject to magical corruption, altering the biology of the Maraya within. Eventually, with the destruction brought by the Cataclysm and the [[Wildering]] in the [[Allorn Empire]], the vault seals were broken and exposed, and the sudden burst of Magic preceding these events re-activated the magic of the vaults, awakening those inside. Wrought by memory loss and the effects of long term hibernation, the Maraya that emerged into a world that was alien and hostile to them. Guided by their [[Tohn Sona]] (holy scriptures of the past), they set out in the world to try and reclaim some of their lost glory. In immediate opposition to the [[Allar]] and [[Slizzar]], the Maraya continue to struggle in a world where they increasingly come to realize that their past is long behind them, and that they have to adapt to survive in a world that is too full of other Races all fighting for dominion.
|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 = Maia
|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 = 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.  
|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.  
|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 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 = 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.
|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
|}}
|}}
----
----
{{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 = 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.
|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