|Languages||Zorraana, and whatever Language they pick up in the societies they emulate|
|Naming Customs||Dependent on whatever society they are in, yet often contains many L’s, S’s and Z’s. Many Slizzar abandon their real name and only reveal this to those they really trust.|
|Distinctions||Highly intelligent snake-like shapeshifters|
|Maximum Age||1000 years|
|Height||5’ - 6’|
|Weight||100 - 160 lbs in their natural state|
Hailing from the forbidden city of Sassrakkand come the Slizzar, a very rare and highly politically distinguished Race of shapeshifting infiltrators. Millions of people around the world live their entire lives without ever seeing a Slizzar, and yet the actions of Slizzar reverberate through history, sometimes right under the noses of historians who are missing the right clues to zone in on the true puppeteers of the strings of history. Slizzar remain one of the most fascinating, yet reviled Races all over the world, because of their ability to seamlessly merge into existing societies and hierarchies, and start working their way up fairly quickly and efficiently. They are known to play games of life and death over politics with others to such a high degree that accusing a successful and quickly rising politician as being a shapeshifter has almost become common practice, even in the Regalian Empire. Slizzar are inherently solitary, avoiding a communal existence like the other Races, yet where their cooperation does occur, it is done with surgical precision and respectful observance of the balance of power. In fact, the Slizzar are so obsessed with creating a balance of power between them all that any country, or society, can become an entirely unwitting plaything of a Slizzar using the locals as chess pieces in idle entertainment. It is as such no surprise that Slizzar are called master manipulators and schemers, and that their reputation always precedes them.
Physical and Mental Characteristics
Slizzar are by nature Shapeshifters, allowing them to change appearances at will and with a high degree of authenticity. Slizzar by nature have two types of forms, but each form has a wild range of variance and customizability. Their first form is called their Birth Form, the way they are born, and the second form is their Glamor Form, which is a mimic form of other characters or a more personalized appearance.
In their Birth Form, the Slizzar appears most snake-like. They have no legs, instead having a lower body that is that of a snake from the waist down, a tail that is three times as long as their body, and coils and slithers behind them as they move around at normal walking speed. The rest of their body is however also covered in scales, a humanoid torso with humanoid arms leading to a head that resembles a combination between a snake and a more humanoid face. Some Slizzar in their Birth Form have no “hair”, while others have a bundle of snake-like tendrils, each with a snake head at the end that can move around independently as if sentient itself. This snake hair is in fact not sentient, and even if these tendrils have eyes, the Slizzar cannot see through them, however they can move them in whatever way they like and make them imitate actual snakes. These snake “hair” tendrils can be painlessly cut off, and regrow, and grow much like real hair. In their Birth Form, Slizzar are not capable of growing facial hair, and for all intents and purposes look a-gendered, having no gender dimorphism or distinguishable gender-coded specific body parts. With their snake lower body, the Slizzar cannot quite run at the speed of Ailor, instead slithering at a jogging speed, but are able to swim very quickly in the water, faster than most races, except Mai-Allar. Additionally, they can form pseudo-gills in any variant of their Birth Form, allowing them to breathe under water for extended periods of time, up to 48 hours at a time, after which they must re-surface for air. While in their Birth Form, Slizzar have some flexibility over their appearance. They can, for example, fuse apart their snake-tail and gain humanoid legs, which resets their movement speed to Ailor-kind. They can even choose to go somewhere in the middle, by keeping a much smaller tail, and having two humanoid legs to stand on. Furthermore, they can adjust their head to appear more humanoid, yet retaining the unhinged jaw, and are also able to make the snake “hair” tendrils appear more like dreads instead of actual snakes. These changes can occur instantaneously and painlessly, though when chased, it becomes harder to change in and out of legs, since the Slizzar do have to stand still while making changes to their appearance. While in their Birth Form, they can also split their arms and gain an additional set of arms, though this is purely just aesthetic, and confers no combat advantages beyond the fact that they can hold objects in their second set of arms. Finally, while in Birth Form, Slizzar are also able to change their entire upper body into Glamor Form, leaving only their lower body that of a snake. Even though their upper body appears in Glamor Form, this is still considered Birth Form, as the difference between these two forms is dictated by what the legs (or absence of them) looks like. Slizzar hair colors and scale colors and patterns are completely free game. That is to say, they can literally be any color, any hue and any pattern. The Snakes “hair” can be one consistent color different from the “skin” scales, or exactly the same, or have a different pattern. The eyes can have any color, white scaled Slizzar exist in equal measure to blue scaled, red scaled and black scaled Slizzar. Some have patterns, others have one smooth color, and others have gradients. Some have snake-hair to their hips, others only just beyond the ears. Despite shape shifting in their Glamor Form however, Slizzar can never change the colors of their Birth Form on their body, even if they can shift around various features. Shifting their snake hair from snakes to dreadlocks will not change the color or pattern, nor will their eye color change.
Slizzar are able to change their appearance at will and mimic any other race, or even combination of races across their entire appearance. At a glance, a Slizzar can appear like an entirely different person, changing gender, race, body shape, bodily components etc. This is called the Glamor Form (when this change also includes their legs that is). From top to bottom, in Glamor Form, Slizzar are able to combine Qadir hair with Eronidas skin tone, an Altalar face with Cielothar ears, the body hair of an Avanthar, the body shape of a Lesarra, with furred and digitigrade Asha legs. If they however want to be more subtle, they might also just mimic an Ailor or an Altalar in their entirety, or choose be an Altalar that only differs from the members of the actual race, with Maraya ears. At its core, Slizzar are able to mimic any combination of races or individual race to the letter and indistinguishable to the naked eye, though appearing like a combination of races does set off some alarm bells, and those familiar with racial theory will be able to tell that an impossible combination of races, is in fact a Slizzar. Additionally, on top of this infinite combination of other races, Slizzar are also able to manifest small appearance aspects of their Birth Form, onto their Glamor Form. This might include patterns of scales on parts of their face, manifesting their Birth Form eyes, and even the snake “hair”, including coloring said snake “hair” with whatever color of hair they picked for their Glamor Form (the only exception to not being able to change colors from the Birth Form). Even though Url and Manathar are not Races, Slizzar can still mimic them. The Slizzar cannot mimic the Wylathar Kathar.
Common traits between Forms
Either in Birth form of Glamor Form, Slizzar do not visually age beyond the age of 18, which is when they mature into adults, and all of their Abilities properly manifest. Unlike Yanar, Slizzar do have a biological sex that they are born with, but much like Songaskians, gynandromorphism exists, allowing both male and female Slizzar to carry children. When Slizzar reproduce, either with a non-Slizzar (in Birth or Glamor Form) or an actual Slizzar, children are always born in pairs of two, identical twins. Why this occurs, is not known, but it does differ per parent. Two Slizzar parents give birth to two identical Slizzar children, who in their Birth Form look identical, down to their scale patterns, besides a particular orientation of scales on their forehead, which is how they are told apart. If a Slizzar reproduces with a non-Slizzar however, one child is born as a Glamor Form Slizzar, and is in all aspects a Slizzar, while the other twin is born belonging to the race of the non-Slizzar parent, in all aspects not a Slizzar. If born from a non-Slizzar parent, the child will live in Glamor Form until the age of 18 when their identity of Slizzar is revealed to them on instinct and they gain their Abilities, or if they are told beforehand that they are a Slizzar and taught how to be a Slizzar by a Mentor, though even if taught before the age of 18, they still cannot use any Racial Abilities until the age of 18. Slizzar who do not wish to reproduce can manually suppress their fertility, thus never requiring contraception. Slizzar have one consistent Physical Stat across all Forms, but their Body Shape is malleable in both Birth and Glamor Form to whatever they want, the same goes for Body Fat, and also Character Height, though Character Height must remain consistent with racial limitations. That being said, both in Glamor and Birth Form, Slizzar only ever have access to the Racial Abilities of the Slizzar. Even if they are 100% Avanthar in appearance during Glamor Form, they can never gain the Avanthar Racial Abilities. Note: It is not permitted to identify a Slizzar based on the lack of their Racial Abilities. Challenging a Slizzar to perform Racials they do not have, or having a “gotcha” moment when a Slizzar is unable to use the Racials of the race they are imitating, is metagaming. Slizzar can grow up to 1000 years old, being some of the oldest living beings on Aloria. Many Slizzar live a "wilder" life in their first 200 years where they just do whatever they feel like, leaning the need for subterfuge and dignified distance from others as they grow older (Character Applications allow for a max age of 150 years old, anything above needs to be applied for in Special Permissions).
There exist three distinct types of Slizzar. The first type of Slizzar, is Socialite Slizzar that while not necessarily co-operating with other Slizzar, let other Slizzar know who they are, and enjoy the company of their own race. Socialite Slizzar often work with other Slizzar on common plots and plans, but can also do things on their own independently. They may form friendly rivalries with other Slizzar, but generally speaking are positively pre-disposed to other Slizzar. Socialite Slizzar have a wider variety of personalities, but on average do have a sense of racial superiority over other races, as they do see themselves as the manipulators and puppeteers of world politics. The second type of Slizzar is the Wilder Slizzar, which involves all Slizzar that have not undergone typical Slizzar society raising, or were born entirely seperate, expelled, or orphaned in the wide world outside Sassrakkand. Wilder Slizzar are not expelled from Slizzar Society, they are always welcome to be re-introduced by a Slizzar Mentor, though more often than not choose not to, or to continue operating on the fringes, sometimes working with other Slizzar, sometimes not. Socialite Slizzar are not hostile to Wilder Slizzar, but Wilder Slizzar are not always friendly to Socialize Slizzar, seeing them as self-righteous and know-it-all. Wilder Slizzar generally have more unpredictable personalities, more fit to whims and fancies that aren't consistent with their planning, and less likely to even engage in plots or schemes, more-so just enjoying their racial Abilities to be hedonistic, or enjoy life to the fullest extent. The final type of Slizzar, is the Eremite Slizzar. Eremite Slizzar despise Slizzar society and the entire idea of co-operating with other Slizzar for schemes. While Socialize Slizzar and Wilder Slizzar don't necessarily dislike Eremite Slizzar, they sometimes dismiss them as fanatics and Nessrassian radicals (even if they do not follow Nessrassian tenets). Eremite Slizzar are extremely secretive and protective over their identity, they do whatever and anything they can to hide their identity, and refuse under any circumstance to work with other Slizzar. Eremite Slizzar tend to be more cruel, domineering and backhanded, acting very two-faced to otherwise more genuine Wilder Slizzar or ambivalent Socialite Slizzar. To be an Eremite Slizzar is usually a decision taken later in life, meaning that most Eremite Slizzar were once Socialite or Wilder Slizzar. By far, the majority of the Eremite Slizzar were once Wilder Slizzar, who could not re-integrate into Slizzar society, and saw weakness and stagnancy in the Slizzar that co-operate, believing that Slizzar should naturally be solitary schemers and puppeteers, and consider to even let one person know their true identity and plans to be a fatal weakness. Despite all these contrasting groups, Eremite, Wilder and Socialite Slizzar all come together celebrating religious festivals, even if they are not Nessrassians, purely for a sense of heritage and self-preservation, as these gatherings of Slizzar usually involve one or two loose-tongued Slizzar groups talking a bit too openly about their plans with an Eremite Slizzar listening in and plotting their demise for their own amusement.
Summary of Racial Abilities
All Abilities are listed in detail on the Ability List Page. Additional rules applied to those Abilities are recorded in the table below. Aesthetics for Abilities may be dictated by the players, as long as the Ability Name is mentioned in the Emote, which is mandatory for Ability use. The following Abilities are what is considered a Racial Ability Set. Meaning, that none of these Abilities attribute Aberrant status to any individual, even if they are classified like they would. Only additional Abilities gained from outside of this Racial Ability Set can attribute Aberrant Status.
|Ability Name||Ability Type||Ability Range||Ability Description|
|Slizzar Shift 1||Body Alter||Self||Grants the user Slizzar Shift 1|
|Flux Shift 1||Body Alter||Self||Grants the user Flux Shift 1|
|Flux Shift 2||Body Alter||Self||Grants the user Flux Shift 2|
|Flux Shift 3||Body Alter||Self||Grants the user Flux Shift 3|
|Flux Shift 4||Body Alter||Self||Grants the user Flux Shift 4|
|Flux Shift 5||Body Alter||Self||Grants the user Flux Shift 5|
|Mind Surge 1||Control Power||Emote Distance||Grants the user Mind Surge 1|
|Mind Surge 2||Control Power||Emote Distance||Grants the user Mind Surge 2|
|Mind Surge 3||Control Power||Emote Distance||Grants the user Mind Surge 3|
|Mind Surge 4||Control Power||Direct Touch||Grants the user Mind Surge 4|
|Mind Surge 5||Control Power||Constant Passive||Grants the user Mind Surge 5|
|Puppet Control 1||Control Power||Direct Touch||Grants the user Puppet Control 1|
Slizzar have existed in Hadar for what most scholars assume is thousands of years. The forbidden city of Sassrakkand features a very unique pyramid at the very center of the city, the silhouette of which is frequently depicted in a variety of south-eastern Altalar murals, leading many to believe it has existed at the very least in the beginning of the Allorn Empire, and possibly even before that. The reason why even the Altalar referred to it as the forbidden city, was because they could never quite penetrate its walls. In fact, it is said that many of the late Allorn city-states mimicked the massive bastion walls around Sassrakkand which stood for centuries unassailed. Each time an Altalar would come up with a plan to assault the city, they or their family mysteriously disappeared, and an actual assault never materialized.
The city stood alone in Hadar for most of recorded Allorn history, though the Altalar were completely oblivious to the presence of Slizzar among their political elite, even to the very end of the Allorn Empire. In fact, to this day, the only evidence of Slizzar ever having been inside the Allorn Empire is through word of mouth from contemporary Slizzar. If any Slizzar did indeed exist among the Allorn, they likely died during the Wildering. The Altalar, who had several colonies in Hadaria, pulled out of the region around 300 BC to focus most of their military powers on combating the Ailor who had become more militarily capable and aggressive against their would be slave captors. This resulted in 250 years of practical isolation until 22 BC, when as a result of the Sendrassian Civil War, a massive exodus of Allar arrived in the wild and untamed continent that was Hadaria. The land was filled with many jungles and a whole host of dangerous beasts, but considering what the Allar had just left, it was a paradise. The Allar were welcomed, less as friends but more so as tools for the Slizzar to use for their own good, and for the first time in their history, the Slizzar changed their strategy. Instead of being hidden and infiltrating, they chose to try and openly control the Allar, at first by softening them up to their presence, and later by pretending to integrate into their society as one of their lizard-kind, only to then turn and manipulate them into allowing them to absorb all the high positions of Allar politics.
This political control galvanized to such a degree that one Slizzar, Miko Missa, was declared Empress, who has in modern times been classified as a Mage post-mortem. The reason why the Slizzar accepted one of their own to become more politically powerful than all other Slizzar is unclear, but it is likely that along with the fact that they started being a public part of Allar society, the Slizzar simply started sampling new ideas and trying new things that they had not done for thousands of years, a decision that would inevitably come to harm them. The Slizzar power spectrum finally came crashing down when the Regalians invaded Hadar with their superior military equipment in the Chrysant War. The Slizzar were first weakened by the Humans, and then suffered full racial genocide at the hands of the betrayed Allar, who had since learned of the serpent’s puppeting ways. This resulted in a massive flight of Slizzar back to the forbidden city of Sassrakkand, which the Ailor laid siege to at the end of the Chrysant War. While the tactic of infiltration against Altalar had always been successful to avoid a full blown siege of their city, this tactic was of no avail to them against the Ailor. The Slizzar were both unprepared, because of their focus on the Allar, and also unable to quickly enough win over the Ailor, who with a much shorter life span than Altalar reacted to the world’s events much faster, faster than the Slizzar could catch up.
The Siege of Sassrakkand ended in a complete disaster for the Slizzar. With the loss of the Empress who was noted as one of the most powerful Slizzar at the battle of Fessa Huallo, and most of their Allar guardians dead or resentful of them, the city had no defensive garrison to speak of, or any weapons to defend the walls. The Ailor also used the terrifying fire-power of their battleships to pound the ancient bastion walls into submission, since the city was essentially built in sea-shallows, and could easily be reached by gunboats and even smaller frigates. The outer wall of the city crumbled after a week of non-stop shelling, after which the Ailor discovered that the city was actually made of 3 encircling walls, each ringing around the inner wall. The outer section of Sassrakand was broken, and this section of the city experienced massive flooding, resulting in destruction of almost forty percent of the city. The Slizzar fled to the inner level, which then experienced terrifying mortar bombardment. The Ailor could not reach into the inner city, as the rubble of the bastion wall prevented the ships from sailing into the interior, and soldiers could not launch an amphibious assault on the high towering walls. They then chose to simply bombard the second ring into submission. This bombardment did massive amounts of damage until massive smoke plumes obscured view into the city interior, and the ailor simply assumed the city would burn up from the inside and left, never to return.
With the near destruction of sixty percent of their city, the Slizzar learned a hard lesson. While the vast majority of them had survived the reprisals of the Allar and the Ailor genocide, they were seriously caught on the backfoot and pushed into a corner. The Slizzar thus decided to make a public display of power, a sign that they were beaten but not broken, and that they should not be so easily dismissed. In one final act of complete co-operation, all Slizzar in the Regalian Empire were recalled after assassinating the aristocracy of the Empire. In a short time span, as the Regalian Military sailed back to the capital to celebrate their victory, the sleeper agents and infiltrants in Ailor society were all activated at once, poisoning, strangling and stabbing the nobles of the realm in one massive concerted revenge attacks. Many notable politicians and important families lost numerous important members, the death toll was particularly high among the van Sherburne and Kade families, resulting most notably in the death of the niece of the Emperor, Princess Liliane Kade-Ivrae de Sange. It is said to this day that every noble family in the realm has at least one family member that was killed in this manner, inflicting a massive humiliating loss on the Empire that has not been rivaled since by any other enemy. The Slizzar came together in the leftover parts of Sassrakand and started rebuilding, eventually venturing out into the world again and rebuilding their network of infiltrant manipulators.
It is commonly accepted nowadays that the Slizzar have infiltrated nearly every level of society among most Races, despite their small population number. In Regalia though, most of the memory of their assassinations have been forgotten, both because of the fact that remembering would be a painful humiliation, but also because the power void created by so many other nobles allowed for the catapulted rising of a new class of nobles who gained power from the series of events. In some cases, some of the detractors of these families would even allude to Slizzar helping these upstart nobles gain power, leading to their modern generally not-hostile yet distrusted view.
Slizzar society is a bit difficult to pin down, because Slizzar intrinsically do not live in a communal manner like other Races. While there are certainly still Slizzar within the walls of Sassrakkand, the vast majority live outside of these walls in the wide world, and have very little interactions with one another outside of Nests and the Sole Slizzar roaming around. That being said, to say that Slizzar don’t have a society is far from the truth, it just presents itself in a different manner that other Races would not consider a society. Slizzar do live communally in the city of Sassrakkand, but very little is known about this city by outsiders, and Slizzar like it this way, because most Slizzar simply don’t talk about their lives as Slizzar, and instead prefer to focus on their infiltrant life, or what life is like outside of the forbidden city. In Regalia, Nests may often have a compound to live in together, but for the sake of their hidden identity, also choose to have houses of their own further away from their Nest Compound, which usually ends up being a Clandestine base of sorts. Slizzar have a strange level of loyalty to one another not quite found in other races, that allows Slizzar to completely dismantle and destroy another Slizzar’s plots and livelihood, but never lead to their death. If a Slizzar is accidentally responsible for another Slizzar’s near-death or impending death, they are tasked by Slizzar society to prevent it from happening. Within Sassrakkand, there are no political leaders, this egalitarian self-investment is consistent throughout, and most Slizzar simply look after themselves, or in some way their descendants, for whom they might have a fondness, though not one that would stop them from competing against them in the game of influence and manipulation. The only real sense of communal loyalty Slizzar have is to one another inside a Nest, and towards their Matron if they have one.
Slizzar culture is incredibly subtle, since many of the individual actions taken as custom or tradition, can be attributed to other Races. Indeed, Slizzar don’t engage in much cultural expression like other Races do, and a lot of their quirks and expressions of identity are easily mistaken to belong to someone else’s culture. The most important person in a Slizzar’s life, sometimes even more so than their Slizzar mate (though the line between them can often blur) is their Slizzar Mentor. After they reach adult age, considered 18 in their society, they choose a mentor, who is usually a few decades or at the very least 10 years older. A Slizzar mentor teaches their student about the world at large and what dangers to find within, Slizzar culture, religion and other aspects of life, while also honing their skills through teaching. Most Slizzar who learned things in Sassrakkand, learn their Proficiencies from their Mentor, and continue to hone those skills later in life to perfection. Mentors remain important figures to look up to in a Slizzar’s life, and a Slizzar will generally speak fondly of their Mentor.
Slizzar do take other Slizzar as partners, but the relationship sometimes blurs between lover and partner in proverbial crime, and sometimes it gets more confusing when that partner ends up being their mentor. It is not uncommon for mentors to become partners with their students when their studies are complete (usually around 12 years after having become an adult Slizzar). Slizzar partners can also live far away from each other and remain loyal to one another in a bond that is not always physical. Some Slizzar couples can go without physical intimacy for decades, but have an unbreakably strong emotional connection that expresses itself in extremely emotional feelings. Children of Slizzar unions are carried to term by either parent, if both parents are Slizzar usually in Sassrakkand to be connected to their holy city, but otherwise anywhere outside of the general view of non-Slizzar to avoid complications with a snake-child being born. The children are usually taken care of for one year by the parent, after which they are given to the House of Mentors, where a group of currently retired and no longer teaching mentors of advanced age will raise them between the ages of one years old and six years old, though the parents can still be very much involved in this process. Twin Slizzar are always kept together, both through the House of Mentors, as well as the choosing of a Mentor who guides them both. Even after raising, parents become a model to look up to, and are frequently used as a motivation tool for the Mentors to encourage their students to excel and surpass the performances and achievements of their parents. Slizzar culture in such a way is very much focused around the concept of the child out-doing the parent, a stark contrast to many other Ailor cultures where respect for elders can sometimes border on accepting their parental superiority and not exceeding them. The Elders choose a Mentor for the Slizzar from the pool of eligible Mentors, though Mentoring does not have to take place in Sassrakkand, it can happen "on the road" out in the wide world, and there is no clear end-date for Mentoring. Each Mentor may identify that a Slizzar has learned enough and can be free from their guidance. Sometimes, the students may also choose a Mentor if their parents permit it, but in any and all cases, twin Slizzar gain the same Mentor.
Slizzar cultural quirks are far and wide in between, but some are fairly consistent. Firstly, Slizzar love smells, incense is a very common way Slizzar use to surround themselves with floral scents, but particularly chrysanthemum flowers and water lilies are very important to them. It is said that a specific type of water lily grows all over Sassrakkand, and the sweet scents remind them of home, which is why many Slizzar enjoy the smell of flower based incense. The Slizzar also have a heightened affinity for dancing, and turning their body in ways that other Races find alluring. To the Slizzar themselves, these dances are just a mode of entertainment, sometimes even bordering on religious theatre, as the movements are meant to represent their Deep Sea Serpent deities, but the unknowing and ignorant other Races just see these dances as alluring and sensual belly-dancing. Slizzar furthermore also love the feeling of fur, the exact reason why being unknown, but the sensation of fur between their fingers is like giving a cat a scratching pole. Many Slizzar wear clothing that has some form of fur lining, or wearing actual pelts or a fur coat.
The only expressions of Slizzar culture occur during the month of January, when most Slizzar return to Sassrakkand to celebrate communality. The exact sequence of events in Sassrakkand is unknown to outsiders, but every night is filled with communal singing to the moon as the moon rises above the city and reflects on the white marble of the walls and the cascading water that flows into, around and inside the city. This communal singing is sometimes so grand that it can be heard far outside the walls, lucky listeners describing it as a song bordering between melancholy and sadness, yet with a hopeful twist and a spark of passion to it.
The Slizzar follow the Nessrassian Faith: the faith of the giant Deep Sea Serpents. This faith has several gods embodied as various snakes which represent various aspects of a Slizzar’s personality. This religion is central in their life, for it guides their actions, and in hopes of becoming successful, they worship and offer tribute to their gods who they constantly aspire to become. It can be said as such that the Nessrassian Faith is less a religion, and more a life view or life philosophy. Still, the Slizzar worship the Sea Serpents as divine beings—and would even bow to the living ones if, or when, they surface. Many of their life choices and actions are woven into this concept of worship, whether it be manipulating others, succeeding in a plot, or rearing their puppets to have a mock-conflict with another Slizzar and prove the better manipulator by winning over the other. Within their home however, the Slizzar do not engage in active worship, and in some cases, Slizzar have even been known to accept a secondary faith, their Race being the only one known in Aloria that does this, called Faith Syncretism. That being said, they will still and must always acknowledge the Nesrassian gods as the primary more important diety, accepting the secondary god(s) as only a temporary additional fulfillment of a Spiritual need that is not always present in the Nesrassian Faith, which is often depicted as quite ruthless and uncaring for their own people.
- For more information on Nessrassian, click here
- It is rumored that one Slizzar once managed to worm their way to the chambers of Chancellor Morgann Kade. There is no physical evidence of this ever having occurred, but it would explain his erratic behavior, with how sensible and calm most Kade Chancellors have been.
- Slizzar tails or legs that have been cut off slowly grow back over the course of two weeks.
- Slizzar greatly appreciate fruit, and have even been known to include flowers in their diet.