Races: Difference between revisions

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|image = Meraiaperson.png
|image = Meraiaperson.png
|caption = They awoke to a great purpose, and built their hives with a fearsome vigor.
|caption = They awoke to a great purpose, and built their hives with a fearsome vigor.
|text = The Maraya have awoken to a world that has moved on, a place where the thriving civilization their ancestors built has been forgotten. Lost too is the physical form of the [[Meraic]] of old, for the Mekett who emerged from the earth in their stead have been transformed by their time in stasis into an insect-like species with features alien to the other inhabitants of Aloria. Much like some of the creatures they resemble, the Mekett are born into one of two forms: the ruling Maraya—spinners of [[Chrysalis Magic]] or the mindless worker Vissi—not considered a sentient race.Together they serve the [[Great Purpose]], a mission left to them by their ancestors on tablets and scriptures. While less than twenty years have passed, the invasive Mekett have already secured a foothold, forming new hives in the ruins of the recently fallen Naylar empire. Even in [[Regalia]] they may be found, often in a delegation of Maraya accompanied by servants and bodyguards. Their position within the outside world is a neutral presence as they seek aid in repairing a looming physical flaw: They seem unable to breed with each other which might, in time, result in their race’s demise.
|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.
|below = Magus
|below = Magus
|}}
|}}

Revision as of 16:34, 18 July 2018

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 Maiar that rise to the surface or dwell deep beneath the water, and the Mekett, whose strong culture has only recently surfaced from the deepest pits underground. What makes a race different from any other beast is primarily its sentience; a race has the ability to think, communicate, and is able to be aware of itself, while a beast cannot always do that. Races are playable on MassiveCraft while beasts are typically not, and when referenced, race names are capitalized and beast names are left lowercase. For example, a troll is a beast, while an Orc is a race.

Human








Magus











Gorr







Interbreeding

Consult the Half Races page