Alorian Race Brainstorm

MonMarty

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So, before this subject matter gets dragged out in the open, I'd like to make a couple of things clear:
  • Rage replies at the content of this thread will simply be deleted. If I consider any of the replies just pointless grief at any potential decisions that may be taken, the post will be deleted within 24 hours.
  • We are not looking for more/new races. We want to slim down the racial varieties, while potentially boosting internal racial variety. That's to say: This thread is not form new suggestions. That being said, we are open to new niche suggestions. For example "I am a furry and I have trouble finding my Dog niche" or "I love Japan, but can't find any real Samurai niches". Those are permissible.
For a while now, we're been exposed to the first Racial revision done some time ago, where we saw the Ur and Dakkar axed, the Circci changed and some more racial changes pushed through. This was never intended to be the last wave, in fact it was only the first, and the second wave had more potential to show some meaningful streamlining of racial lore.

Massive has always had a complicated relationship with some of the lesser played races. Generally speaking, there exists a massive upper layer of often played races: Elves, Humans, Orcs, while there is always an under layer of underplayed races: Maiar, Slizzar, Allar. And then there is a bottom variety: The solo-play races, races that are so rarely seen in Regalia that one could practically say only a handful of players actually portray such a character. Now, I'm not going to go into lengthy detailed explanations as to why this is a bad thing, we've already had many threads about this whole idea, and it's never really been realistically disprove aside from the typical "but my character" responses. Note, that doesn't mean we don't think this is a valid response. Players are obviously entitled to feeling like their character is being pulled away from them by the lore, but ultimately when it concerns running Massive as a whole, business decisions prevail in importance, while we try to make sure that the people who suffer the collateral damage have some comfortable medium to see some benefit in the situation.

What this thread particularly aims to do, is expose the players to the inevitable wave two of racial revisions, what races are up for deletion, which are up for changing, and which could be improved. We have made a very short analysis as followed:

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As one can conclude from the above, there are some serious problem cases:
  • Solang
    • The Solang concept relied heavily on something Lore staff were internally never opposed to, but externally, players hated: Having to be slaves. Slave RP is something that is really niche-y, and turned out to be hugely unpopular. While the Solang native ability can be fun to play around with, the limited player freedom caused the Solang to be practically unplayed. Since there is now also a red-haired Songaskian race, the Solang are up for deletion with 100% certainty.
  • Wulong
    • The Wulong have long been a problem child race with notable powergamers and combat-rp fanatics simply min-maxing the combat juices. This race has no actual redeemable aspects and as such, is up for deletion with 100% certainty.
  • Wolathar & Saivalthar
    • Wolathar and Saivalthar suffer from the fact that they are not unique enough, the former can just be a Vilitatei Altalar, and the latter is just a more pale Altalar. Their cultures are also not distinct enough from Altalar or Avanthar, so their race are just generally underplayed. Their general theme concepts and abilities will be merged into a Void-Worship cult with 100% certainty, so the races will cease to exist separately.
  • Lampar
    • Lampar suffer a sad case of staff hate, that crippled their racial design despite the fact that they remain very popular. We will not remove the Lampar race, but remove a lot of their racial weaknesses and limitations very soon with 100% certainty.
  • Maiar
    • Maiar as a race are underplayed firstly, and over min-maxed secondly (I am guilty too, I know). The race is meant to be very flexible and open, but eventually ends up being boiled down to a selection of muscle-killer-sharks. This not only dilutes the racial design as a whole, but sort of funnels them down to a singular design choice, that seems even too foreign to really work in Regalia, especially with the very few people that actually play Maiar. There are no realistic options available or decisions in the making for the Maiar, but there have been some tangible ideas to turn them into a merged race with the Allar.
  • Al-Allar & Sa-Allar & Mu-Allar
    • The Allar are the oldest non-revised race. What this means is that they just generally feel weak and useless in comparison to all other races. They are uniquely cucked out of the combat and intellect schools and have no innate racial qualities that makes them actually useful in a questing group beyond being comedic relief because of their heightened anxiety. The sub species of Allar suffer equally tragic design decisions that make playing them really unappealing, which makes the race as a whole feel under powering. That being said, they are still very popular, and we intend to boost this popularity by increasing the internal diversity of the race by folding all sub races back into the race, and maybe merging them with the Maiar to give them a more unique ability spectrum to compete with the other popular race choices.
  • Rashaq
    • Rashaq are a tragically badly designed race that was pulled into production way too quickly on a whim. The whole pride concept collapsed as soon as it came out, and it's now practically the least played race (to our public knowledge, only a single player plays one). This race is up for deletion with 100% certainty.
We're open to suggestions on the following:
  • Racial ability ideas for the races that were underlined above as being weak.
  • Suggestions on how to compensate players that are going to lose characters for specific races (but not being given a permission slip to keep playing their character - that will just confuse other players).
  • Personal testimonials of how a certain race was too limited that was defined as such above, and suggestions on how to scale up play ability.
  • Personal testimonials on why people who commonly play Ailor or Elves specifically don't play any of the above underplayed races, and how it could be fixed in their eyes to make them consider playing one.
 
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For Velheimer, I once had the idea of adding a separate sub culture of Velheimer who, on par with the Skaggers were heavily revered by the people for the legends of them living high in Mountains. Generally speaking it would be like a Half giant race of Velheimer who would have th drawbacks of being, generally dumb, incapable of gentle things and overall slow at all their movements. But brings to the table the idea of using these guys heavily through slavery or won loyalties by Earls and Jarls who found themselves adventurous and or capable enough to win the trust of these people. They would be generally untrusting at first and stick to their tight niche communities but understand their place in Velheimer society.
 
Rashaq
  • Rashaq are a tragically badly designed race that was pulled into production way too quickly on a whim. The whole pride concept collapsed as soon as it came out, and it's now practically the least played race (to our public knowledge, only a single player plays one). This race is up for deletion with 100% certainty.
Hi. I'm here. I'm not known to be a very important or good voice around these parts, but. We've about 5 or so players. Not that i'm going to fight this, I can agree that its a very underplayed race. Although, would people who wish to play the competitive tribal niche still have a race or culture to play? I'm more or less interested if there are any tribal races that fit the races niche.
 
How about merging Rashaq and Lampar? Making one a beefier sub-race to the the other. I mean, from my perspective they're similar.
 
A more expanded comment:
Although, would people who wish to play the competitive tribal niche still have a race or culture to play? I'm more or less interested if there are any tribal races that fit the races niche.
Agreed.
    • Rashaq are a tragically badly designed race that was pulled into production way too quickly on a whim. The whole pride concept collapsed as soon as it came out, and it's now practically the least played race (to our public knowledge, only a single player plays one). This race is up for deletion with 100% certainty.
Maybe one reason the pride concept collapsed is that it was a special permission for an Alpha to exist?
 
As for the -Ji races, I believe they could all be combined into Chien-ji with a similar sub-cultural style like how Northerners used to be with Balltarc, Kalmarra and so on.
 
Saivalthar suffered greatly from the rework of magic. It's true they were basically Altalar on crack, but their entire niche was revolved around magic. Magic became a very limited area, and suddenly, the Saivalthar lost their racial ability, enhanced magic through self mutilation. They became special snowflakes with glowing eyes, essentially. The loss of their ability really ruined their appeal, I like to believe.

I feel rather than remove them or combine them with the Wolathar, make them a subrace of Altalar. They don't have enough footing to be a stand alone race, but they're similar enough to Altalar to be merged. But even then, I feel they'd need a serious reworking to feel less like 'oh my eyes glow such special much wow' to more like something with actual meaning. Their culture is cool, but they need a little jazz. All the Elven races seem to have something after all.


Buuut they're also a minority race so it's truly justifiable to merge them with the Wolathar make them into a radical void cult.


HOWEVER, I have another problem not listed: The Drowdar.

Right now they're really... Weird. Their niche was to be magic warriors, but again, magic is more restricted now. They're no longer top fighters either. There are much better things to be, honestly (avanthar, witchblood, hell even both), and I don't think they serve a purpose anymore besides, well, filler? Should they be considered for a rework, or even a removal? I forgot to mention this in the chat I'm so sorry also i just wanted to contribute I really like the lore thanks
 
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How about merging Rashaq and Lampar? Making one a beefier sub-race to the the other. I mean, from my perspective they're similar.
No. The similarities are in height only, really.

Rashaq: A race of warriors, highly competitive and aggressive. Additionally, more physically oriented towards violence: sharp nails/claws, fangs
Lampar: A race of pacifists who get along with everyone and submit to being little more than pets. Very unsuited for a violent lifestyle.

In order to merge the races, you'd have to have two very different cultures/subraces with different physical traits. At which point, why not just leave them as two separate races?

Ok well I'd also like to say I'm really sad over the removal of the thylan because I liked being a dog shaman native american-esque dude. That was a cool niche, I think. I dunno.
Hell yeah. In at least one of the rewrites, we gotta have a shamanic religion.
 
Half giant race of Velheimer
Why would we re-add a min-max combatrp race after just purging all of them???
Although, would people who wish to play the competitive tribal niche still have a race or culture to play? I'm more or less interested if there are any tribal races that fit the races niche.
I think the tribal concept is really underplayed in Avanthar. Supposedly they have a royal tribe, and lesser tribes, but all those lesser tribes currently do not compete with one another. We could import the color coded tribalism of Rashaq, into the Avanthar by splitting them into 5 distinct tribes that constantly compete with one another.
I do not they should be removed as a race entirely
I think what should be understood, is that I still really like their design, but they don't really deserve to be their own race. We can achieve the same thing by creating a Void Worship cult of Altalar that gives them a specific eye color and gives them a predisposition to torture porn, that essentially bottles down the entire race anyway. The race would look and feel the same, but be a void cult, instead of a separate race Their history would also remain intact, Saivale would remain a continent of void worshiping Elves.
How about merging Rashaq and Lampar? Making one a beefier sub-race to the the other. I mean, from my perspective they're similar.
There's something to be said about not making halfway stations between two opposite extremes. We feel a midway between Lampar and Ailor just makes Lampar less appealing.
dog shaman native american-esque dude
But is it really tied to being a dog? Or being Native America and Shaman?
Can't varran males only be muscular? That's what I've heard.
They are right now. But that could change if there is desire to it. To be honest, the body build limitations in Varran racial design have no specific reasoning behind them. They just are.
 
Saivalthar suffered greatly from the rework of magic. It's true they were basically Altalar on crack, but their entire niche was revolved around magic. Magic became a very limited area, and suddenly, the Saivalthar lost their racial ability, enhanced magic through self mutilation. They became special snowflakes with glowing eyes, essentially. The loss of their ability really ruined their appeal, I like to believe.

I feel rather than remove them or combine them with the Wolathar, make them a subrace of Altalar. They don't have enough footing to be a stand alone race, but they're similar enough to Altalar to be merged. But even then, I feel they'd need a serious reworking to feel less like 'oh my eyes glow such special much wow' to more like something with actual meaning. Their culture is cool, but they need a little jazz. All the Elven races seem to have something after all.


Buuut they're also a minority race so it's truly justifiable to merge them with the Wolathar.


HOWEVER, I have another problem not listed: The Drowdar.

Right now they're really... Weird. Their niche was to be magic warriors, but again, magic is more restricted now. They're no longer top fighters either. There are much better things to be, honestly (avanthar, witchblood, hell even both), and I don't think they serve a purpose anymore besides, well, filler? Should they be considered for a rework, or even a removal? I forgot to mention this in the chat I'm so sorry also i just wanted to contribute I really like the lore thanks
Considering how fucking awesome demon-fighting Elves who live out their lives on a land mutated by the Void, I hope they aren't removed. Maybe a sect of Avanthar living in the Shadow Isles, fighting the Shendar?
 
I think the tribal concept is really underplayed in Avanthar. Supposedly they have a royal tribe, and lesser tribes, but all those lesser tribes currently do not compete with one another. We could import the color coded tribalism of Rashaq, into the Avanthar by splitting them into 5 distinct tribes that constantly compete with one another.
Actually I'm pretty okay with this. Definitely beats removal, and it'd spice up already existing Avanthar rp.
But is it really tied to being a dog? Or being Native America and Shaman?
Maybe make shamanism part of Avanthar religion? They're either based off Native Americans or Mongols, I can never remember which.
 
I feel some way of compensating players who are losing characters could be done by suggesting a way the character could be as closely tied into new lore with the race wipe and still exist as they previously were to some degree, if the player wants. I know myself personally feel more attached to the skins I obtain for characters, as skins for non-human characters are one of the hardest things to obtain. It can take a good amount of regals to get someone to skin a complicated race as you have to put in more time to even do the head.
 
think the tribal concept is really underplayed in Avanthar. Supposedly they have a royal tribe, and lesser tribes, but all those lesser tribes currently do not compete with one another. We could import the color coded tribalism of Rashaq, into the Avanthar by splitting them into 5 distinct tribes that constantly compete with one another.
I would really like this, merging the Avanthar and Rashaq. Assuming that these tribes would have smaller sub-sects akin to the Rashaq System, or will each member simply be recognized through certain traits, such as warpaint or piercings?
 
Why would we re-add a min-max combatrp race after just purging all of them???

If not this then perhaps an addition to Lore adding them as an NPC creature that resides within the Northern lands, after all there is belief in the Old Gods and Oldt Fayth of Giants being Gods and Goddesses. Perhaps possibly adding more regarding sightings of these rare beings and notes of them destroying roaming war parties that came far too close to the Mountains in which they reside.

Less so now of re-adding and more so expanding on a few more notes. That is what I personally would like to see.
 
Saivalthar suffer from the fact that they are not unique enough, the former can just be a Vilitatei Altalar, and the latter is just a more pale Altalar.

Agreed. Please, please, please flesh out their little lore niche though. If you're going to merge them, do it Ailor culture style. For example, the Ithanians have distinctive matriarchal structures ETC that are mentioned. It's core to players with Saivalthar characters achieving their goals that the attitude of superiority and focus on magic be retained. Sure, merge it into a Void Worship cult and use that and inbreeding as an explanation for their traits, but I'd like to see that mentality maintained as something of Altalar snobbery taken to an extreme.
 
I would really like this, merging the Avanthar and Rashaq. Assuming that these tribes would have smaller sub-sects akin to the Rashaq System, or will each member simply be recognized through certain traits, such as warpaint or piercings?
The suggestion board is open. We don't really have much to go on with the Avanthar right now - It's always been a race that struggled having a strong cultural background beyond "lol here is some tribal elves that are vaguely based on the Scythian tribes". If you and other Rashaq feel that the loss of the Rashaq race would be nullified by having what you liked about Rashaq imported into the Avanthar, then I'm all game to work for that.
 
Sa-Allar
Problem:
Playing a Sa-Allar offers no benefits and multiple limitations. The strongest members of their race fall below Orc-level strength, their intelligence is abysmal, they have no abilities to speak of whatsoever, and they are unable to operate without acting slave to a specific and underplayed race.

Solution:
-Give the Sa-Allar greater regeneration than Al-Allar, allowing them to fully recover from near any injury when given enough time. An OOC time limit should be set for major injuries. Perhaps a full month for things such as arms and legs. Perhaps longer.
-A race that operates based on the orders of another character is acceptable. A race that operates based on a specific race is not. It's too limiting, especially since there is no guarantee of the master-role race being actively played on the server. At the very least, Sa-Allar should be able to choose masters from any race.​
 
As someone who's once played a Solang, and had a lot of fun with one, albeit they weren't a slave, I feel as if Solang being removed is... actually fine! They were underplayed and not really used in the same way as expected.
However,
I really like that this is more about adding onto other races, and removing others, rather than just adding new stuff. Subraces are cool and all, but I feel as if subraces aren't too well used.
To use that as a segway, I'd like to talk about the Sa-Allar.
Sa-Allar are played by no-one, by my knowledge.
And it's not hard to see why. They have the same problem as Solang (They need to be enslaved), and more importantly, they need to be enslaved by one of the underplayed races, Al-Allar. Not like there's a reason to play them over an Orc slave, as Sa-Allar are both dumber, and weaker, than Orcs. I'd love to see Sa-Allar either removed, or expanded on. Though, admittedly, I don't know how.

This is a really good topic that, I'd also like to address. I used to be quite active on my character Null, a Drowdar Esa-Ajo. And I feel as if, despite how Drowdar are indeed played, they're ridiculously underpowered right now. They have:
  • The ability to counter magic.
  • The ability to reach Ripped.
The former can be done by Witchbloods, as mentioned above, and the latter can be accomplished by literally any race other than Drowdar. Unlike Altalar, they don't have:
  • The ability to create mixbreeds that'll live for longer than a Wulong lives.
  • Elven Aging
  • Access to more than one combat school in their natural habitat.
Altalar, the more-played version of Drowdar, have more abilities and uses than Drowdar. Which, of course means, they'd get played more.
As a potential idea, I'd love to see Drowdar Khoptars gain a buff, as a more mystic, anti-magic weapon that, you still CANNOT lose, no matter what.
Hell, I'd love to see the Imprint system somewhat implemented towards the Drowdar, only with a more animalistic and Survival touch. Something that would allow for them to counter one of the giant beasts in Drowda.
And, if none of these things go through: Can Drowdar please have Elven Aging?

Wew, that was a rant that went on for quite a bit about Drowdar, though, on a more positive note, I think that what's been discussed about Rashaq, Avanthar, and Lampar has been absolutely lovely, and I 100% think that merging Avanthar and Rashaq would be a great way to expand on the 'warring tribes' niche.

I also feel as if the expansions to Void Worship and Estel Worship are a step in the right direction, giving players cool little abilities to add onto their characters that, aren't too strong, yet, they do come up in RP, and do cause some good religious progression.

Which, segways into what may improve the Ch'ien-Ji and Isldar races. Giving them cool little powers from their religions, that influence people to play characters who follow Dragon-worship for reasons other than 'uwu white hair' and 'uwu japan'.

I'm by no means an expert in the lore, nor the people who play, and these are honestly just some ideas that popped into my head.
 
Saivalthar suffered greatly from the rework of magic. It's true they were basically Altalar on crack, but their entire niche was revolved around magic. Magic became a very limited area, and suddenly, the Saivalthar lost their racial ability, enhanced magic through self mutilation. They became special snowflakes with glowing eyes, essentially. The loss of their ability really ruined their appeal, I like to believe.

I agree, as with the loss of the old magic system, the Saivalthar lost their niche in the lore, and became incredibly obsolete. While I believe they had their differences from Altalar culturally, they could've had some better differences besides Altalar arrogance on steroids mixed with pain and pleasure.

I'd still like the niche of blood elves in the lore that they were supposed to fill, but trustee perms seems to limit that. Perhaps through a racial ability that makes them much more interesting and Void-culty would bring attention to them. Since we have Void worship abilities that could also add some flare to them, but something to set them apart from weaker shendar, ability wise is needed. I'd suggest much weaker bastardized versions of magic abilities or even an ability like Dread blades/bastardized vampiric abilities could be rather interesting.
 
Not quite about the non-Ailor, but I'm interested in what is going to happen with the Champagnard/Citoye Ithanian culture split. There's very little on the wiki and as far as I can tell, the only difference is that one culture lives in cities while the others live in not-cities. Are there any plans to merge them back together or are they going to be more fleshed out and separate. Right now, it just seems like an unnecessary split that gets little more than small mentions in character applications. I might be wrong though!
 
The suggestion board is open. We don't really have much to go on with the Avanthar right now - It's always been a race that struggled having a strong cultural background beyond "lol here is some tribal elves that are vaguely based on the Scythian tribes". If you and other Rashaq feel that the loss of the Rashaq race would be nullified by having what you liked about Rashaq imported into the Avanthar, then I'm all game to work for that.
After a brief conversation with the people that I know play Rashaq, the people who were online at the moment would be thankful if the competitive tribal niche was imported.
 
Hi, I'm going to make a reasonably long post. I'll go into most races that are mentioned, but aren't 100% slated for deletion, except Ailor because god knows we have more than enough Ailor cultures as it is. Then I'm going to talk about the things that I think would be neat to have.

Ch'ien-Ji are, I agree, not really very expansive. I think they share a problem with the Solang, though unlike with the Solang it's probably the biggest issue - the entire race being built on a bunch of mysteries. Why various things happened, who did them, how they work, why they work, what these groups and races are, all sorts of things are just vague mysteries with no real clarity, and expanding them should probably involve addressing that to some extent.

Ashanti Songaskia are a single subrace of a race I don't see very much to begin with, so I can't really comment much on them. Not sure where they conflict with dragon lore, though.

The Solang and Wulong, I do agree should probably go. I don't think I've seen a single Solang in months, and Wulong I've only seen a few times, often with a lot of confusion and arguing over basically everything about them.

I'd argue that while Wolathar aren't really all that notable beyond being Altalar-but-tribal, the Saivalthar are fairly distinctive in culture - they match the Shendar much more than the Wolathar. It seems kind of an odd pairing to merge those two into a cult, especially since as mentioned, they're very close to the Shendar aside from being aristocratic instead of tribal. Reliance on slaves for menial labour, heavy ties to magic and Void worship, etc etc.

Lampar... Please, for the love of god, don't buff Lampar too much, if at all - while a few of their limitations are just a bit silly, such as the memory, the rest are the only reason the race remains tolerable. I really don't know any other way to put that. I've seen people rping as intelligent vampire fighter Lampar even with the current limits. We don't need Lampar fighters being justified. Really. Please. I cannot express this enough. The only niche they fill is being generic animu animal-eared people, and while I understand that their popularity means deleting them isn't a good idea, they don't need buffing, beyond maybe their memory being less horrendous.

Maiar I do agree are a bit of an odd one, although I don't think that merging with the Allar outright is necessarily ideal without a seriously heavy rework of all three Allar races as well as the Maiar themselves.

oooooooooooooooooooooooooooooooooooooooooooooooo
I'm not sure what sort of compensation would be suitable, honestly - people are still losing their characters, and while there's things that could be argued as equal in value, they're not really very fitting.

oooooooooooooooooooooooooooooooooooooooooooooooo
I also have a few thoughts on niches - having a goblin-type Orc subrace with some distinctions in their culture and such would be lovely, for example, and could probably even make a good replacement for the Rashaq while being more playable, particularly since the Orcs already have a suitable tribal culture.
The other one is that Qadir at the moment are a bit limited, as pretty much all of their technology isn't player accessible - though resolving that would require a writeup of the mysterious School of Technology that's maybe kinda sorta supposedly coming Soon™ and is mentioned all of about once on the wiki.
An unfortunate problem with that school is that it would probably also require that players have a fair degree of OOC-level knowledge with regards to machinery, otherwise it'd just be awkwardly limited. Though I don't personally think that's a huge issue, as it's a topic with mountains of documentation people could learn from, and indeed would likely make a Qadir engineer myself if such a school came out (as would a few others I can think of), I have seen a few mentions here and there of not wanting to tie OOC knowledge on a subject to the capabilities of characters, which - though I disagree with it - is quite understandable.
The other main issue is that if the staff member writing it doesn't have a good bit of knowledge on the subject, the school is likely to not make much sense and just leave people who actually know about machinery scratching their heads on what they can and can't do, or worse, limit it to a few specific machines that can be made.
Realistically, the best approach I can think of is having basic components and functions be listed, and a clarification that it should NOT be used to make weapons. People who don't know much about the topic can still achieve interesting things by being inventive, and people who do can achieve more complex things, without needing to be overly restrictive on what can be done beyond "no weapons". And I just realised I'm getting horribly off-topic here so I'll leave it at that unless you want to talk some more about it, since otherwise I could write paragraph after paragraph about it.
 
As a potential idea, I'd love to see Drowdar Khoptars gain a buff, as a more mystic, anti-magic weapon that, you still CANNOT lose, no matter what.
Eeeeeeeeeeeeh no. I'll throw some imput in as the Weapon Project lead.

You can give it a magic buff by using bluesteel (go rob a guard or something, speak to Jared and convince him or something). Not losing it? Yeah, that's a door I wouldn't want to open. I really don't think magic swords would solve their issue. They've already got screamer ones, after all. I really don't envision how a sword would really serve as antimagic as well- See, magic or not, if you beat up that mage, they're going to have trouble. Bluesteel weapons and armor are supposed to dampen magic, so that could be an alternative.
 
On the subject of importing Rashaq features into the Avanthar race.
I wholly agree with the idea of doing this, as it would provide a boon towards the Avanthar as a race entirely, without incurring drawbacks on those (including myself, for a period of time) that play Rashaq. Admittedly, I couldn't find a proper way of roleplaying, be it combat or not, a Rashaq properly, but find myself more comfortable with the Avanthar.

The implementation of the tribal hierarchy to a greater and more IC extent would provide further interaction between those that play Avanthar characters, be it with competition to vy to become more prominent in the eyes of their 'royal tribespeople' or to gain the affection of the other smaller tribes. I believe that more people are confident with roleplaying as Avanthar too, as I've known quite a few people to dislike the Rashaq race as a whole, a niche that most found it difficult to understand, or get behind.

On the other hand, building on what @NChulingeth has stated prior, the hierarchical system could be further build upon with a similar concept to the Rashaq Alpha's, members of the Tribe that have gain aspects for being superior in one way or another to their peers, perhaps access to enhanced imprints and the likes. If not this, then possibly those who possess more traits of the Nelfin (Longer lives, more lithe and fickle bodies), and the Ailor (Stout, shorter living but more physically impressive). I know that this has already been implemented through the ability to become a Strongman as an Avanthar, but the niche of Alpha's from the Rashaq lore is an aspect that I very much enjoyed in my time playing a Rashaq.

This is a very centric post on the subject of Avanthar and Rashaq, as my two cents only lie here, and not in any of the other races.
 
Lampar
  • Lampar suffer a sad case of staff hate, that crippled their racial design despite the fact that they remain very popular. We will not remove the Lampar race, but remove a lot of their racial weaknesses and limitations very soon with 100% certainty.
As long as it might help lessen the amount of 'is hi's!!!', I'll be more happy. I understand people enjoy the uwu nya feel to Lampar, but there has to be some sort of line to it. Right? It's the same thing when you consider the undeniably OP'd Wulong excuses and niches used in the past.

The Ch'ien-Ji are, to me, in a sort of odd spot. As someone said above, they don't really have too much fleshed out that could be used all too much in character anymore, given magic has been incredibly limited. (Similar situation to the Saivalthar one, really). Like the Saivalthar, they were a magic-based race, almost, given the Ch'ien-Ji are not physical fighters. That being said, I don't think they should ever become serious combatants -- not a bunch of Narutos or ninjas or what-have-you. However, maybe there should be some form of opportunity for the Ch'ien-Ji to have talents elsewhere other than magic and numbers. Simply throwing ideas out there as they come.

Personal testimonials on why people who commonly play Ailor or Elves specifically don't play any of the above underplayed races, and how it could be fixed in their eyes to make them consider playing one.
One of the main answers that came to mind was this: People don't want to be on the "losing side" of things in RP. It's a natural reaction to things in general, but especially when it comes to RP, where people often come to escape from their problems or worries, etc. It's usually a statement of "I don't like the racist implications and actions IC and I don't like being discriminated against." While that kind of reply can't exactly be resolved entirely -- this is medieval times and all -- I think another major issue is simply appearance/aesthetic. A lot of people prefer sticking to human-esque looking characters. That way their characters can remain pretty, hot, sexy, handsome, or just overall appealing to other people. That's kind of hard to say if a character is a slimy, walking fish or a scale-covered lizard fellow. Providing an answer as to how to motivate people into playing these characters is tough because, what I find, is that a lot of the time it's more a matter of people wanting to avoid disadvantages in RP and IC.
TL;DR: whenever this kind of topic comes up, the replies I often find are "I dislike the racial discrimination, it limits my RP" or "The non-Ailor races are ugly, so I don't want to play them".
 
For Lampars I would suggest changing their appearance to not rodent like but perhaps more canine or feline like. Also it might motivate people a little more to play them if they weren't viewed as pests but more on the pet side. Another thing is maybe make them have better grammar because that's hard to get use to I speak from experience. Finally Maybe there should be some sort of Lampar trade system that allows Lampar characters join and then bought by maybe nobility or any sort of House. These are just all suggestions, I personally like the Lampar as a race I just see that these changes could have an impact on how many people choose to play them.

@MonMarty
 
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I don't really rp that much but playing anything but playing anything than Ailor is really limiting. While you can be say first class citizen and noble, the only
people who ever been nobles that are anything but Ailor are the Fongs for example and for first class so few people actually ever reach that besides people who main other races. Eric and Veridan being the only examples I can think of off the top of my head. I think if Regalian Government maybe made a organization that would allow requests for higher citizenship or citizenship to begin with would make all of these races more playable . Like, head of this organization requests that John Doe do so and so to gain citizenship or a background check shows that this person is worthy of citizenship, maybe even nobility. An approval system ooc for other regalian ailor only schools would help too, like staff pre-approve characters of other races to trusted individuals to join Viridians for example. Not sure what you think but my take on things.

tl;dr
  • Problem is Ailor are only race that people can do anything with. Noblity being one of the prime aspects.
  • Make an organization that approvals citizenship for other races through requests or other things like how Jared does it.
 
The Solang concept relied heavily on something Lore staff were internally never opposed to, but externally, players hated: Having to be slaves. Slave RP is something that is really niche-y, and turned out to be hugely unpopular. While the Solang native ability can be fun to play around with, the limited player freedom caused the Solang to be practically unplayed. Since there is now also a red-haired Songaskian race, the Solang are up for deletion with 100% certainty.
Honestly, I would love it if the mimic ability was kept for something else- maybe the Wolor Songaskia. I think the ability is balanced enough to not need the slavery aspect to counteract it.

As for Ch'ien-Ji, I personally have a pretty big problem with them, namely concerning their language. Japanese, Chinese, and Korean are all valid for Tatsugo? It's confusing, as they're all different linguistically- maybe having Tatsugo split up into different dialects or languages to account for this, with the different Ch'ien-Ji related races/subraces speaking different dialects/languages. They're also very underdeveloped, as others have said- there's really not much to do with them.
 
Considering my main character is a Drow and has been for about 4yrs now give or take, I'm going to throw in my input alongside @Suzzie and @Masterman120 because much like them, I do not believe Drowdar are fine and many people know I've thought this for a while now (aka I never shut up about it).

Drowdar have the ability to reach ripped and have limited magical immunities, at first glance this does actually seem good but when put into practice, it falls short a lot. Drowdar used to be the combat Elf niche and were replaced by Avanthar, then they were solely the demon/mage fighting niche, which they weren't very good at even before the magic rewrite. Now that the magic has been rewritten? I never make use of the one ability that's actually supposed to make Drow good. Without that ability? Drowdar are gimped purple Humans that are laughably ignored for better options. The current Drowdar you see about Regalia are either new and then abandoned shortly later, or a small group of players that are absolutely diehard loyal to their characters, so there really isn't a lot and I cannot encourage people to play Drow because they're not fun to play. This could be fixed with a bit of brainstorming, however, to make them better options as opposed to Avanthar or Witchbloods, which they don't stand a chance against as Suzzie stated.

I don't believe magical swords are the way to go, I believe a bit of a buff to their abilities and maybe some aesthetic upgrades are the way to go. Elven aging too, do I think Drow should have complete Elven aging? No, I believe they should have halved aging, aka they are basically half their actual age, 40 = 20 60 =30, etc. Just to balance out the fact they still have muscles. As for aesthetic upgrades? They've been shoved in the voids backside for over 300yrs and all it did was turn them purple, some cool (possibly optional so each player can choose their aesthetic) mutations would add more to the race. As for abilities, keeping the passive immunity wouldn't hurt but maybe expanding upon it a bit in some way. An active ability would really add to the race, something that can be used against mages, demons, and the like. I think something like a channeled ability to cause pain and hinder someone that has to be kept active to work, but disrupts magic (only as long as the channel is maintained, thus allowing witchbloods to still eat power from mages and put them temporarily out of commission) and hinders things like vampires, possessed, etc. Said ability could be ranged but a limited one, just an idea that popped into my head but it'd certainly be better than what we have now.

Regardless of my suggestions, the Drow are in dire need of a change to solidfy their niche, because other things easily replace them. An Avanthar witchblood would honestly be better than any Drow, as Suzzie again also mentioned. They may not have the passive immunities, but I rarely ever encounter any sort of situation where Drow immunities apply anymore. If I go into the slums, I might be able to use the passive immunity once or twice every once in a while. In the rest of the city? Nope, unless you count basically not being able to be affected by any helpful magic whatsoever.

Long story short: Drow need a buff, because they're either replaced by everything else (witchblood, Avanthar, bluesteel), or they shoot themselves in the foot and become an absolute hassle to find enjoyment out of.