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​The world has many races. Elves, Humans, Orcs, Dwarves and many more all call this world their home! The various races constantly wage war on one another, and conflict drives the world of Binral forwards. The races are each unique and interesting in their own way, having a massive backstory as well as interesting unique traits to them. In recent times, the races have started to unite to wage war on the demons attacking the world of Binral, as well as the eternal struggle against the Vampires.

Commands[]

There are no commands anymore, the Races plugin was removed from the server and replaced by the Traits plugin. use /Traits help for more information on the server.


Races[]

Below you will find accounts and excerpts about the various races that populate this wondrous realm. Bear in mind that these snippets of information, gathered from scholars and explorers, though enticing and colorful barely scratch the surface. Who are these people, what traits do they have, what are their shortcomings? See below and be inspired, for each race counts many numbers among it, and with numbers come changes from the norm.

Humans[]

Despite the fact that the rapid expansion of the Human race has only started since the collapse of the Elven Empire, they have quickly become the most populous race on Aloria. With rapid colonization and expansion in all directions, Humans can now be found in all four corners of the world, trading, crafting, building but also waging war. The rapid expansion of the race has come with it’s downsides as well, humans are capable of great acts of cruelty, severe xenophobia towards other races, greed, infighting and great corruption. Of all the races of Aloria, humans are the most prone to greed and envy, causing whole kingdoms to descend into chaos over something as insignificant as a title or consort. Despite all of this, Humans are also the most capable race to reach great things through cooperation and an great entrepreneurial attitude.

Lore on Humans

Humans, like Elves and Dwarves, descended from the great Seraph civilization. The Seraph that fled to Ceradia and hid in the vast empty expanses of this continent eventually formed the human culture and adapted to the rural lifestyle. From the earliest point in Human history, Humans formed petty kingdoms and warred each other and themselves constantly. Any unification attempt trough peace or diplomacy always failed and devolved into large scale wars, though many of the citizens in the kingdoms seemed content with this situation. Because of this, the human petty kingdoms were no match for the Elven Empire that invaded Ceardia many times for riches and slaves looting coastal kingdoms and taking those they spared. Human kingdoms did not have the splendor and grandeur of the Elven cities, being small and made of wood, straw and stone, and lacked the defenders required to stand against the might of the Elven Empire.

With the collapse of the Elven Empire however, the Humans finally found themselves in the position where their growth was not being held back by the Elves. Many petty Human kingdoms were struck hard by the void invasion, their locations on the forefront of the war against the Void demons. This paved the way for one particular island to rise to power. The political power on this island was called Regalia. Situated on aniIsland with a large fleet, the Regalian Empire adopted the coastal raiding techniques of the Elves, quickly and easily subjegating large areas of petty Human kingdoms that had nothing to defend themselves with. Instead of just looting the places however, the Regalian Empire settled in the new colonized areas, assimilating them to it’s culture and politics. Leaders were bribed with gold and positions in the Regalian Senate, and in many places the Regalian fleet was welcomed as a window to prosperity, often bringing education, commerce and culture.

Human culture is very much defined by Regalia in present times as the great metropolis capital of the Human race. Religion in Regalia used to be that of the old Human gods. These gods were pagan and wild gods from ages before the Elven Empire. With the formation of the Regalian Empire however, a new religion called “Union” made a quick rise to prominence. Union as a religion is focused around worshipping the Emperors of Regalia, who ascent to godlike status upon their death. The religion is a strict one, denying the old gods as heresy, and demanding worship from all Humans, calling for a Human civilization under one religion. Humans out of all the races, are the most prone to be patrons of the Art. Many races would find it impractical to spend as much wealth on art and decorations as Humans do. Many nobles in Regalia attempt to out do one another with more splendor and excessive displays of wealth, even as the poorest in the slums die of hunger. Out of all the races, Humans have the largest gap between rich and poor, with little to no interest from the richer nobles to help relieve the problems of the poor. Despite the fact that Human society is cruel, it is still the most effective in terms of order and productivity. Lacking the craftsmanship of the Elves and Dwarves, the humans outdo them in sheer production, allowing them to field larger armies and maintain larger populations.

The rapid conquest of Regalia had a dark side however, as while the Empire grew larger, so did the corruption and political scheming in the capital. Politics in Regalia were run by the Senate of Regalia, headed by the Chancellor, a seat dominantly held by the Kade family. The Senate itself divided into different factions – assassination attempts driven by scheming and ambitious leaders against other political leaders became a common practice. Despite the political infighting, the majority of Regalia’s politicians still held the good of Empire as priority, and colonists were sent out to many different continents. Daendroc was colonized, along with Ellador and Ithania. The Whole of Ceardia eventually fell under the power of Regalia, and minor outposts were established on Kelmoria, Jorrhildr, Farah’deen and even the wild continent known as Lerina Basa.

Roughly 200 years after the last void invasion, The Naga kingdoms in Hadar lived in a time of unprecedented military power. One empress of the Naga, Mikuni, managed to unite all the Naga petty fiefs under her banner of serpent worshippers. Their newest weapon, the magic of the sea serpents they worshipped, made them especially dangerous, and a threat that could not be ignored. Immediately, the Regalian Senate was distressed over potentially being surpassed in military might by the new Naga Empire, for they had gained a global dominant position that they were not willing to give up so easily. Without first formal contact or negotiations, Regalia declared war on the Naga Empire.

Come to be known as the Chyrsant Wars, the confrontations between the Naga and Regalia was extremely violent, humans exterminating whole cities and kingdoms in Hadar as the Imperial fleet wrecked its way to the core of  the Naga Empire. The great battle of Feng Huang saw the Imperial fleet, headed by Emperor Justinian I and supported by Ortan and Moriarty Kade, as well as Henry van Sherburne and Harald Redblock, pitted against the fleet of dragon ships headed by Empress Mikuni of the Naga Empire. The battle saw nearly 300 ships sunken and near the end of the battle, the Empress summoned a Sea Serpent from the deep in an attempt to salvage the battle in her favor. The Serpent managed to rip through many ships and kill Ortan Kade, before it was eventually slain by a great broadside of the flagship.

At the end of the battle, only one in four Regalian ships remained, but the Naga resistance had been completely broken. The fleet sailed it’s way around Hadar destroying many more defenseless cities, reducing the Naga population to less than 5% of it’s original size. Upon returning to Regalia, the fleet bore many riches and spoils of war, and after re-organizing their military fleet, Regalia became the undisputed number one military power of Aloria. The Chrysant Wars were short and brutal, but defined Regalia’s policy towards non Human military powers. Any non Human power that arises in the future will have the Regalian fleet on their doorstep.

In recent times, Regalia has allied some of the Elven Unqualë tribes fighting Orcs in exchange for Elven arts and their resources. Regalian troops are being levied over to Daendroc to prepare a campaign against the Orcs that still linger the continent. After the collapse of Ceardia and the abandoning of the continent, many refugees fled to Regalia. The influx of refugees has only made the xenophobia many humans feel even worse. Recently, the Senate has started stripping rights from non humans and condemning many to live in squalor in the slums. Despite it’s lack of interest to defend non Humans, Regalia stands as the last true bastion against the Void legions, being the only military competent state to match itself to the Archdemon’s hordes. Until this day the Archdemon is aware of this, and focuses its attempts on sabotaging Regalia with whatever means he can find, whether by destabilizing the political spectrum with the assassination of the Kades, sending more vampires to the city spread terror, or full out attacks by the Dark Banshee.

 


(Dis)advantages:


Humans, when harvesting wheat, have a 20% chance to drop an additional wheat. When cutting wood logs from any tree, humans also have a 10% chance to drop an additional log of that wood. This is to simulate the faster growing population of humans when compared to other races. Humans are the only race that can be infected by vampirism.

Elf[]

Story:

Generally tall, fair and with pointed ears, Elves are unmistakable in their noble bearing and complex history. The ancient race of Elves has through the ages been known as a stable and thriving race. The great Elven Empire stood stable for thousands of years, spanning many of Aloria’s continents far and wide. Since the stemming of the Void Invasion by the Elven Empire however, the Elves have faced civil strife, Orc invasions, and widespread instability among the many factions of Elves. More than ever are Elves are not only warring the Orcs, but also one another. From the Isldar in the far north, to the Talar in the south, the Elves are a proud and strong race. Despite the many recent hardships, many Elves stay true to their ideals and their search to restore the splendor and grandeur that was taken from them by the Orc invasion and the collapse of their social system.

Lore on Elves

The Elves originally descended from the great Seraph civilization, remnants of the last Void invasion fleeing to Daendroc. Over the many thousands of years, the Elves developed a distinct culture, dominated by druidic rituals and worship of nature. The Elven culture developed many different deities over time, but the most important by far was the goddess of nature Estel, often referred to as “Faith” in Human languages. Early Elven civilization revolved around worshipping Estel, and the powers of nature. Estel was seen as the guide of the aura’s of the dead to Transcendence. As many hundreds of years went by however, Elven society changed. The Elves became more populous, thriving to greater heights than any of the other races. A great Elven Empire was formed when Emperor Gwângalad unified the different Elven Kingdoms. For nearly 3000 years, the Elven Empire stood stable, ruled by the descendants of Gwângalad. The Empire expanded onto other continents, establishing great cities of white marble and quartz. The most wondrous of all was the capital of the Empire, Ríë. The Imperial palace was the largest made structure ever built, the main Ivory tower higher than any mountain ever seen.

With all the increasing splendor, Elven society became more decadent. As the Elven population moved away from groves and nature and into large monumental cities, their habits changed. Many of them forgot the old ways, destroyed nature itself to feed the population or expand cities, and engaged in dangerous acts of magic. The Elven Empire also waged numerous wars against Human and Sadëir kingdoms across Farah’deen and Ceardia. With every defeated kingdom, the Elves took thousands of slaves to serve them at home. The Tigran race, especially, suffered from the expansion of the Elves. At the peak of the Elven Empire, nearly 95 percent of the total Tigran population was enslaved in Daendroc at the height of the Elven Empire.

Something dark and evil was stirring on the other side of the veil however. The Arch demon Behesael was gathering his forces for another invasion of Aloria as he had done before during the high days of the Seraph Civilization. As the veil tore open, millions of demons from the void poured out and washed over the lands, catching many of the human kingdoms by surprise and quickly overrunning them. The Elven Empire was slow to react, losing most of its northern dominions to the advancing demonic hordes. Wave after wave of demon pushed against the Elven Empire, but after several years, Emporer Medui was finally able to bring the invading army to a standstill at the Battle of Egtel.

Emperor Medui bought a brave group of adventurers and mages, with just enough time to break through to the Forsaken Continent where the invasion had started, and tear down the veil to destroy the gateway from which the demons could enter Aloria. Despite their victory however, emperor Medui was slain on the battlefield leaving behind a power vacuum between his three sons and one daughter. Estel had a vision of what was to come, and tried to act but was quickly barred from intervening by a new dark force that had arisen from the Elven Empire. The so called Shadow Elves, corrupted and tainted by the Void demons had begun their works to unravel the Elven Empire and destroy the defenses of Aloria. It was their dark mages that bound and imprisoned Estel in a location unknown to any but their darkest Shadow Council.

The Yanar first appeared shortly after the defeat of the void demons. They attempted to warn the Elves, but they had lost the old ways, and did not heed the warnings of the Yanar. The power vacuum left behind by the death of Emperor Medui caused friction between the many factions within the Elven Empire, causing several to break off into their own clans. The Isldar of Ellador, fair blue-white skinned Elves of northern Ellador were the first to secede from the Elven Empire. They simply completely and utterly disappeared without a trace, and have not been seen since those days. The second to leave were the Drowdar Elves. They were cast out by the Eldar as scaremongers who wished to control the population with fear of the demons – though in truth, all they wished was to continue the fight on the forsaken continent. The Drowdar left in masses, sailing to the forsaken continent where until today, they still fight a losing battle against the demons that still wander the continent. Over time the Drowdar’s fair skin turned black and dark blue, and their hair pure white. Many often believe they are corrupted by the demons, but they simply changed over a long period of time, the Veil affecting their close presence. To this day they keep their vigil, as an incorruptible force against the Demons.

The remaining factions within the Empire, the military Vicari, the druidic Lothar and the populous Talar started a civil war amongst themselves, each favoring a different son of the late Emperor. Cedril led the druidic factions in the North, Cedral led the military factions in the center, and Cedron led the populous factions in the South. Cedril and Cedral brokered an alliance to defeat Cedron in exchange for independence for the druids. Cedral betrayed Cedril however and strangled him during a negotiation. And working behind the scenes, the Shadow Elves had placed plan in motion, killing Elven oracles and grove tenders all over Daendroc. Their final targets were the Nenya, colossal magical trees which were the emissaries of Estel. With axe and fire they assailed the colossal trees and with dagger and sword they entered the Elven Temples. A night of terror that would forever be known to the Elves as the Night of the Fallen Star, many claimed they could hear the forest itself cry out, wailing in the wind for the death that was caused.

Meanwhile Cedral marched on his other brother, Cedron which had fortified himself in a coastal citadel. Too distracted to see what was really going on, or perhaps a partner to the Shadow Council’s plans, Cedral drew all forces away from the cities and centers of magic. As the soldiers left, the Shadow Elves started corrupting the population and turning them into mindless servants of the demons. They would have succeeded in their plan, if it wasn’t for the surprise Cedral ran into when he first laid eyes on his brother’s citadel. Instead of seeing Elven banners, he saw Orc warships, sounding the drums of war as the citadel was wrecked casting large pillars of smoke far into the sky. Cedral charged the Orcs with his entire army, but was soundly defeated and slain on the battlefield.

What followed, was nothing short of an all-out invasion of the Elven Empire by the Orc Hordes. With great speed and cruelty they spread trough the Empire, destroying what little groves were left, pillaging cities and mass murdering Elves. Nearly 90 percent of the Elven population, millions upon millions, died at the hands of the Savage orcs. The Shadow Council’s plans were completely foiled as they themselves were also slain by the Orcs, along with many of their accomplices. In one final life-shattering event, the Orcs decimated Ríë with an enormous bomb, reducing it to a pile of rubble and sending it into the sea. The advancement of the Orc Hordes only ended when the Orcs began fighting amongst themselves, arguing over the division of their spoils of war.

Many Elves fled to the Northern jungles of Daendroc, setting up new groves and forming the Lothar tribes. These tribes believed they could only reclaim their old grandeur by returning to the old ways of nature worship. They support the status quo between the Elves and the Orcs, not favoring attacking or defending against them. Many of the Vicari took up arms in the middle plains of Daendroc, forming tribes of soldiers which had survived the massacres. They renamed themselves to Unqualë, wishing only to bring death on the Orcs as an act of revenge. These Elves now favor hunting, guerrilla warfare and a tribal way of living, constantly hunting for Orcs. Many more Elves lingered in their destroyed cities, decaying husks of their former glory. These Elves have trouble accepting their fate. The Talar as they are now called, often exist in a sad state of denial, still acting the same way they did before the Empire collapsed, unable to accept reality. Some others fled underground, becoming even more savage and brutish than the Orcs that caused them to go there to begin with. The Grodar are considered dangerous to all, even to the many Elven groups. The Grodar have simply gone insane underground and survive through scavenging or ambushing surface dwellers. Few Shadow Elves remained after the Orc invasion, but they still continue their plans for corruption on the many islands of Daendroc, hiding in the dense jungles to find new ways to corrupt the land and the people living on it.

Recently the Elves found Human settlements on the eastern shores of Daendroc. The Unqualë valued their presence, using the Human settlement for trade to aquire human forged steel and war machines, which they find extremely useful in their continued fight against the Orc hordes. Recently the citizens of Daenshore and smaller towns have allied themselves with the Unqualë, forming a strong alliance to fight back the Orcs. The Lothar however fear the presence of the humans, as they destroy the forests around their towns to fuel their growth. The Talar in turn believe the Humans are settling vermin and avoid contact with them at all times. However, despite the many different mindsets and differences of the different factions of Elves, they all remain proud and assured of themselves and their race.

Subraces of Elves

Eldar: Common Elf, devided among the Talar, Lothar and Unqualë. Fair and pale skinned beings, Eldar are generally tall and have bright blonde, blonde, or brown hair. The most common Elves on Aloria, the Eldar Elves are represented by extremely different mindsets that all revolve around the reforming of the grandeur of the Elven race, in some form of another. While the Lothar and Unqualë are more commonly seen in forest and plains tribes, the Talar almost mimic human nobility in their continued quest for grandeur and opulence. The Eldar are the most easily accepted of all the sub-races of Elves, due to their relatively normal appearances.

Isldar: Ice Elf,  known to be fair in appearance and with white-blue skin, white hair, and generally tall bearings. Having broken off from the Elven Empire more than three hundred years ago, the Isldar vanished off the face of Aloria, and only recently have a very rare few shown back up in the world view. Inquires of the rest of the Isldar, however, have discovered nothing, and the fate of this sub-race as a whole remains shrouded in mystery. From the few seen through Aloria, the Isldar are thought to be rangers and survivalists, living simply and plainly. These few have also shown high physical and weapons prowess, supporting the idea that the Isldar are used to rough living.

 Shendar: Shadow Elf, otherwise called Island or Blood Elves. Grey skinned tall beings with white hair, the Shendar are fairly rare. Ever since the Shendar turned to demons in an effort to gain an advantage over the other elven factions, the entire sub-race has become warped, both physically and mentally. A Shendar elf is almost always possessed by a demon, and are considered highly dangerous because of such. Living in wild and primitive tribes that are carefully sheltered in dense jungles, they habitually practice demonic possession. Shadow Elves are unwelcomed in major cities, and shunned by other Elves for their dangerous walk with demons.

Grondar: Cave Elf, distinctly different from other sub-races with their yellow skin and lack of hair. Driven insane by underground living, the Grondar are considered feral and near nonsentient, too dull and unintelligible to even think of communicating with. Finding one that can speak is extremely rare, as is surviving an encounter with a Grondar. They live deep underground or within caves and survive by scavenging for food, or by ambushing and killing the unwary traveler who ventures too deep beneath the surface.

Drowdar: Drow Elf,  perhaps the rarest of all sub-races, due to their willing containment on the Forsaken Continent. With black or dark-blue skin and white hair, Drowdars are highly militaristic, avoiding magic and its use at all costs. Fierce and passionate in their fight against demons, any sign of weakness in a Drowdar results in abandonment of the individual. Having barred themselves on the Forsaken Continent to continue their unending battle, very few Drowdars are ever seen in the rest of Aloria, and fewer still have any desire to give up their fight against the demons. Due to their prolonged exposure to demons and the torn Veil, Drowdars are considered extremely dangerous and unpredictable by most others.

(Dis)advantages:

Elves are immune the effects of vampirism. With their keen senses and eyes, they can wield a bow better then any other race. They deal +15% more damage with bow.

Home: Daendroc , Elven District in RegaliaCity.

Dwarf[]

Story:

The Dwarves of Aloria are a proud and sturdy race. They are renowned for their extensive martial training and their near flawless craftsmanship. The majority of dwarves are good hearted, but are known to be very greedy and possessive of their treasures, to the point of extreme paranoia. They hold close to the traditions of their people, most believing strongly in justice and camaraderie. Existing underground for centuries untold, they recently began moving to the surface to escape the Dakkar, who they have warred with heavily. Thus, Dwarves have a deep hatred for Dakkar.

 

Lore on Dwarves 

While the exact origins of the Dwarven race are unknown, they have lived underground for centuries untold. Underground, the Dwarves had large kingdoms and strongholds; however, most of these kingdoms were burned or sealed away due to the subsequent war between the Dakkar. The treasures within are still sought by adventurer’s today.

Most Dwarves follow the dogma of the god Moridon. Some Dwarven folk tales tell of all Dwarves being descendants of Moridon, who was in fact a mortal. Others say Moridon was a god, a deity. Since earliest recollection, Dwarves have followed the dogma of Moridon: to pursue justice, to defend one’s kin, and to create works of art; to Dwarves, that would be powerful suits of armor and weapons. Those that worship Moridon most heavily are smiths and Dwarven fighters. Above all else, the dogma of Moridon teaches the simple phrase “Dwarf for a Dwarf”. In detail, it signifies the deep loyalty Dwarves have with each another. If pressed, a Dwarf would give his life for his kin. That Dwarf would die with a song on his lips, knowing he did what his kin would do if they had the chance. While not suicidal, Dwarves will fight furiously, almost to the point of blind rage.

Dwarves are commonly referred to as “the stout folk” for good reason. Most stand at 4’3″ – 4’9″ at maturity. They can weigh anywhere from 150 to 250 pounds, depending on the dwarf and their love for food. Most, if not all, Dwarves possess fair strength and compared to other races, are incredibly hardy. Dwarves can take a beating that would kill a human, and get up to spit in the eye of whatever brought it upon them! Their beards can reach down to their toes, and come in many colors. Brown, black, and red are common among Dwarves. A common dwarf is one that is battle-clad: dwarves are a very practical race, and are thus rarely seen in anything but chain or plate mail.

When thinking of a Dwarf, most imagine a chain-clad Dwarven fighter, with an axe in one hand and a shield in the other. In combat, Dwarves have simple rules: “The ax cuts the tendons at the back of the knee; the battlehammar breaks the kneecap from the front”. Most dwarves will compliment their ax or hammer with a small shield. However, dwarven beserkers will prefer to dual wield two axes, or two warhammars. Dwarves brought the zeppelin and the cannon with them when they moved to the surface, both of which they use extensively in combat and otherwise.

The stout folk have a strong dialect, replacing most common words like “you” with “ye”. Dwarves can be a tad blustering when angry, as such most enjoy creating new insults to hurl at an enemy. “Orc-brained pile of ogre dung” is an oft used phrase. Dwarves are usually divided into clans, but all Dwarves share a mutual brotherhood with each other. There are exceptions of course, but most Dwarves are part of a distinct group, with a singular dwarf leading it. Unlike humans, their leaders are not clad in gold and luxury. A Dwarven king is a practical one that leads by example and thus looks like any other dwarf, other than his exceptional weapons and obvious skill. Most Dwarves wear simple tunics underneath there armor, which they wear at almost all times.

The social structure in Dwarven society is peculiar. There are no clear rulers in the society. There are commanders and veterans in combat who take the lead, but each dwarf respects and cares for their kin, heeding there advice as well as they would there kings. Loyalty is more than a word, it is a way of life for Dwarves. They would take pleasure in rescuing the lowest dwarf, for saving an ally means much to them. For this reason, Dwarves make exceedingly good allies. Dwarves are also often given to revenge on an enemy. Sometimes, a Dwarf may wait for decades to exact revenge on an enemy, for Dwarves are patient. Women in Dwarven society are respected as much as males. Often, in battle Dwarf women fight alongside their male counterparts with no distinction. And indeed, if the females have a beard, the distinction is doubly hard to make. For female Dwarves sound exceedingly similar to males.

Dwarves, as commonly noted, are greatly skilled in forging weapons and armor. Dwarves are known to have an everlasting patience. For example, a dwarf would take an hour to add a single scale to a suit of armor and should he make the smallest error, he would scrap the project and start anew. Dwarves take pride in all that they forge, and thus they forge little that is not exceptional. Dwarves have been known to pray to their god, Moridon, for aid in the creation of magical weapons. Whether their god answers their calls or whether it is wizardly magic at work is left to scholars’ musings. Either way, Dwarven made items are in high demand everywhere.

The history of the Dwarven race is a sad one. Existing for centuries untold underground, they did not participate in the Void War. Instead, the Dwarves shut their gates to the evil, not wishing to kill themselves for the sake of strangers. During the time they were shut in, the Dwarves began digging deeper and deeper. Then, all at once it seemed, the Dwarves were in a full out war with the Dakkar, a race of fire-like humanoids. The Dwarves had many magical weapons, but few could work on such beings in their territories. After a long, drawn out war, the Dwarves began to retreat to the surface. Nearly half of the Dwarven race had been killed in the wars.

Moving to the surface as recently as 50 years ago, the Dwarves have split into many clans, some venturing into human settlements on their own. The vast majority of Dwarves live in refugee camps, but more and more are integrating into the society of the other races. To this day, Dwarves find good work as smithies but as noted, vengeance can take hold on them. A Dwarf would cut down a Dakkar without a thought should they come across one on the surface. Let it be known that the Dwarven populace is starting to rise again.

 



(Dis)advantages:

Dwarves are immune against vampirism.
They deal +15% more damage with axe.

Home: Ellador

Orc[]

Story:

The fierce and barbaric race of the Orcs are renowned and often feared for their warlike and aggressive nature. Originating from the yet uncharted continent Guldar far to the west of Daendroc, a hostile continent with great beasts and hostile poisonous plants. The Orcs are descended from the Seraph like the Elves, Dwarves and Humans, but developed for a more hostile environment. Present day, Orcs can be found far and wide serving in Human societies, or staying in their old tribes. Strong fighters, guards and the like, Orcs are a much welcome addition to any army due to their resillience in battle. The fact that employing Orcs to do the heavy work for Humans, and having less Human casualties during war time certainly contributes.

Lore on Orcs[]

Their whole race went on an exodus east after the plantlife on their islands suddenly started toxicating the air. Upon arrival in Daendroc, Orcs have almost relentlessly raided human and, in particular, Elven settlements. Such assaults have brought upon civil unrest and strife for the Elves, following the fall of the Elue Dominion. Orcs typically reside in remote tribes, far from other Orc settlements. However, on occasion, great Warlords have been known to raise armies for the purpose of annihilating neighboring settlements, razing cities to the ground, and even bringing great empires to their knees. Orc tribes differ in cultures and ideals, but most Orcish societies are dominated by honour and feats in battle.

The Orcs of Daendroc are well known for being large and intimidating beings. Their ferocity and aggressiveness is only complemented by their grotesque physical appearance. Orcs can be very tall with large broad shoulders. Most orcs are heavily built with muscle. Unlike the pale Elves and Humans; Orcs typically have green or grey skin. They have pointed ears which they, like their elven cousins, inherited from their Seraph ancestors. A well known trait of the Orcs is their tusks that protrude from their lower gum line; they have been known to use them as weapons in hand to hand combat to bite or gore their opponent. Mostly, Orcs have dark coarse hair in their youth, but as they age it starts to turn grey and white. The most common eye color of the Orcs are Dark brown, black, red, or even yellow. The older orcs are often covered with scars of previous combat.

In the past, Orcs have worshipped, the so-called, ‘mother and father’ of the Orc race; Vakgar, and his spouse, Yazgar. Vakgar is praised as the source of the inherent physical strength and fighting skill of the Orc race. Orc warriors often make sacrifices to him before going into battle, in the belief that his blessing will give them strength and shield them from pain. Yazgar is worshipped as the mother of Orc culture, wealth, and fertility. When Orc men take wives, they are put before the judgement of Yazgar. Traditionally, the couple embark on an assault on a neighbouring tribe or village. If the couple return safely, then Yazgar has given her blessing, and the two will have a fruitful life together. However, many tribes have since strayed from such traditions, but a few still practice such rituals. The Orc political system varies from tribe to tribe, but generally they all follow the same basic concept. There is one Orc leader per tribe; he is known as the Chieftain of the clan and he gains his status from either defeating the previous Chieftain in mortal combat or the general consent of the clan. Below him, there is the Shaman, who is the religious leader of the tribe. He guides and advises the Chieftain in actions that will keep the tribe in good favour with the ancestors and the ‘mother and father’ deities. The next in command is the War Chief. Only in some tribes you will find one, because the Chieftain might take this rank into his responsibilities. The War Chief is in charge of maintaining and training the army to be as deadly and brutish as it can be. Everyone else is below these three and must follow their commands or they risk exile or death.

The Orcish language varies between each tribe, but in general it is a very guttural and simple language, no-where near as smooth and eloquent as the Elven tongue. Orc tribes often add signature prefixes to their last names. These vary for gender and rank, but generally consist of a two to four letter syllable such as ‘Gro’ or ‘Ugk’. In Orc culture, It is considered strongly offensive and provocative to shorten or abbreviate and Orc’s name without specific permission. Orcs have been known to kill over such insult. Orcs don’t have a lot of variations in clothing. They generally wear whatever they pillage or whatever they can get from pelts and animals skins. Some orcs though have been known to wear elvish clothing. Orcs raise their young in litters, often of ten to fifteen pups. However, from birth, Orc pups are left to their own devices in so-called ‘pits’. This is an ancient Orc ritual, intended to separate the weak from the strong. Often only one or two pups will survive the pits, this shows the Orc clan that the pups are strong enough to defend themselves, and prove they have earned their right to live.

Very little is known about what actually happened on Guldar besides the tales of poisoning. The only stories that exist are Orc tales passed down many generations, of which the credibility is often questionable. The surviving Orcs left their homeland in masses, sailing across the open ocean looking for a place to call their home. They landed in Daendroc. The Orcs started deforesting the land, because of their fear of another poisonous plant outbreak. They were greeted by elf armies that sought to rid their homeland of these new savage people who destroyed their homes. The Orcs reacted with violence and savage determination. They were driven from their homes from a foe they could not fight on the battlefield, but now they had a clear adversary. They could fight the Elves and were all too happy to have a chance to fight another exodus. Without mercy, and without regret, the Orcs slaughtered the Elves. The Orcs took to feasting on elf flesh, because they were not educated in the ways of growing crops. Killing elves as a way to sustain their army’s appetite. The first move against the Elves was to take the great coastal citadel held by Cedron, son of the late elven emperor. The unprecedented numbers of the orc armada took the citadel with ease. Orcs would boast of how the waters turned red from the slaughter, and how the great Cedron begged for mercy like a child before the end.

The Orcs held the citadel for a few days, to regroup and collect their sorts. However, as the Orcs rested, the brother of Cedron, Cedral, and his forces. Cedral charged the Orc horde with pride and confidence, but he underestimated the Orc’s numbers and skill. The armies of Cedral were crushed as his brother before him.

From here, the Orc invasion progressed almost too fast for scribes to note. Elven settlements were pillaged, citizens slaughtered. Even the great library of the White silver city was ransacked and the princess Cillian kidnapped or killed. The Orcs saw that their work was nearing an end, the elves had been all but wiped from Aloria, but they needed something more. They needed a statement so great that no-one would ever dare to cross the Orcs again, not as long as the mountains stood firm and the sun shone in the sky. The Orcs set their finest Grills to work, constructing a weapon to bring down the great tower of Rie, the Elven capital. At the time, this tower was the tallest structure in all of Aloria, and the splendour of Elven architecture. Finally, the Grills finished their work, delivering the “Great Boom”, a vast bomb capable of destroying the vast foundations of the Elven tower.

The bomb was placed at the base of the tower of Rie. Even the Orcs fled the area before it’s ignition (save the poor Gratts who were tasked with lighting it). But not even the Orcs foresaw the destructive power of the bomb. Upon detonation, the tremors were felt as far as the continent of Ceardia. Nearby trees were torn from their roots, rocks were cleft in two and the very earth was rent asunder. It was said that is took days for the smoke and dust to clear. Clearing to reveal that the bomb not only destroyed the tower, but had sunk the entire city into the ocean. The orcs had done nothing short of crushing an empire, and demolishing the elf capital.

Orcs nowadays do not command as much power as they did at the fall of the Elue Dominion. After the fall of the Elves the Orcs fought and killed one another for rights of leadership and spoils of war. Old traditional feuds resurfaced and soon the sizable orc force split up and formed their own isolated tribes and communities. These small clans raided and pillaged their neighbors and each other, as before. Ultimately, as other races settled Daendroc, they saw these orc villages as pest that needed to be removed. The orc strongholds slowly fell over time, leaving only a few clans standing this day. Some modern Orcs feel that they need to start to integrate with the current dominant human society. That is why you will see Orcs serving in human armies as mercenaries or full blown soldiers. To this day, a few Orcs hold onto their traditional beliefs and culture. They hope that one day their kin will return to their former glory and status in Aloria.

In recent times, the Blood Stone and Black Iron Orc tribes of Daendroc are still at war with the Elves that linger on the continent. Often they also cross paths with the Human settlers, but the rest of the Orc tribes have since moved on to different continents, or integrated to Human cities. In very recent time, Orcs were elevated to second class citizen in the Regalian Empire, serving in the city guard and the Regalian Navy and Army as well received shock troops and cannon fodder. The Regalian Empire itself however, has allied with several Elven tribes, formally taking a stance against those Orcs left behind in Daendroc. The moral choice between preserving their existence in the progressive Human societies, or clinging to old dying cultural beliefs holds many Orcs in conflict to this day.

(Dis)advantages:

Orcs are immune against vampirism.
They deal +7% more damage with sword, axe and unarmed attacks.

Home: Daendroc

Tigran[]

Story:

Proud, strong, and resilient, the Tigrans of Aloria exist as a monument to the bestial form of nature come to life. From the feral and wild tribes that are looked down upon as savages, to the more intelligent and acclimated Tigrans kept as pets and servants, all extremes of this unique race are intertwined together by bestial appearances and strengths, that have simultaneously hindered and benefited the Tigrans. Known throughout Aloria for the unrivaled raw power they hold in their paws, Tigrans are only just beginning to come onto their own in the world, free of the tyranny their ancestors were subject to under the Elven Empire. A scattered race, Tigrans in general retain a close connection with each other, standing fast against the trials and tribulations that bombard their race time and time again.

Lore on Tigrans[]

Though believed to have roots in Daendroc, the race of the Tigrans actually originated in Ithania, threaded throughout the jungles, across the deserts, and along the coasts. At the beginnings of the life cycle of their race, however, Tigrans were primitive and crude, more akin to beasts that walked on two legs instead of four. Many spoke with body language and sounds rather than an alphabet, and relied on instinct and physicality than any sort of mental prowess. It was with little surprise that the first Elves to travel to Ithania, then, saw Tigrans as unthinking and savage creatures, animals to be used solely for their own pleasure.

It wasn’t long before the Elves began hunting Tigrans for sport, and kidnapping the more literate and intelligent ones to keep as slaves, bringing them back to their native homes on Daendroc. By the time the power struggle between Emporer Medui’s children fully broke out, ninety-five percent of the current Tigran population had been enslaved, taken as pets, servants, manual labor workers and for recreational purposes. It wasn’t until the collapse of the Elven Empire, catalyzed by the secession of various Elven factions and the subsequent massacre by the Orcs, that the Tigrans were able to break free of their enslavement, though many died during the rampages of the Orcs. Those that managed to escape the ensuing slaughter fled to the eastern isles of Daendroc, and were left to pick up the remains of their scarred and wounded race.

In time, the Tigrans began moving outward again, stronger, smarter, and more worldly from their enslaved ancestors, testing and tasting the first real vestiges of freedom after the vestiges of servitude. The trials of their history, however, could never be erased, evident as Tigrans as a whole becoming a scattered, wandering race with no real home or culture, settling into wherever fate brought them. Chance meetings with the Lothar Elves proved to be a major turning point, as the increased relations with the druids helped increase the Tigran population and culture, much as it did for the Yanar. Many Tigrans settled with clans of Lothar Elves, treated with respect and kindness as bestial representations of nature. Others still made their ways to human cities, with many of these Tigrans willingly entering human or elven servitude as either pets or servants, finding it an amendable alternative to returning to the wild or begging on the streets.

Despite the loss of their Ithanian culture, some still chose to return to their ancestral ways, remaining in small and close knit groups of Tigrans. These remained in the wild, living off the land and fending for their own, mimicking the primitive and uncivilized ways of their ancestors. Divided into small groups called tribes, these Tigrans abandoned any sense of a political culture forced onto them by the Elven Empire, instead living by the laws of nature and land. Often run by an Alpha, or sometimes an Alpha Pair, Tigran tribes remain wild and under no law but their own. Many maintain a belief of the freedom of all Tigrans, often railing against kin in bondage, whether willing or not. More often than not will these Tigrans take matters into their own hand, resulting in raids or attacks against Talar Elves that still hold onto their old ways with Tigran slaves.

The scattered and wandering nature of the race became largely responsible for another alternative for the Tigrans without a home or native area. Of all the races of Aloria, Tigrans are the ones that most commonly turn to piracy, abandoning the land for a life at sea. Their raw strength, coupled with instinctual knowledge of the wilderness, make them fearsome pirates, and none more so than Nakul “The Clawed Demon” Kahn. Rumored to be able to slash through a brick wall with just his claws, Kahn sailed between Daendroc and Kelmoria for fifteen years, plundering Dwarven ships filled with riches from the mines and terrorizing Elven cities along the coast line, before suddenly disappearing from the world view. The wreckages of his ship were later discovered against the eastern shores of Daendroc, though with nary a sign of the various treasures and loots he had collected through his pirating years.

Though the scars from history and the past run deep, Tigrans today still maintain an awareness of themselves as Tigrans, embedded from ages of unthinking instinct and survival. Without a real and distinctive culture, the race of Tigrans as a whole has unfortunately become a wandering and scattered race, thrust into the world after centuries of enslavement. They are still popular as pets and servants, often viewed as an exotic addition to a noble’s chattel, and many Tigrans offer themselves up as such, preferring the lifestyle of a servant to one in the wild or on the streets. Others remain with the Lothar Elves to the north of Daendroc, or have returned to the primitive and wild ways of their ancestors, relying on a sense of right and wrong defined only by the laws of nature. Others still have turned to a life of piracy, inflicting the terror and desolation their ancestors were subjugated to on the population of Aloria at large. Through it all however, Tigrans retain a support for themselves as a race and their individual kin, and remain strong as they face the challenges of a newly freed race slowly coming into its own.

==Subraces of Tigran ==

Large Feral:From leopards and tigers, to lions and cougars, the LF are often viewed as the most fearsome and strongest of the Tigrans, and for good reason. Resembling the dominant feline predators of the land, LFs are generally larger, stronger, and sturdier than their smaller cousins. These are often the Tigrans seen in tribes along the desert and coast lines, confident in their power and physical prowess. Relying mostly on instinct and the land, the LF Tigrans are considered the most savage and unthinking by Talar Elves and other races, bypassing mental prowess for their physicality.

Small Feral:Smaller, leaner, and more sinewy than the LFs, the SF Tigrans are the ones resembling the smaller yet still deadly cat species of Aloria. Ones that look like striped ocelots are the most highly seen, though ones that resembles margays, bobcats, and servals are not uncommon. Though not as physically strong as their larger kin, the SF are faster and more agile, years of running through thick jungles and climbing trees giving them an edge. SF Tigrans rely on speed and cunning rather than brute strength, but because of their lifestyles of living in the wild, they are viewed similarly to the LF Tigrans by other races.

Tamed:Though some Tigrans remain in tribes situated in the wild, many others choose to become integrated amongst other cultures, most notably the Lothar Elves. These Tigrans have lost much of the physicality and instinctual responses garnered from surviving off the wild, resulting in a more sophisticated way of interacting with others. Tamed Tigrans have regressed from their ancestors somewhat, resembling domestic cats rather than their wild and feral forerunners.

Acclimated:Considered to be the most civilized of all the Tigran sub-species, the Acclimated Tigrans mainly live in human cities, some able to apprentice into a trade, others resolving to work as servants or pets. Acclimated Tigrans are distinctly different from the other sub-species, however, as they have lost much of the defining characteristics of Tigrans. Most are rather human in appearance, with no fur on their flesh, five fingered hands and toes, and growing human hair from their scalps. However, they still display feline traits, often with cat-like ears and a tail, feline eyes, and slightly clawed hands. Acclimated Tigrans are the sub-species of Tigrans often taken as servants, their unique and exotic appearance, yet relatively tamed demeanor, appealing to humans and Elves wishing to add flavor to their household.

Degenerate:Not all races make advances in their species, and none could be as obvious as the Degenerate Tigrans. Extremely rare, a Degenerate Tigran may appear only once in a while, and more often than not, they quickly expire after being left to die by their parents. Degenerate Tigrans are easily mistaken as normal cats and ocelots, walking on four legs and having next to none of the higher brain power that Tigrans have. Very, very rarely, a Degenerate might eventually develop the required vocal chords to communicate with spoken words, but this has only been seen once in the history of Aloria, and the Degenerate in question was helped along with magic.



(Dis)advantages:

Tigrans are immune against vampirism.
They deal +15% more damage with fist.

Home: Daendroc



Yanar[]

Story:

Whether delicate forest dryads or hardened oak like, the race of Yanar represent nature to its fullest; physical manifestations of a world very much alive and breathing. First appearing after the defeat of Beheseal and his invading demons, the Yanar have maintained a love of nature and their goddess Estel throughout the ages. Caring only for the well-being and preservation of nature, Yanar as a whole have rarely gone to war over any cause other than a threat against their lands and groves. To this day they prefer peaceful seclusion in small clans or tribes deep within the jungles of Daendroc, keeping a watchful eye on their borders as they maintain their loyal vigil over Estel. Despite their reclusive existence however, the reach of the Void touches even them in the form of a dangerous disease that risks wiping out all Yanar.

Lore on Yanars[]

The exact origins of the Yanar are unclear, but they first appeared during the rising of the Shadow Elves, corrupted by the demons that had bled into Aloria from the Void. Prompted to action against the evil forces attempting to seal Estel away, the Nenya, emissaries from the goddess that took the form of massive trees, brought the first Yanar into existence. They were soon sent out to warn the Elves against the dangers of the power struggle left between Emperor Mudui’s children, these warnings however, fell on deaf and prideful ears. Ignored, the Yanar could do nothing but listen to the forests and grieve as Estel was captured and imprisoned by the Shadow Elves, followed by the systematic destruction of nearly all Nenya and the collapse of the Elven Empire. While some Yanar stayed near the outskirts, determined to bring the scattering Elves back to their ancient druidic ways of communing with nature, most turned back into the forests and jungles of Aloria. With the power of their goddess locked away, the Yanar lost their purpose and shepherd. Instead, the Yanar started tending to the land around them, resulting in many Yanar groves appearing on often ruined and sacked Elven groves. Peaceful and gentle, the Yanar used their knowledge of the land around them for beneficial purposes, unlocking the secrets to healing properties of many plants and flowers. Yanar soon became renowned for their skills in healing, but their newfound powers proved fruitless as the Shadow Elves struck once again. Determined to corrupt the land and nature itself, the Shadow Elves began a campaign to destroy the natural flora and fauna of Daendroc. Deep in their accursed circles, Shadow Elf alchemists devised a corrupting disease that targeted the Yanar and groves around them in particular. The disease first struck on the Shadow Isles off the western coast of Daendroc. The entire Yanar population was wiped out on the islands, resulting on the free hand of the Shadow Elves moving towards the mainland. The mildew like disease now called Erysphali, killed many more Yanar as many tried to help their brethren affected, and were they themselves infected. Caught between the spreading disease, the Orc destruction of the forests, and the more recent human colonization of Daendroc, the Yanar were forced to flee further and further in the forest. Their fate seemed sealed, withering away as a sub note in history and to disappear into myth as suddenly as they had appeared in Aloria. It wasn’t until the Lothar Elves made an appearance that the Yanar slowly emerged back into view, world-wary and more protective of the remnants of nature than ever. Most Yanar chose to continue their secluded and solitary lives, steadfast in the worship of Estel and their lives living amongst nature. A few however, began seeking the communities of other races. The Lothar Elves especially, sympathetic to the plight of the nature loving beings, helped restore many of the groves and forests around northern Daendroc, resulting in an eventual increase of the Yanar population and strengthened relations between the two races. Today, the Yanar still generally prefer their own secluded clans and tribes, tucked deep within forests and jungles. Being the very representation of nature in flesh, Yanar still hold the goddess of nature Estel, called “Faith” in the common tongue, in high esteem and adoration, often expressing their love by choosing a large home tree to base their clans around and protecting their chosen land. Some Yanar choose to live in swamps and foggy forests, protecting all forms of nature and animal life. Others still have left their homes to settle into human and elven communities, desperate to escape the powdery mildew poisoning that continues to wreak havoc on the population of Yanar as a whole, despite the help of the Lothar. Nearly all Yanar however, remain connected to their lost goddess in some way, and one day hope for the return of Estel, and the restoration of the nature forever lost in Aloria. Subraces of Yanar Plant Yanar: Though humanoid in appearance, most Yanars are easily recognizable by their very unique and unmistakable features. Referred to as the Plant Yanar, they are more akin to walking plants than humans, boasting hardened, bark-like skin and leafy hair threaded with branches. Others still have grown characteristics that make them resemble flowers, delicately silken petals and leaves compromising most of their outer body. The most common sub-race of Yanar, they are as wild and varied as nature is, and their connection to Estel as children of the Nenya remain clear and proud on their features. Nymphs: Even more humanoid than the Plant Yanar, the Forest Nymphs, often referred to as “Faeries” by humans, more often than not look entirely human in appearance, though with some obvious, plant-like features that still identify them as Yanar. From vines growing right from their flesh, to flowers blooming out of their hands, some Nymphs may even have wings, delicate wisps of thin vines and silken petals. This sub-race of Nymphs, though rarer within the race of Yanar, are actually the most commonly seen, as they are the most willing to venture outside of their forests into human communities, being more easily accepted due to their relatively human appearances. Poison Yanar: Though called to form by Estel and raised above the humble plant, Yanar are still connected to nature, and do not fall free of the ancient threats posed to Estel. Poison, or Corrupted, Yanar are those of the race who have been successfully corrupted by the Shadow Elves, either through an individual encounter, or as an unfortunate consequence of the area under their protection becoming corrupted or polluted. Most shown signs of poisoning through their plant characteristics, usually wilted or dead rather than vibrant and healthy. Poison Yanar are extremely rare, as many of them usually die off due to the corruption – however, a small percentage embrace their newfound corruption, turning to hurting the land instead of nurturing it. Considered akin to a human possessed by a demon, active and vigorous Poison Yanar are shunned by all other Yanar for having cast aside their duties to nature and Estel. Winter Yanar: With the misconception of nature taking a full leave of absence during the cold months, it is understandable how surprised the first humans were to lay eyes on the Winter Yanar. Colder and frost-like, these Yanar often have blue or frost-tinged features, deciduous bark and leaves, and the pale hints of winter plants plants growing from them. Unlike their warmer cousins, the Winter Yanar are the most active during the cold months, keeping care of the forests while they hibernate, and nurturing the plants that grow in winter. They are also mainly responsible for waking up the sleeping forests for spring, for which they too remain active and awake, despite their affinity for the cold. Root Yanar: Root Yanar resemble large roots, often living in caves and underground. The Root Yanar are the most reclusive of all Yanar, most of them don’t speak, going as far as to ignore other sentience to continue tending to the roots of trees and plants.

While some Yanar stayed near the outskirts, determined to bring the scattering Elves back to their ancient druidic ways of communing with nature, most turned back into the forests and jungles of Aloria. With the power of their goddess locked away, the Yanar lost their purpose and shepherd. Instead, the Yanar started tending to the land around them, resulting in many Yanar groves appearing on often ruined and sacked Elven groves. Peaceful and gentle, the Yanar used their knowledge of the land around them for beneficial purposes, unlocking the secrets to healing properties of many plants and flowers. Yanar soon became renowned for their skills in healing, but their newfound powers proved fruitless as the Shadow Elves struck once again.

Determined to corrupt the land and nature itself, the Shadow Elves began a campaign to destroy the natural flora and fauna of Daendroc. Deep in their accursed circles, Shadow Elf alchemists devised a corrupting disease that targeted the Yanar and groves around them in particular. The disease first struck on the Shadow Isles off the western coast of Daendroc. The entire Yanar population was wiped out on the islands, resulting on the free hand of the Shadow Elves moving towards the mainland. The mildew like disease now called Erysphali, killed many more Yanar as many tried to help their brethren affected, and were they themselves infected.

Caught between the spreading disease, the Orc destruction of the forests, and the more recent human colonization of Daendroc, the Yanar were forced to flee further and further in the forest. Their fate seemed sealed, withering away as a sub note in history and to disappear into myth as suddenly as they had appeared in Aloria.

It wasn’t until the Lothar Elves made an appearance that the Yanar slowly emerged back into view, world-wary and more protective of the remnants of nature than ever. Most Yanar chose to continue their secluded and solitary lives, steadfast in the worship of Estel and their lives living amongst nature. A few however, began seeking the communities of other races. The Lothar Elves especially, sympathetic to the plight of the nature loving beings, helped restore many of the groves and forests around northern Daendroc, resulting in an eventual increase of the Yanar population and strengthened relations between the two races.

Today, the Yanar still generally prefer their own secluded clans and tribes, tucked deep within forests and jungles. Being the very representation of nature in flesh, Yanar still hold the goddess of nature Estel, called “Faith” in the common tongue, in high esteem and adoration, often expressing their love by choosing a large home tree to base their clans around and protecting their chosen land. Some Yanar choose to live in swamps and foggy forests, protecting all forms of nature and animal life. Others still have left their homes to settle into human and elven communities, desperate to escape the powdery mildew poisoning that continues to wreak havoc on the population of Yanar as a whole, despite the help of the Lothar. Nearly all Yanar however, remain connected to their lost goddess in some way, and one day hope for the return of Estel, and the restoration of the nature forever lost in Aloria.

==Subraces of Yanar ==

Plant Yanar: Though humanoid in appearance, most Yanars are easily recognizable by their very unique and unmistakable features. Referred to as the Plant Yanar, they are more akin to walking plants than humans, boasting hardened, bark-like skin and leafy hair threaded with branches. Others still have grown characteristics that make them resemble flowers, delicately silken petals and leaves compromising most of their outer body. The most common sub-race of Yanar, they are as wild and varied as nature is, and their connection to Estel as children of the Nenya remain clear and proud on their features.

Nymphs: Even more humanoid than the Plant Yanar, the Forest Nymphs, often referred to as “Faeries” by humans, more often than not look entirely human in appearance, though with some obvious, plant-like features that still identify them as Yanar. From vines growing right from their flesh, to flowers blooming out of their hands, some Nymphs may even have wings, delicate wisps of thin vines and silken petals. This sub-race of Nymphs, though rarer within the race of Yanar, are actually the most commonly seen, as they are the most willing to venture outside of their forests into human communities, being more easily accepted due to their relatively human appearances.

Poison Yanar: Though called to form by Estel and raised above the humble plant, Yanar are still connected to nature, and do not fall free of the ancient threats posed to Estel. Poison, or Corrupted, Yanar are those of the race who have been successfully corrupted by the Shadow Elves, either through an individual encounter, or as an unfortunate consequence of the area under their protection becoming corrupted or polluted. Most shown signs of poisoning through their plant characteristics, usually wilted or dead rather than vibrant and healthy. Poison Yanar are extremely rare, as many of them usually die off due to the corruption – however, a small percentage embrace their newfound corruption, turning to hurting the land instead of nurturing it. Considered akin to a human possessed by a demon, active and vigorous Poison Yanar are shunned by all other Yanar for having cast aside their duties to nature and Estel.

Winter Yanar: With the misconception of nature taking a full leave of absence during the cold months, it is understandable how surprised the first humans were to lay eyes on the Winter Yanar. Colder and frost-like, these Yanar often have blue or frost-tinged features, deciduous bark and leaves, and the pale hints of winter plants plants growing from them. Unlike their warmer cousins, the Winter Yanar are the most active during the cold months, keeping care of the forests while they hibernate, and nurturing the plants that grow in winter. They are also mainly responsible for waking up the sleeping forests for spring, for which they too remain active and awake, despite their affinity for the cold.

Root Yanar: Root Yanar resemble large roots, often living in caves and underground. The Root Yanar are the most reclusive of all Yanar, most of them don’t speak, going as far as to ignore other sentience to continue tending to the roots of trees and plants.

(Dis)advantages:

Yanar are immune against vampirism.
Yanar are able to heal player by hitting them with a red flower.

Home: Daendroc



Undead[]

Race undead

Race: Undead

Story:

The Undead scourge that plagues Ceardia has recently taken an interesting turn, from a scientific point of view. Some of the Undead seem to have gained some sort of understanding of their fate and their situation, and have developed whole societies.


(Dis)advantages:

Undead are immune against vampirism.
They take -20% less damage from sword, axe, fist and bow.

Home: Ceardia

Maiar[]

Race maiar

Race: Maiar

Story:

Unknown ..


(Dis)advantages:

Maiar are immune against vampirism.
They are able to breathe under water and swim faster.
Their foodlevel is increased in water/rain and is unaffected by the movement or food but will decrease otherwise.
They take much more damage from fire and lava. It is their big weakness.

Home: Hadar

Agni[]

Agni-Artwork

An Agni Artwork (AAA)

Story:

The world of Gana-Isha never was only the home for creatures with no brain, also a humanoid form, the Agni named it their home.


(Dis)advantages:

The Agni are immune against vampirism.
They regain health in lava.
They are able to swim in lava very fast and don't take damage from fire/lava.
They are truced with Ghasts.
They take direct damage in rain and water.
Their hunger bar never goes down and eating food has no effect.

Home: Gana-Isha


Vespid[]

Story:

The Vespids are a collection of inverterbrates, exoskeleton and arthropod species. As such, they are the most diverse race to live on Aloria.

(Dis)advantages:

Captura de Tela (40)

Vespids.

The Vespids are immune to vampirism.
Spiders will not attack unless attacked.
Swarm Ferocity: Close combat damage dealt increases with 3% for every vespid within a radius of 35 blocks. This damage bonus caps at 30%.


Home: Hadar

Naga[]

Story:

The Naga are a collection of reptilian, lizard and amphibian humanoid races. They are true to their natural habitat, Hadar.
Captura de Tela (39)

Naga, for the Races page.

(Dis)advantages:

The Naga are immune to poison.
They are immune to vampirism.

Home: Hadar

Media[]

Laura Redblock was able to get to know all races. She had the time to write a book with some detailed information about the races: Redblock's Encyclopedia Volumen 1 - Races

This wiki has a special side for MassiveCraft Skins, interested?

Roleplay skins are available for dwarves and elves: http://www.mediafire.com/?tx8mlba4jpooslu,w1t0yeadeo4hry2

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