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{{ infobox
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| header1    = Ethical usage of Ai/Machine Learning/Algorithm Generated Art Disclaimer
| data2      =
This page makes use of "Ai-Art". MassiveCraft is managed by, played by, and supported by a diverse and varied community of artists. We strive for Human-Art on all pages, though finance/time constraints may require temporary use of Ai-Art for visual themes. MassiveCraft has an "Ethical-Ai-Use" policy, defined as: A. Not claiming Copyright B. No for-profit benefit C. Clearly marking Ai-Art when used D. Long-term replacement with Human-Art. Please support human artists, or refrain from using Ai-Art if you cannot safeguard ethical constraints.
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{{Info races
{{Info races
|image = Hb42hb42h.jpg
|image = Hb42hb42h.jpg
|pronunciation = All-lar
|pronunciation = All-lar
|classification = [[Gorr]]
|classification = Gorr
|subraces = Many
|subraces = Many
|nicknames =  
|nicknames =  
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*Clawgnashers (Elven)
*Clawgnashers (Elven)
|languages = [[Pidato]]
|languages = [[Pidato]]
|naming = Indonesian, not including muslim/arab names
|naming = Indonesian, not including Muslim/Arab names
|distinction =  
|distinction =  
|maxage = 130 years
|maxage = 200 years
|height =  
|height =  
|eye = Slitted pupil (some also round) with a yellow/orange/blue/green iris and white or dark-gray sclera
|eye = Slitted pupil (some also round) with a yellow/orange/blue/green iris and white or dark-gray sclera
|skin =  
|skin =  
|}}
|}}
[[File:Greve.jpg|260px|thumb|right|Allar make excellent Jungle Warriors.]]
[[File:Hw34j453wn.png|260px|thumb|right|Ksat Caste Allar are ferocious Ring fighters.]]


Originating from the mysterious jungles of Sendras, the Allar are a diverse and varied Race of reptilian humanoids known for their societal flexibility and scientific capacity, and their boundless capacity to thrive in the harshest of conditions. The Allar have weathered many setbacks over the centuries, surviving that which would have crushed any other race into oblivion, and turned detriment to their advantage. The most recent of these setbacks occurred during the Chrysant War, in which the Regalian Empire inflicted massive damage on the Allar and reduced their homeland to a backwater colony. In the fifteen years since, the Allar have not only overcome the losses of that war, but turned public opinion on them around, and became one of the founding races of the Crown Alliance of the Regalian Empire, being some of its most prized and loyal citizens and filling government positions all the way to the top. Allar alchemists are the leading alchemical inventors of the world, having unrivaled skills in the identification, mixing, and application of alchemical substances. Their politicians remain flexible as ever and unburdened by the rigid Caste System that defines their society, allowing them to aid in their public perception unbothered by other duties of governance.  
Originating from the mysterious jungles of [[Hadar|Sendrass]], the Allar are a diverse and varied [[Heritage]] of reptilian humanoids known for their societal flexibility and scientific capacity, and their boundless capacity to thrive in the harshest of conditions. The Allar have weathered many setbacks over the centuries, surviving that which would have crushed any other Race into oblivion, and turned detriment to their advantage. The most recent of these setbacks occurred during the [[Chrysant War]], in which the [[Regalian Empire]] inflicted massive damage on the Allar and reduced their homeland to a backwater colony. In the fifteen years since, the Allar have not only overcome the losses of that war, but turned public opinion on them around, and became one of the founding Races of the Crown Alliance of the Regalian Empire, being some of its most prized and loyal citizens and filling government positions all the way to the top. Allar alchemists are the leading alchemical inventors of the world, having unrivaled skills in the identification, mixing, and application of alchemical substances. Their politicians remain flexible as ever and unburdened by the rigid Caste System that defines their society, allowing them to aid in their public perception unbothered by other duties of governance.  


=Core Identity=
=Core Identity=
===Science over Magi===
===Science over Magi===
The Allar are commonly believed the Race with the greatest intellect in scientific matters on Aloria. While other Races can certainly produce intellectuals, the Allar have a mental pre-disposition to insight, problem-solving, logic, and understanding complex linguistic, mathematical, and medical issues. Allar alchemists are prized around the world with unrivaled skills in identification, experimentation, and mixology, with nearly every alchemy business in the Regalian Empire having at least one Allar working at it. On the flipside of this heavy emphasis of the natural sciences, the Allar find Magic to be somewhat uncomfortable and incomprehensible, as it upends the laws of physics and reality, and makes everything unpredictable, exactly the way the Allar do not want to see the world. While it is certainly possible to find some Allar Mages, they most survive on the edges of a society that favors science over Magic.  
The Allar are commonly believed the Race with the greatest intellect in scientific matters on [[Aloria]]. While other Races can certainly produce intellectuals, the Allar have a mental pre-disposition to insight, problem-solving, logic, and understanding complex linguistic, mathematical, and medical issues. Allar alchemists are prized around the world with unrivaled skills in identification, experimentation, and mixology, with nearly every alchemy business in the Regalian Empire having at least one Allar working at it. On the flipside of this heavy emphasis of the natural sciences, the Allar find [[Magic]] to be somewhat uncomfortable and incomprehensible, as it upends the laws of physics and reality, and makes everything unpredictable, exactly the way the Allar do not want to see the world. While it is certainly possible to find some Allar [[Mage]]s, they most survive on the edges of a society that favors science over Magic.  


===Everyone their Place===
===Everyone their Place===
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===Surviving Today===
===Surviving Today===
Allar are extremely pragmatic and straightforward in securing their immediate needs. While most other Races seemingly make mistakes and toil with the issues for long periods of time, the Allar are uniquely aware of their immediate pyramid of needs, and will prioritize survival and overcoming, before considering long term thriving and improving of conditions. Allar are incredibly resilient, capable of receiving a great deal of mental anguish and torment over their conditions, knowing that they will above all survive, and that a better day will come where the struggle will have all been worth it. Certainly, the impressive swivels in their fortunes around the world have been evidence of this fact, with Allar quickly rising from one of the most oppressed people in the Regalian Empire, to some of its most respected and well-off people who have overcome levels of poverty that affected the Ailor for generations, in but a single lifetime.  
Allar are extremely pragmatic and straightforward in securing their immediate needs. While most other Races seemingly make mistakes and toil with the issues for long periods of time, the Allar are uniquely aware of their immediate pyramid of needs, and will prioritize survival and overcoming, before considering long term thriving and improving of conditions. Allar are incredibly resilient, capable of receiving a great deal of mental anguish and torment over their conditions, knowing that they will above all survive, and that a better day will come where the struggle will have all been worth it. Certainly, the impressive swivels in their fortunes around the world have been evidence of this fact, with Allar quickly rising from one of the most oppressed people in the Regalian Empire, to some of its most respected and well-off people who have overcome levels of poverty that affected the [[Ailor]] for generations, in but a single lifetime.  


===All-Truths===
===All-Truths===
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==Design==
==Design==
===Physical Characteristics===
===Physical Characteristics===
Simplest put, Allar are a Race of semi-aquatic reptile-like humanoids, though there is a very large range of design freedom within that distinction. Allar have humanoid bodies with two arms and legs, though the legs can be digitigrade and have lizard claws or even raptor claws, while they also have a tail that is either rigid or prehensile and can be so long as to drag behind them. Allar skins are scaled and sometimes even feathered (think raptors), while their heads are distinctly reptile-like (including turtles, crocodiles, lizards, dinosaur, but not snakes or birds). Allar can also have elements of aquatic mammals or fish (including amphibian salamanders) mixed in, for example a shark head, dolphin fins on the arms, or dunkleosteus bone plating. Designs may either disregard aquatic traits altogether, or lean fully into the aquatic design, for example a full-body shark humanoid. Allar use the practice of Kelahiran to infuse their eggs with genetic alterations that suit an Allar child more for one particular task over the other. This is why the Allar are so physiologically varied, because each generation is designed to fulfill a specific role in society, and acquires traits that are useful for this. For example, if Allar society needs more fishers, a batch of eggs may be altered to have crocodile-like snouts useful for catching fish, and shark-like fins and skin to make it easier to swim. If Allar society needs more fighters, a batch of eggs may be altered to have carnotaurus-like heads with broad shoulders and a predisposition to a more muscular frame. As such, there is no commonality in size between Allar, some are as short as [[Dwarves]], while others as large as [[Urlan]]. Allar can grow to be 200 years old, and have less gender-dimorphism than for example Ailor, as they are an egg-laying species. As a result, they are incompatible with all other Races and as such Half-Allar do not exist. Allar can have scales, shark-like skin, feathers, horns, spikes, enlarged claws, short or long snouts, short or long necks, bone plating, club tails, feather tails, or pointed tails. Scale colors can be realistic from real-life animals, or fantasy colorations and patterns. if you need help designing, feel free to make a ticket!


===Cultural Personalities===
Allar personalities are also very varied because of Kelahiran resulting in fluctuating hormone levels, though their society can generally be defined by 4 major similar cultural outlooks listed below.
<table style="width: 100%;"><tr><td style="vertical-align: top; width: 50%;">
{|
|[[File:noimg.png|140px|thumb|left]]
|
<span style="font-size:130%;><center>'''Kota-Allar'''</center></span>
The Kota-Allar or "City-Allar" are by far the most common Allar to find. Kota-Allar have a predisposition to social engagement, as they live in very densely packed coastal cities or major Regalian cities where space is a premium and most people have to be able to get along with each other. Kota-Allar are very open and hospitable to other Races, and generally approachable people who take pride in their employment and service to society, while bearing the fruits of that labor. Kota-Allar are also politically engaged, with many of the leading Allar politicians coming from this cultural outlook, and mingling with the Regalian Empire's aristocrats and Dukes at court. Kota-Allar are most likely to integrate in Regalian society wearing Ailor clothes.
|}
</td><td style="vertical-align: top; width: 50%;">
{|
|[[File:noimg.png|140px|thumb|left]]
|
<span style="font-size:130%;><center>'''Dibawa-Allar'''</center></span>
The Dibawa-Allar or "Under-Allar" are a less common sight, but still living on the peripheries of Regalian society, largely conforming to a group of Allar who prefer to live in the water, and as such spend more time in the ocean shallows and medium-depths. Dibawa-Allar have cities underwater, though these cities were not built by the Dibawa-Allar, rather they were found to have belonged to a long-gone civilization, yet were sturdy enough to house their expanding need for homes. Dibawa-Allar tend to be more reserved and stoic than other Allar, though capable of ferocious tempers and bursts of energetic behavior when provoked, or pushed into action by outsiders. Dibawa-Allar in general are more distrusting and careful of outsiders.
|}
</center>
</tr></table>
<table style="width: 100%;"><tr><td style="vertical-align: top; width: 50%;">
{|
|[[File:noimg.png|140px|thumb|left]]
|
<span style="font-size:130%;><center>'''Pelayaran-Allar'''</center></span>
The Pelayaran-Allar or "Sailing-Allar" are fairly common, though are noticed far less than their more gregarious Kota-Allar brethren, as Pelayaran-Allar tend to be more timid, shy, or otherwise lacking the confidence to be open and bold. Pelayaran-Allar mostly consist of those Allar and their families who work for the Perpustakaan Besar, which is a massive Allar Alchemy Guild of sorts that wields a lot of political influence and wealth. The Pelayaran-Allar conventionally travel the world on the backs of giant turtles where their towns are built, so as to sample the alchemical rarities of the world, though this often puts them at risk of the dangers on the high seas, ergo their habit to hide and run rather than stand and fight.
|}
</td><td style="vertical-align: top; width: 50%;">
{|
|[[File:noimg.png|140px|thumb|left]]
|
<span style="font-size:130%;><center>'''Rumah-Allar'''</center></span>
The Rumah-Allar or "Home-Allar" are not common, though might often be mistaken for Kota-Allar. They are energetic, passionate, wild, impulsive and wild, with a streak for cruelty and ridicule of others they deem too weak. Rumah-Allar are those Allar native to Sendrass where the Hadarian Allar fled from centuries ago. Their most important trait, is that while the other cultural outlooks of Allar follow the Guru, the Rumah-Allar are religious, reject the Guru, and follow [[Void Worship]] with an Allar-oriented variant of it. Rumah-Allar can exist in Regalia, but should generally have been smuggled or snuck in, as Sendrass is technically still at war with [[Hadar]], and the Regalian Empire at large, thus making Rumah-Allar enemies of the state. Besides their habit for tribal dress-code however, Rumah-Allar look identical to other Allar. Refugees from the cruelty of Sendrass are also not far-fetched.
|}
</center>
</tr></table>


==Heritage Traits==
[[File:Hgrwgbrew.png|260px|thumb|right|Many Allar have large Raptor claws.]]
[[File:H43hb423q.jpg|260px|thumb|right|Rama Caste Allar are extremely vain.]]
[[File:H423hb42.jpg|260px|thumb|right|Allar clothing in general is very ornate.]]
[[File:H4b3qb3.png|260px|thumb|right|Some Allar subraces can have large horns that make them look almost Dragon-like.]]
[[File:H3qhb44.jpg|260px|thumb|right|Aquatic Allar look very aggressive, but are actually quite stoic and say very little.]]
[[File:H2h3jk5qw.png|260px|thumb|right|Allar still eat grains and other non-meat dishes.]]
[[File:4hb2b.png|260px|thumb|right|Allar Scars only persist for a few days before they too heal over.]]
[[File:Eher4hjn5er.png|260px|thumb|right|Sang or Nang subrace mixing with other subraces often leads to more aquatic appearances.]]
[[File:H534qhnb3q.png|260px|thumb|right|Size has very little to do with the actual leadership skills or command of a Rama Allar.]]
[[File:Jh3jhn2.png|260px|thumb|right|Comparing an Allar to a non-sentient lizard is a sure-fire way to get one very angry.]]
[[File:Sagwshgerhew.jpg|260px|thumb|right|Feathers are common on Allar bodies, especially the head, arms, shoulders and tail.]]
When designing a Character, Proficiency Points allow for a limited Ability selection with Point Buy Packs. Heritage Traits adds free Packs and Mechanics on top of that to help with cultural themes. Free Packs grant Abilities usually, while Mechanics change the way a character functions in Roleplay through subtle, and usually out of Combat ways. In essence, Mechanics just add aesthetic flair that invest in the niche of each culture. Free Packs never raise Proficiency Points, but the character must be able to purchase them normally. (ex. if a character is a certain Affinity that locks them out of a category, they cannot take that specific free pack and must choose the alternative option.) If a Free Pack grants Magic of some type, that Magic can be of any Alignment the character can normally choose, or limited to a select alignment, which will always be written in the Free Pack description.


Mixed Heritage characters (i.e. characters born from two parents of different Cultures) may take one parent's 'Free Packs' and mix and match up to 5 Mechanics from both parents, although some Peoples cannot produce Mixed Heritage children (due to Magical/Fantasy reasons). Allar cannot be included in Mixed Heritage Characters.
===Free Packs===
* Allar can choose either the Mundane [[Adapt_Point_Buy#Oceanic_Pack|Oceanic Pack]], or choose one Pack from [[Chem Point Buy]].
* Allar can additionally choose either the [[Melee_Point_Buy#Diving_Tackle_Pack | Diving Tackle Pack]] , or choose one Pack from [[Medical Point Buy]].


To call all Allar reptilians, is not accurate in the exactly. However, to state that the Allar have sub-races is not quite accurate either. The Allar as a race create an artificial structure of subraces by applying certain substances to their young that manifest the variance of subraces. The physical and mental effects of these substances are so profound however, that easy to classify sub-races essentially come into existence by circumstance. As such, all other Races (and even the Allar) recognize the different enhanced variants of Allar subraces, even if their genetic make-up does not provide for them. All Allar are born as the same somewhat generic lizard-like humanoid, but altered to fit a sub-race (or combination of two sub-races) through Kelahiran which roughly translates to Alchemical Infusion. With Kelahiran, either by direct infusion of the egg or by pill supplement of the new-born infant, a child is conformed to specific physical and mental characteristics to suit the needs of Allar society. The Allar recognizes two aspects to this practice, the Pertua which is the main sub-race, and the Kedua, which is the second sub-race. It is possible for an Allar to have a dominant sub-race, and a second sub-race addition, or to have double Pertua, so using only a single sub-race. It is important to note that Kelahiran isn’t just a societal norm, it is a necessity. Allar infants are too weak to survive childhood without Kelahiran, and so all Allar nowadays are the product of this practice.
===Cultural Personalities===
==Racial Traits===
===Abilities===
===Free Packs===
===Limitations===
===Mechanics===
===Mechanics===
* Allar are immune to any (non Magical) disease or illness, such as viruses or bacteria, though they can become asymptomatic carriers.
* Allar bodyparts regrow over the timespan of 24 hours when lost, though scars can be left behind if desired.
* Allar have sensitive taste, their tongue capable of deeply analyzing anything they taste, what the ingredients are, and whether it has alchemical functions.
* Allar have perfect sight at night and in dark environments, capable of seeing in the dark without needing any external light source.
* Allar can breathe underwater without any Abilities, and can also see perfectly underwater without it blurring their vision, allowing them to stay submerged indefinitely.


==Society==
==Society==
===The Caste System===
===The Caste System===
===Language & Names===
To understand Allar society, one must understand the Caste System and its various layers. To outsiders, the Caste System is suffocatingly restrictive and harsh on those who they consider on the bottom, though the Caste System is not that simple. Outsiders are often to compare the Caste System to their own capitalist poor masses, but because of the general lack of currency and self-reliance in Allar society, their Caste System works radically different. Resources and labor within the System are common good and work towards common interests, meaning the lower castes provide just as crucial of a role as higher castes. Below follows a list of the Castes, with general physical and mental descriptions that can be overlaid onto Cultural Personalities, ordered with most important at the top and least important at the bottom.
===Religion===
* '''The Rama Caste''' are the leading Allar of Allar society, usually large framed and dangerous looking in an attempt to cower the other Castes in line (think large crocodiles and carnivore dinosaurs), while also intimidating outsiders with their size. Rama are commanders, generals, admirals, task-masters, foremen, governors, and most importantly: Digmaan, the Allar variant of Nobility. Hadar itself is split into thousands of smaller Digmaan (term both used for the territory and the ruler) making most Rama standalone warlords.
==History==
* '''The Kertas Caste''' are the bureaucrats and administrators of Allar society, usually slender and nimble framed with large eyes and dexterous hands to excel at writing and reading. Kertas are authors, poets, writers, bureaucrats, administrators, scribes, historians, book keepers, and data analysts. Wherever there is a single Rama, there are always a dozen or so Kertas always running around them, with the Rama performing the politics, and the Kertas ensuring they have all the necessary paperwork to do their work well.
==World View==
* '''The Kuat Caste''' are the physical laborers, the personal bodyguards of the Rama Caste, or cattle-herders. The Kuat Caste is bred for their large size, with each being quite beefy or stocky and durable, though having a far more calm and kind temperament than say the Rama, or the Ksat. The Kuat Caste is of higher importance in Allar society, because Allar prize civil service as socially more important than the military, leading to the Kuat having a venerable "protector" role within the Caste System of Allar Society.
==Trivia==
* '''The Kyat Caste''' are the crafting-folk, the alchemists, the intellectuals, and the scholars. The Kyat Caste is often much smaller than the others, favoring intellectual development over physical size or brawn, and fulfilling a number of societal occupations like shopkeepers, farmers, alchemists, researchers, scholars, messengers, cleaning service, and other general service sector work. Kyat tend to be nervous and skittish, even around those within Allar society, preferring to stick around other Kyat for comfort.
* '''The Ksat Caste''' are the warrior caste, fiercely competitive, dogmatic, loyal and willing to pick a fight with any foe twice their size. The Ksat Caste tend to be lean and athletic, built for rapid deployment in combat and fierce fighting. Among the Ksat are soldiers, gladiators and ring fighters, assassins, hunters, trainers, and any other occupation that requires a modicum of adrenaline or reckless disregard for self. Ksat often bully Kyat Caste members, despite their higher rank, due to their boisterous nature.
* '''The Nang Caste''' are the mercantile and aquatic Caste, containing fishers, merchants, foreign diplomats, explorers, and aquatic warriors. The Nang Caste is considered lower in the Caste structure despite the value of merchants and diplomats, because they either live underwater (and thus removed from the majority of Allar society), or because they heavily interact with outsiders and currency which the Allar consider unclean, and a corrupting element that aims to upend the Caste System by creating private wealth.
* '''The Paria Caste''' are the untouchables. There is no real other way around it, those that belong to the Paria Caste are Mages generally speaking, as well as [[Arkenborn]] or [[Godborn]], or anything else that isn't fully "normal" in the view of Allar society, even if they aren't strictly Occult. A member of another Caste can also be downgraded to the Paria Caste if they become [[Afflictions|Afflicted]] or Occult somehow, which is why it is exceedingly rare to find a Learned-Mage Allar, and sad to find a Born-Mage Allar. Despite being untouchable, the Paria Caste is still taken care of by the other Castes by given housing (on the edge of town), free food and services, they just can't be touched by non-Paria Caste members for fear of Occult infection. It should be noted that among Rumah-Allar, this is completely inverted, the Paria Caste is directly below the Rama Caste, and instead of being untouchable, they are eagerly accepted, with the Rumah-Allar believing access to the Occult brings good fortune, and they are given a more lavish lifestyle accordingly.


===The Perpustakaan Besar===
The Perpustakaan Besar sometimes also shortened to Perpusta or just Library, is an guild of highly skilled Alchemists that exists in Allar society as a pseudo government of sorts that regulates scientific experimentation and investigation as well as central houses of learning, and reliable publication sources for scientists. The Perpusta is the only organization of its kind in the world that fact-checks research papers and provides peer-reviews for new theories, meaning it is one of the most reliable centers of learning in the world. It has offices in all the major Allar cities, and several across other places in the Regalian Empire, such as the chapters in [[Westwynd|Ithania]],  [[Regalian Archipelago|The Rim Isles]] in the Regalian Archipelago, the [[City of Regalia]] itself, [[Northbelt|Nordskag]], [[Westwynd|Etosil]], and the [[Westwynd|Silerian Chain]]. Each of these chapter houses has a vast alchemical library, and storage for most known alchemical ingredients under the sun, including samples of mixtures and lessons on how to produce them, not to speak of the traveling guild towns on the backs of giant sea turtles. The Perpusta has soft power in Allar society even over the Digmaan, purely because they control the flow of information and also ensure that no Digmaan hoards any scientific research for their own political purposes. The Perpustakaan Besar also has a very important place in the Imperial Palace and the Scholar’s Court of the Regalian Empire, having integrated into their structure, and frequently seeing members travel in and out of the Palace to discuss scientific matters with the court scholars and the Emperor. Any Character can be a low or high ranking member, though Council members at the top are reserved for NPC's at Staff discretion.


===Language & Names===
The Allar speak a language called [[Pidato]]. Pidato as a language is based on real-world Indonesian, with all loan-words of English included. In lore, this is explained because the Allar deeply integrated with Regalian society, where Common is the first spoken language. As such, many loan-words from Common became established in Pidato, such as for example ‘bisnis’ for business, ‘gosip’ for gossip, ‘sistem’ for system, and ‘komplit’ for complete. Allar naming customs are generally simpler than that of other Races, as Allar don’t have surnames or middle names at all.


When it comes to first names, the Allar use Indonesian names. However, it is important to note that Indonesian names includes a lot of Arabic or Muslim inspired names, which should specifically be dis-included from this list. Allar names are generally non-gendered, and names are more based on the predicted temperament of the child, with children that are more soft and calm having names ending in “a”, while children that are more rowdy and energetic having names ending in “i”, though this is not a strict rule so much as it is a common trend.
* '''Example of Allar names:''' Bayu, Budi, Resa, Aditya, Bintang, Fadhlan, Bagaskoro, Banyu, Candra, Elang, Rimba, Surya, Kartika, Dewi, Aulia, Indah, Putri, Angkasa, Bulan, Merpati, Ndari, Mega


Allar do sometimes use their ancestral name as well, which is called the Namalama, based on the name of their parents. It is important to note that parents here means the people who raised the Allar, not the actual biological parents, because childhood practices will generally result in a child being raised by their non-biological parents. Most Regalian citizenship papers record both the first name and the Namalama, though the Namalama is only used in every-day as a way of formal introduction or as a means of showing deference to someone by including their Namalama in address. Namalama uses the following rules:
* '''If the leading parent was male''', then the Namalama begins with the father’s name, followed by ‘ayah’ (the last vowel of the name may be removed to make it sound better). So for example, if the Allar was called Surya, and their father was called Putri, their name would be Putriayah, which becomes Putrayah to make it sound easier, so Surya Putrayah.
* '''If the leading parent was female''', then the Namalama begins with the mother’s name, followed by ‘ibu’ (the last vowel of the name may be removed to make it sound better). So for example, if the Allar was called Angkasa, and the mother was called Bintang, their name would be Bintangibu, so Angkasa Bintangibu.
* '''If the leading parent was non-binary''', then the Namalama begins with the paren’t name, followed by ‘cinta’ (the last consonant of the name may be removed to make it sound better). So for example, if the Allar was called Resa, and the parent was called Fadhlan, their name would be Fadhlancinta, which becomes Fadhlacinta to make it sound easier, so Resa Fadhlacinta.


Finally to complete the Namalama, a Namasarang is added, which is the name of the ‘nest’ in a crude translation. This name is only given to those who were also parented by their biological parents (which is particularly important among Rama, who without a Namasarang are not taken seriously), as this name is a continuation of blood-line. The Namasarang is usually just a word in Pidato, so for example the Pidato words for sun (matahari), red cliffs (tebing merah), merchant (pedagang) and so forth. In the examples above, in one of the above examples, if Resa Fadhlacinta was of the sun Namasarang, they would be called Resa Fadhlacinta Matahari, but in common day to day activities simply be referred to as Resa.
===Religion===
The Allar are [[Draconism|Draconist]] faithful, having enjoyed historical patronage from and focus on the two Dragons Felicula and Umbra, who represent polar opposites on attitudes to life that the Allar believe combine into a more profound truth when observed together. Felicula represents all that is joyful in the world and the desire to enjoy life to its fullest, while Umbra represents the fact that all good things eventually come to an end, but that this is alright, because the ordained end is what makes their existence enjoyable to begin with. Felicula has traditionally resided in Hadar and was found by the Allar when they fled north there, departing the old Empire in Sendras. It is the assistance of her and her Clade of lesser Dragons that enabled their survival, and their slow and unavertable death to a strange (likely Magical) disease in the decades before Cataclysm that is the Allar's greatest trauma, though with the revival of Dragons slowly marching on worldwide, the majority of them have returned. Umbra meanwhile has always existed in Sendras, though the Void Worshiping Sendrassians did not acknowledge him as a God but as more of a primal entity to fear as the bringer of death. While most Hadarian Allar would portray Dragon Worship of Umbra as a continuity from the old way in the homeland, it is more the case that worship of Umbra only kicked off after the Allar fled to Hadar and encountered Felicula, adopting worship of Umbra as the other half of the duality more in hindsight. Though there has been no direct observation of him or his minions since the departure from Sendras, the continued existence of disease and death in the world implies that he is still there. Rumah-Allar, those who stayed behind in Sendras, are all Void Worshipers or rather [[Evolism|Evolist]] worshipers, but with some differences. They have an unusual fear of Ifrit as the gatekeeper to the Void and the closest thing to the Devil, and an unusual view of Eloba, who they see as not benign but a scheming swamp witch who spreads rot, disease and venom to poison the land and anyone who dares stay where her hand has touched. Other than that, they tend to lack the contractual attitude that even the average Kathar has to their relationship with the Void Gods, genuinely believing in their benevolence (except for the two listed). There is additionally a sizeable but new minority of Allar [[Unionism]] worshipers introduced after the mass outflow of missionaries following the Chrysant War as well as the conversion of Allar inside the borders of the Regalian Empire, who have joined following the representation of an Allar god within the faith.


===Fashion===
Allar fashion is dominated by bright colors and tropical styles, reflecting the extravagant tastes from the Rama aristocracy down to the expressive nature of the Ksat. Within Hadar, many of the Allar go topless (which is also not strictly an issue for modesty since Allar don’t have breasts). Though in present times the Allar start dressing more and more like the Ailor, with full-body outfits, especially in Regalia, where the mild to cold climate can be considered unpleasant to the Allar, especially during winter. Colored glass is also very common both in clothing pieces as well as decorations, even the poorest of Allar has at least one colored glass bead bracelet or necklace. Fabrics are imported from all over the world to Hadar, as the Allar are known to like to experiment with fabrics of all different kinds, and have excellent craftsmen who fix up clothes to fit their proportions and horns or fins. Elastan, the lycra of the [[Asha]], has proven very popular among the Allar, especially the aquatic Allar. Kyat, Rama, Nang, and Sang are the castes most commonly seen wearing jewelry. For Rama, it is a show of opulence and power, with intricately crafted gold piercings and metal perfectly shaped to fit their body and accentuate their features. Kyat usually wear smaller bracelets, rings, and face piercings, with the former being easily remove-able for when they must work with Alchemy. Nang will most commonly wear whatever jewelry is most popular at any given time, and Sang will exclusively wear hand-crafted adornments out of bone or coral they have harvested from the sea, or scavenged parts of jewelry from other Races found at the bottom of the seafloor.


==History==
Allar have existed in the world for several thousands of years, with first records of Sendrassian Allar appearing in Allorn archives around 5000 BC, with potential existence speculated thousands of years before that, though at this time their civilization was little more than a collection of tribes living in the jungles. The [[Allorn Empire]] tried numerous times to make formal contact with them, though the Allar remained agile in the jungles and were able to always clear away from any Elven ships before they made landfall. As time progressed and the Allar organized into more of a civilization, Allorn attempts to colonize and exploit Sendras became more and more dangerous, with the Void worshiping Allar tribes capturing and sacrificing any [[Elves]] who landed on their shores. How the Allar developed Void Worship centuries or even millennia before the Allorn Elves did, is unclear.


At some point in history, presumed around 1000 BC, some sort of conflict erupted in Sendrassian society, though the exact origins remain unclear. The Rumah-Allar claim that the Kota-Allar showed "betrayal of the Great Ones" (in reference to the Void Gods) while the Kota-Allar claim it was a rebellion against the cruelty and sacrifices of their people to the Void Gods. While it is easy to connect the two, Allorn records indicate that the truth is more complicated than a rebellion against tyranny, and that the Rumah-Allar aren't automatically at fault for being Void-Worshiping cannibalistic sacrifice-practicing tyrants. Allorn records imply some sort of societal calamity was occurring, and the only solution the Sendrassian Empire had was to sacrifice a part of their population, which then rebelled. The rebellion was successful and these Allar fled the Sendrassian Empire in large numbers on ships sailing north, while whatever calamity would occur, happened, and wiped out many Sendrassian cities including the golden capital which turned into an acid-sea.


History pays little attention to the Sendrassian Allar after this point, because few historical records have anything on them. Sendras was declared a "forbidden continent" by the Allorn Empire millennia before this, and the Allar who fled to Hadar refused to speak on it. The Allar arriving in Hadar found a mostly empty archipelago of tens of thousands of little islands, with only [[Sassrakkand]], the [[Slizzar]] capital, and the [[Maraya]] state known as [[Hadar|Tohsmaaq Venheer]], holding land, with many of the islands uninhabited. This is also where they made first contact with the [[Dragon Worship#Dragon Gods|Yellow Water Dragon]]s, who helped their society quickly recover from the damage of fleeing their homeland with nothing but a few rations, tools, and clothes. Allar society reformed around the Kota-Allar at first, with the Dibawa-Allar and Pelayaran-Allar cultural outlooks developing quickly after as they started creating contacts with the wider world.


Allar society was again hard hit during [[Cataclysm]], as Hadar was mostly made up of volcanic islands, resulting in mass eruptions all across the continent due to the rampant magics. Many Allar had to flee their homes into the ocean, while for some escape came too late. Following the chaos and complete destruction of several major cities, the Slizzar offered to help rebuild, which turned out to be a Faustian bargain. As the centuries passed after Cataclysm, Allar society became more and more infiltrated by the Slizzar, who had effectively taken control of the top two Castes by either impersonating or seducing them into their service, thus finalizing the Allar into what they then called the [[Essa Empire]], populated by Allar but ruled by the Slizzar. The Essa Empire was the only real Empire to rise from the ashes of Cataclysm, alongside the [[Songaskia#Politics|Songaskian]] and Regalian Empires, starting a game of geo politics between them.


Conflict would eventually erupt between Regalia and the Essa Empire in the 280's, called the Chrysant War, which was more of a genocidal war than a formal one. Regalian navies bombarded civilian targets and committed pogroms on cities that resisted their advance, culminating in the sacking of the capital Fessa Huallo where the Regalians killed tens of thousands of civilians, while most of the Slizzar infiltrators snuck away in the shadows, a fact which still causes a lot of resentment among the Allar who feel their Race was goaded into a conflict with Regalia that they did not want, all for the puppet games of the Slizzar who took none of the damage for it. The Allar in Hadar were effectively reduced to a backwater colony by the Regalian Empire, occupied by their superior weaponry (due to the recent invention of the cannon while the Allar still used bows).


Allar society however recovered, by quickly ingratiating itself to the Regalian Empire, and proving itself invaluable in a variety of sectors. Instead of being resentful against their new overlords, the Allar managed to overcome their racial stigma, prove their loyalty, and eventually become so crucial to the proper functioning of Regalian society, that they effectively became part of it on equal terms with Ailor. In recent years, Hadar has suffered conflict due to the advances of civil organization, as well as war. The Sendrassian Empire re-emerged in a spectacular way with a full-blown invasion of South-Hadar, in a war that Regalia effectively lost, ceding territory to it (though some will continue to claim it was a stalemate). Then, there are those in Hadar who want to abandon the Caste System and join Regalia's currency-based capitalist standard, and those who want to hold onto the old ways. This conflict caused a civil war, largely between the Kota-Allar led by the Triumvirate of Progress, and the Dibawa-Allar led by the Deep-thought Council who wants to hold onto the old ways. The Pelayaran-Allar have thusfar avoided the conflict and declared neutrality, though the civil war continues to rage on while Allar in Regalia can only watch.


[[File:Greve.jpg|260px|thumb|right|Ksat Allar make for excellent jungle hunters.]]
[[File:Hw34j453wn.png|260px|thumb|right|Ksat Allar however also make for excellent ring fighters, as they love of thrill of a fight.]]
[[File:K5lk6rslk.png|260px|thumb|right|White scaled Allar do exist, but are very rare.]]
[[File:Hgrwgbrew.png|260px|thumb|right|Ksat Allar claws are extremely dangerous.]]
[[File:H43hb423q.jpg|260px|thumb|right|Rama Allar are extremely vain, something that shows in the amount of accessories they use.]]
[[File:H423hb42.jpg|260px|thumb|right|Allar clothing in general is very ornate, but they clothe just as well with Ailor outfits.]]
[[File:H4b3qb3.png|260px|thumb|right|Some Allar subraces can have large horns that make them look almost Dragon-like.]]
[[File:H3qhb44.jpg|260px|thumb|right|Sang Allar look very aggressive, but are actually quite stoic and say very little.]]
[[File:H2h3jk5qw.png|260px|thumb|right|Feathers are a common sight on Ksat and Kyat Allar.]]
[[File:4hb2b.png|260px|thumb|right|Allar Scars only persist for a few days before they too heal over.]]
[[File:Eher4hjn5er.png|260px|thumb|right|Sang or Nang subrace mixing with other subraces often leads to more aquatic appearances.]]
[[File:H534qhnb3q.png|260px|thumb|right|Size has very little to do with the actual leadership skills or command of a Rama Allar.]]
[[File:Hb43qhbq3.png|260px|thumb|right|Before going to battle, Ksat Allar have warpaint painted on them by friends and loved ones.]]
[[File:J3qjn34n.jpg|260px|thumb|right|Despite being aquatic, Nang and Sang Allar still wear clothes.]]
[[File:Ejrejkmtreer.png|260px|thumb|right|Kuat Allar are very strong, and also love showing it off.]]
[[File:3jhqq3j4.png|260px|thumb|right|Kuat Allar however also really love food. What is this one looking at?]]
[[File:5wj34n4w.png|260px|thumb|right|Body piercings that may seem extreme are common among Rama and Ksat Allar to show pain tolerance.]]
[[File:Jh3jhn2.png|260px|thumb|right|Comparing an Allar to a non-sentient lizard is a sure-fire way to get one very angry.]]
[[File:Sagwshgerhew.jpg|260px|thumb|right|Not all Rama Allar have crocodile like heads, and due to subrace mixing, can also have feathers.]]
[[File:H43qh3q.png|260px|thumb|right|There is no real scale-color or pattern standard among Allar, though red is seen as an ominous color.]]
[[File:Gerhere.png|260px|thumb|right|Kuat Allar may look intimidating, but they wouldn't hurt a fly unless they had to defend another Allar's life.]]
[[File:H3qhn3q4.png|260px|thumb|right|The assumption is often that Rama Allar are fighters because of their size, but more often than not are they actually thinkers.]]
[[File:H2h42h.jpg|260px|thumb|right|Approaching a Rama from behind is considered offensive and showcasing deceitful intent towards them.]]
Originating from the mysterious and unmapped jungles of [[Sendras]], the Allar are a diverse and varied [[Race]] of reptilian humanoids known for their societal flexibility and scientific capacity, and their boundless capacity to thrive in the harshest of societal conditions. The Allar have weathered many setbacks over the centuries, surviving that which would have crushed any other race into oblivion, and turned detriment to their advantage. The most recent of these setbacks occurred during the [[Chrysant War]], in which the [[Regalian Empire]] inflicted massive damage on the Allar and reduced their homeland to a backwater colony. In the fifteen years since, the Allar have not only overcome the losses of that war, but turned public opinion on them around, and became one of the founding races of the Crown Alliance of the Regalian Empire, being some of its most prized and loyal citizens and filling government positions all the way to the top. Where other races would have faced centuries of subjugated stigma, the Allar have turned around their place in the world within even a single lifetime. Allar alchemists are the leading alchemical inventors of the world, having unrivaled skills in the identification, mixing, and application of alchemical substances. Their gladiators remain some of the fiercest and most popular ring-fighters, being able to rip even the strongest of warriors of other races to shreds. And finally, their politicians remain flexible as ever, adeptly weaving themselves through the ruling classes, aiding in their public perception and profiting from good relations with other Races.
==Origins==
Allar have existed in the world for around 1500 years, with the first record of Allar appearing on Sendras around 1200 BC, though it is possible that they existed there much earlier as tribes. The first major event after nearly 1000 years, was the [[Sendrassian Civil War]] that the [[Altalar]] only scantily wrote about. Altalar never ventured close to Sendras, as each time they did, their explorers and slavers got eaten. The Sendrassian Civil War however bled beyond Sendras and made it obvious that something big was happening, and the Altalar investigated. The exact beginnings are unknown, but the Altalar understood it at the time (around 200 BC) as a conflict between [[Magic]] using Allar and non-Magic using Allar. This was a simplified view, as in reality, the conflict was religious, and it was all based on whether or not the majority could enforce [[Void Worship]] on the other Allar. The civil war was extremely bloody, and resulted in the minority of non-Void Worshipers fleeing en-masse to [[Hadar]], which was largely infertile and uninhabited at the time save for pre-sentient species, animals, and [[Slizzar]]. The Slizzar and [[Dragon Worship|Yellow Water Dragons]] welcomed them, helping them establish their first realms, and it was also during this time that the first forms of Kelahiran were developed, presumably to off-balance the dependence on Void Essence. It has also been theorized that instead of a civil war to avoid becoming Void-Worshipers, that instead, it was a civil war to break free from Void-Worship, but the Allar have mostly forgotten or destroyed most records from this traumatic time to just enforce the narrative of their expulsion from their homeland. The Allar blamed their loss of the civil war on lack of structure and discipline of the people, and through guidance of the Slizzar and Yellow Water Dragons, they formed most of their ideologies by around 100 BC. Hadar was hard-hit during the Cataclysm, with many volcano islands erupting and wiping out Allar settlements, but the population quickly recovered. The Allar were one of the three major Empires to rise in the wake of the [[Cataclysm]], alongside the Regalian Empire and the [[Songaskian Masaya]]. The Essa Empire of the Allar was ruled by a Slizzar Empress called [[Mananya-Manya]], who wielded magic to summon the [[Deep Sea Serpent]]s for her army. Regalia eventually declared war and dismantled the Essa Empire, occupying the whole Empire and dividing it into military dictatorial puppet states. Over the following 20 years, the Allar broke free from this control, and integrated into the highest political offices of the Regalian Empire, a feat that even the [[Solvaan]] haven’t achieved in 300 years of membership in the Empire. Even with calamities inflicted on them, they (unlike the [[Dwarves]]) are thriving, and continue to grow more entwined with the Regalian Empire as the second majority race living within it.
==Core Identity==
===Introduction===
To be an Allar is to be slightly quirky, slightly violent, slightly intellectual and slightly idiosyncratic. The Allar function best when they are a little bit of everything, but can also specialize to a high degree in specific fields. While most other Races are constrained by cultural expectations, the Allar specifically exist with the notion of testing those boundaries for themselves, and constantly moving them. Allar are able to effortlessly slide into other societies and operate within the rules of said society, maintaining a social and moral flexibility to create the most beneficial situation for themselves. It is hard to truly pin down a specific core identity to the Allar, as the wide variance between their Subraces also extends to their widely flexible identity. There are however a couple of aspects that are consistent across all types of Allar.
====Progress without Ethics====
The Allar are a race strongly supported and defined by the contributions they bring to [[Alchemy]] and science in general. Every major scientific institute in the Regalian Empire has hordes of Allar scholars, and every major alchemical organization has a majority of Allar members who make up the skilled practitioners. Allar in general like pushing the boundaries of what is possible with scientific research (mostly alchemical based). Important to them as such, is the complete lack of ethical restraints. Especially in Hadar, the act of chemical experimentation on death-row or life-long prisoners is very common, and experimentation on children is also not unheard of. The Allar do not consider the limited negative impact of experimentation a reason to prevent generations of benefit and prosperity, so they generally campaign for unrestricted scientific practice.
====Everything is True====
The Allar have a curious teaching referred to as the Allteach in Common or Guru in the Allar language. Allteach, or Guru, is the idea that everything that is claimed, said, and stated as fact, has at least some factual origin and is worthy of further explanation and investigation to establish truth. What this results in, is the Allar natural inquisitiveness to know truth from falsehood, or to know the core of truth in a wild accusation or piece of gossip, and a desire to investigate. An Allar will never be found dismissing a theory or assumption out of hand, because all Allar understand that even for an assumption to be made as wild as it may be, it has to be founded on other assumptions or facts that make such an outcome seem likely. This has resulted in a fair number of conspiracy theories being proliferated among Allar who like to give them credence. However, it has also been beneficial, as Allar private investigators have also been known to permanently debunk many conspiracy theories, or even catch criminal shadow organizations in the act and helping the Regalian state in rounding them up.
====Loyalty to All====
The Allar are perhaps the most racially loyal to one another of any other Race. While the Ailor face massive internal struggles, and the [[Nelfin]] races all look at each other with distrust and disdain, the Allar are almost unbreakable in their loyalty to one another. Even if an Allar is arrested in Regalia and put on death-row for treason, many Allar will still stand up to try and argue or lawyer that person’s way out of prison in court, and failing that, plot to break them out. The ability of the Allar to bounce back from any tragedy hasn’t only arisen due to their innate flexibility, but also by a perceived belief that if one of their kind is badly treated, it could happen to all of them, and if they would fall into ruin, that they would want others to rise up to the occasion to save them too. This mutual assured assistance ensures that an Allar can always count on someone to give them food in hunger, shelter in homelessness, and support in destitution.
====Lawfulness in Hierarchy====
While many other Races have more complicated relationships with hierarchy, command, and structure, Allar genuinely believe that without any form of autocratic structure or hierarchy, the world would be one large chaos soup. Allar society is strictly divided in sub-race dominated social castes, which one can never break out of. Deviation from this standard usually leads to expulsion and ridicule. Furthermore, support for the Regalian Empire is at an all-time high in Allor society. While relations between Allar nationalism and Regalian realism remain complex, the Allar have come to realize that the Regalian Empire and the Ailor are a ladder to climb to greatness, and that the Regalian Empire perfectly connects with their desire and need to exist between the rulers and the ruled, conforming and reinforcing this structure onto minorities in the Empire. This is why Allar are frequently seen in the Regalian state offices, bureaucracy and leading military roles in the modern era. The Allar are the most integrated Race in Regalia. While racial equality is fairly high, Allar have always been cited as being ‘more equal than other Races to Ailor’.
==Design==
To call all Allar reptilians, is not accurate in the slightest. However, to state that the Allar have sub-races is not quite accurate either. The Allar as a race create an artificial structure of subraces by applying certain substances to their young that manifest the variance of subraces. The physical and mental effects of these substances are so profound however, that easy to classify sub-races essentially come into existence by circumstance. As such, all other Races (and even the Allar) recognize the different enhanced variants of Allar subraces, even if their genetic make-up does not provide for them. All Allar are born as the same somewhat generic lizard-like humanoid, but altered to fit a sub-race (or combination of two sub-races) through Kelahiran which roughly translates to Alchemical Infusion. With Kelahiran, either by direct infusion of the egg or by pill supplement of the new-born infant, a child is conformed to specific physical and mental characteristics to suit the needs of Allar society. The Allar recognizes two aspects to this practice, the Pertua which is the main sub-race, and the Kedua, which is the second sub-race. It is possible for an Allar to have a dominant sub-race, and a second sub-race addition, or to have double Pertua, so using only a single sub-race. It is important to note that Kelahiran isn’t just a societal norm, it is a necessity. Allar infants are too weak to survive childhood without Kelahiran, and so all Allar nowadays are the product of this practice.
===Subraces===
* '''Kyat''' is the most common sub-race which can best be described as the common-folk Allar. Kyat are generally more nervous and skittish, quick-spoken but highly intelligent. Within Allar society they serve a wide range of occupations, though often as alchemists, mages, bureaucrats, craftsmen, shopkeepers, farmers, scribes and librarians. Most of the scientists at the Great Council are Kyat Allar. Kyat Allar are very average, ranging from short to average height, with average broadness and a more general slim appearance. They have the general scaled skin with a reptilian prehensile tail, while their head is shaped like most lizard species, such as that of gecko, iguana, or chameleon, or sauropod species, or ornithopod species. Kyat can have horns, skull bumps, feathers, or even feather-and fur across their entire body except faces. Kyat are generally described as kind, conflict-averse, and empathetic, but can also be known to have a mean streak, be petty, and enjoy pranking others.
* '''Ksat''' is the second most common sub-race which can best be described as the warrior-folk Allar. Ksat are the opposite of Kyat, fiercely competitive, dogmatic, loyal, and willing to pick a fight with most foes they think they can defeat. Within Allar society they serve a wide range of occupations, though often as soldiers, bodyguards, trainers, guards, gladiators, hunters, practically anything or any occupation with some adrenaline. Ksat Allar are usually average in height, if not slightly taller than the Kyat and more muscular to athletic, having scaled skin with a reptilian prehensile tail (though a Ksat tail is usually larger and stronger). Ksat heads are shaped like that of medium-sized theropod species such as allosaurus, velociraptor, carnotaurus or Tyrannotitan. Ksat can have horns, feathers, and even feather-and fur across their entire body except faces, though their most notable feature is the large raptor-like claw on their feet. If a Ksat has feathers, they are usually very colorful, something they have a great deal of vanity over. They are generally also described as energetic, with a short temper, rowdy, yet also fiercely loyal and disciplined within the structure of Allar society.
* '''Kuat''' is the third most common sub-race which can best be described as the physical labor-folk Allar. Kuat are temperamentally more like Kyat, but lack the inquisitive nature in intellectual pursuit of the Kyat. This does not mean they are stupid, it however does mean they would prefer to watch a butterfly or some puppies than read a book. Kyat are carefree, easy-going, calm and subservient, having the size and strength to win a fight, but not the temperament to be able to stand the idea of hurting someone. Within Allar society the Kuat serve fairly limited functions as they do not have as much flexibility as the others, mostly serving as physical laborers, cattle-herders, construction workers, or cooks. A few rare Kuat do end up as a personal bodyguard to the ruling classes, but these are usually more for show than practice, as they abhor the idea of killing anything or anyone. Kuat are quite tall, and much bulkier or heavier-set than the other Allar sub-races. They have large meaty hands and wide shoulders, perfectly built for carrying heavy loads or pushing back heavy forces. Kuat heads are shaped like that of Thyreophora species like Ankylosauridae or Stegosauridae. Kuat cannot have feathers or horns, but do have bone-stubs, plates and sometimes bone protrusions from their head. Kuat do have a tail, though it is frequently very stubby, and they wag it around a lot when they are happy. They are described as kind-hearted, wishing well on others and wanting to take care of others, and being fiercely protective, yet trying their best not to hurt anyone emotionally or physically.
* '''Rama''' are the least seen sub-race which can best be described as the leading-folk of the Allar. Rama are temperamentally similar to the Ksat, but lack the energy and dexterity to be front-line soldiers, instead thus fulfilling the roles of commanders, generals, admirals, task-masters, foremen, governors, and most importantly, Digmaan. Digmaan is a ruling class term used that is equivalent to warlord or ruler in Common, which underscores the fact that only Pertua Rama are permitted to be the ruling classes of the Allar, and to have their own fiefs. Rama are usually average to tall in height, though often shorter than the Kuat, yet taller than all other sub-races. They can often best be described as meaty, having a combination of healthy body-fat and muscle to make them appear large and imposing, but also slow to move. Rama heads are usually shaped like crocodilian species as well as sauropterygia and mosasauridae species, but sometimes a rare large theropod like giganotosaurus or tyrannosaurus is also possible. The Rama have a scaled skin, and usually a heavy fat tail that drags behind them on the floor and has limited mobility. Rama very rarely have horns, and never have feathers or other bone protrusions. Rama are generally described as vain, proud, commandeering, decisive and sometimes even cruel or tyrannical. While Rama absolutely can answer the emotional needs of their subjects, it is always important to them to establish intimidation and rule through fear first, before providing for the needs of the people.
* '''Nang''' are the most common aquatic Allar species which can best be described as the Allar subrace most flush with social skills. Nang often fulfill the roles of translators, diplomats, merchants, public speakers, ambassadors, and representatives of the Rama they serve. Wherever a Rama exists, several Nang serve as amplifiers to the Rama’s will. Equally however, there are plenty of Nang who venture out on their own, making fortunes and collecting a large web of social contacts across the world. Nang are usually between short and average in height and average in build with a rare few becoming more athletic. Nang heads are commonly shaped like those of dolphins and most types of fish (disregarding those that look too un-fish-like). They can have fins on their arms and legs and back, and a fish or dolphin-like tail. Their skin can either be smooth like that of a dolphin, or with shimmering fish scales, and a wider color pattern than most other Allar. Nang frequently live by the oceanside (though more on dry land than Sang do), and often mingle with other races in particular in minority districts. Nang are often described as excitable, likable, sociable (though with a deceitful streak on occasion), with an interest in self-enrichment and excellent charismatic skills.
* '''Sang''' are just as the Rama a rarely seen aquatic sub-race which can best be described as a fringe-member of Allar society, the solitary hunter or traveler that only exists on the fringes of Allar customs. They fulfill the roles of scouts, explorers, deep-sea divers, large-game hunters, collectors, and sometimes guards or gladiators depending on their habitat. Sang are usually tall and quite broad, having well defined muscles and a smooth shark-like skin. Their arms, legs, and back are often covered in fins; while their tail is like that of a shark. Sang heads are exclusively that of an orca, tiger shark, dunkleosteus, or great white shark. Sang never have horns, feathers, or any other bony protrusions. They are generally described as quiet, contemplative, yet fierce in response when prompted, stoic, observant and preferring to use body language rather than speak volumes. Sang are still part of Allar society, but are equally treated as outcasts because they are unpredictable, and far less dependent on the strict caste-system of Allar society.
===Kelahiran===
Provided above was a short description of Kelahiran, the practice of adding supplements or enhancers to eggs or infants to evoke a specific sub-race inclination in the child. There are some additional concepts to explain however. While most Allar children are born with a simple one-Pertua enhancement (thus being full-Rama or full-Kyat for example) it is possible for a child to be given a second Kedua enhancement, thus becoming a sort-of mixture between two sub-races. Firstly, it is important to establish that the Perua always dictates the exact sub-race, and Kedua does not change this. Kedua can however be used to change the temperament or some physical traits of the child. Here follow some examples:
* A Pertua Kyat egg may be enhanced with a Kedua of Ksat. This means the child is still born as Kyat, but may have a more energetic and less skittish temperament. Additionally, they may have raptor-like claws on their feet about half the size of Ksat claws, and a more elongated snout, but overall appear mostly Kyat.
* A Pertua Rama egg may be enhanced with a Kedua of Sang. This means the child is still born as Rama, but may have a more quiet disposition than most vain Rama. Additionally, they may have webbed or shark-like fins on their head, back, and arms, or even a shark-like tail, but overall appear mostly Rama.
* A Pertua Kuat egg may be enhanced with a Kedua of Ksat. This means the child is less conflict-averse than a Kuat would be, and thus has a more suitable temperament to be a big bodyguard. This may also result in the Kuat having less bone plates and more feathers, which Kuat cannot have naturally, though overall appear mostly Kuat.
As mentioned, Kelahiran is not just a cultural custom, it is an absolute necessity. Without it, Allar infants are too weak to survive beyond a few months after hatching from their eggs. Scholars have theorized this is because of a mixture of dependency on the practice of Kelahiran, but also the fact that modern Allar descend from Sendrassian Allar, who may have developed the same Void-Essence dependency as the Kathar at some point. This would essentially imply that the Allar have used Alchemy to replace that Void dependency to rid themselves of the negative effects.
It should come as no surprise to note that Allar cannot procreate with any other Race (save for Slizzar, see Slizzar lore), even the (often presumed) racially related Dakkar. Allar are one of the only races that reproduces through the laying of eggs, a process that is biologically incompatible with all others.
==Racial Abilities and Specials==
Racial Abilities are generally a set of unique powers and effects that all peoples of that Race all innately have, while Specials are more passive, aesthetic focused capabilities. Specials are defined per-page, while Abilities can be searched on the Ability List page to determine their generic function. Allarr have some Abilities styled around their nature as reptillian people, and Specials to do with their aquatic lifestyle, and cultural focus on Alchemy. Half-Allar do not exist.
'''Please note that this kit is a “temporary fix” to something that was very outdated, and will most likely be replaced by something else, so we ask players not get too attached to this kit specifically.'''
===Abilities===
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#bdef96;" | Limb Recovery
| Healing Power
| Self
| Grants the user {{#simple-tooltip: Limb Recovery | The user has extreme body-loss replenishment. So long as their head and torso stay relatively intact, they can regrow any lost limb in 48 hours, including eyes, tails, horns, fingers, a tongue, all of it. The Character can still pass out from pain or blood loss, but cannot die from injuries unless the brain or the heart is destroyed or severed from one another. Smaller wounds like cuts and gashes close in 10 minutes, though re-open if the user enters combat again within 1 hour. After the hour has passed, those wounds heal. 
}}
| N/A
|-
| style="background-color:#bdef96;" | Steel Claws
| Morph Power
| Self
| Grants the user {{#simple-tooltip: Steel Claws |The user can, in a pinch, fight with their claws (and extend them on command). Attacks made with Steel Claws are calculated from the user's main combat stat (whichever is their highest or most predominant stat). While using Steel Claws, the user gets a -1 Main Combat Stat decrease, but does not need to emote drawing a weapon (as the claws are on their body at all times), they can immediately emote attacking with a free hand. These nails are considered tough as steel. This Ability cannot be used if the user is already wielding a weapon. When using this Ability, attacks count as if using a bladed weapon.}}
| N/A
|-
| style="background-color:#bdef96;" | Waterborne
| Passive Power
| Self
| Grants the user {{#simple-tooltip: Waterborne | This Ability has several functions. Firstly, while inside (minecraft) water, the user can fight (such as slashing weapons) at normal speeds as if they were outside of the water. This does not include Firearms or Ranged weapons which do not work underwater. Secondly, user is not slowed down by armor or clothes that would normally drag while underwater, though wearing armor does force them to walk on the bottom of the body of water and prevents them from swimming around. Finally, jumping in and out of the water is near-instant for the user, meaning there is never an interruption of a chase or manuever while going in and out of water.
}}
| N/A
|-
|}
=== Specials===
*'''Ailment Immunity:''' Allar are permanently immune to any diseases, illnesses, viruses or bacteria. While they can get infected, their immune system disables it after 48 hours, though they do remain asymptomatic carriers for the normal duration of the illness. This also makes them immune to Blood Sickness or Soul Sickness, acquired from Vampires and Cahal respectively.
*'''Chemical Insight:''' Allar are able to sample any alchemical ingredient or alchemical mixture or unknown substance with their tongue, finger, or under a microscope, and deeply analyze every component. Additionally, the user is able to personally recognize any alchemy used or made by another person, even if it is being consumed or used by a third party. When committing to Alchemical research (either player prompted or staff event), Allar have such self control and meticulous practice, that they are unable to make an outright mistake during experimentation. Allar essentially never run out of testing samples or ingredients.
*'''Monocular Sight:''' Allar have uniquely shaped eyes that give them general perception all around them, meaning they cannot be snuck up on or surprised from behind, but this doesn’t help them dodge attacks.
*'''Trained Sight:''' Allar have night vision, being able to see clearly in Mundane Darkness. Their eye sight is especially functional and useful in thick shrubbery or dense nature, where their heightened senses give them better spatial awareness and the ability to drown out the noises of plant life and fauna.
*'''Social Insight:''' Allar have heightened social awareness and perception of body language. They can focus on a target to determine their true current disposition and mood, and roughly why they might be feeling this way.
*'''Trained Laborers:''' Allar have developed unique load-bearing techniques for manual labor, or aiding those in need. When physically working, they can carry heavy construction materials (and throw them) with little to no effort, but can’t ever use this for combat. Additionally, in the case of a collapsing building or otherwise dangerous heavy falling object, an Allar is capable of holding it up on their shoulders to save others and give them time to escape. They cannot sustain this infinitely, but it is always just long enough for anyone in danger to get out safely (including themselves.)
*'''Domestic History:'''  Allar gain a unique Two-Claw raptor Mount in Progressions. Additionally, the user is a good boy. In fact the user is such a good boy, that all domestic animals always love the user, love being petted by the user, and generally love being around the user, and would never treat them as an unwanted stranger, trespasser, or enemy of their master. This does not include mounts or magical creatures/summons.
*'''Aquatic Affinity:''' Allar can breathe and see perfectly underwater, even in deep dark depths of the ocean. They are the fastest swimmers, only matched in their swim speed by anything that says it swims as fast as an Aquatic Allar.
*'''Dextrous Training:''' Allar have very agile and slippery fingers, and have expertly learned how to control small objects like coins, rings or necklaces. Allar can play sleight of hand games or actions on small finger-sized objects that no amount of perception or hand-tracking can compensate for. An Allar will always fool someone when performing a sleight of hand trick, but also generally can do a lot of quick-fingered actions with their hands, like flicking cards or coins between their fingers. This does not include other competitive actions.
*'''Enhanced Digestion:''' Allar have an extremely resilient digestive system, able to consume basically any animal.This includes toxic or caustic substances, allowing them to eat poisonous or even decaying and rotting fish. The only exception to this rule is alcohol, which still affects them like normal, as their body is unable to filter ethanol. They can also consume substances such as Allar Meat or Vampire blood without being infected with an Affliction or Affinity.
*'''Essa Secrets Box:''' Allar are capable of crafting and using a special type of lockbox that has a complex locking mechanism that will only ever open with their claw as a key. This lockbox is so tough that there is absolutely no other way to open it, and any weapon-sized (or smaller) item that is not an Artifact can be safely stored inside. This lockbox may be stored in a Rental region to prevent items within this lockbox from being stolen, but it may also be carried around, stolen, or given away. Whatever way the lockbox is taken, there is absolutely no way to open it without divine intervention, or the Allar who made it personally opening it, even broken-off claws do not work.
*'''Hadarian Hunting Paths:''' Allar may off-screen hunt and kill dangerous sea creatures currently limited to: White Fair Fin, Sharks, small Whales, large Octopuses, Squiggs Octovin, Redknob Octopus, and various ray and fish species. They may then off-screen haul these to Regalia and claim the kill, sell the parts, or use them as food themselves. The right to hunt these animals is exclusive to Allar, even regular fishers cannot manage to find these animals under normal circumstances.
==Language==
The Allar speak a language called [[Pidato]], which is very distinct from the distant Sendrassian [[Dingin]] which it is not mutually intelligible to. Pidato as a language is based on real-world Indonesian, with all loan-words of English included. In lore, this is explained because the Allar deeply integrated with Regalian society, where Common is the first spoken language. As such, many loan-words from Common became established in Pidato, such as for example ‘bisnis’ for business, ‘gosip’ for gossip, ‘sistem’ for system, and ‘komplit’ for complete. Allar naming customs are generally simpler than that of other races, as Allar don’t have surnames or middle names at all.
When it comes to first names, the Allar use Indonesian names. However, it is important to note that Indonesian names includes a lot of Arabic or Muslim inspired names, which should specifically be dis-included from this list. Allar names are generally non-gendered, and names are more based on the predicted temperament of the child, with children that are more soft and calm having names ending in “a”, while children that are more rowdy and energetic having names ending in “i”, though this is not a strict rule so much as it is a common trend.
* Example of Allar names: Bayu, Budi, Resa, Aditya, Bintang, Fadhlan, Bagaskoro, Banyu, Candra, Elang, Rimba, Surya, Kartika, Dewi, Aulia, Indah, Putri, Angkasa, Bulan, Merpati, Ndari, Mega
Allar do sometimes use their ancestral name as well, which is called the Namalama, based on the name of their parents. It is important to note that parents here means the people who raised the Allar, not the actual biological parents, because childhood practices may sometimes result in a child being raised by their non-biological parents. Most Regalian citizenship papers record both the first name and the Namalama, though the Namalama is only used in every-day as a way of formal introduction or as a means of showing deference to someone by including their Namalama in address. Namalama uses the following rules:
* If the leading parent was male, then the Namalama begins with the father’s name, followed by ‘ayah’ (the last vowel of the name may be removed to make it sound better). So for example, if the Allar was called Surya, and their father was called Putri, their name would be Putriayah, which becomes Putrayah to make it sound easier, so Surya Putrayah.
* If the leading parent was female, then the Namalama begins with the mother’s name, followed by ‘ibu’ (the last vowel of the name may be removed to make it sound better). So for example, if the Allar was called Angkasa, and the mother was called Bintang, their name would be Bintangibu, so Angkasa Bintangibu.
* If the leading parent was non-binary, then the Namalama begins with the paren’t name, followed by ‘cinta’ (the last consonant of the name may be removed to make it sound better). So for example, if the Allar was called Resa, and the parent was called Fadhlan, their name would be Fadhlancinta, which becomes Fadhlacinta to make it sound easier, so Resa Fadhlacinta.
Finally to complete the Namalama, a Namasarang is added, which is the name of the ‘nest’ in a crude translation. This name is only given to those who were also parented by their biological parents (which is particularly important among Rama, who without a Namasarang are not taken seriously), as this name is a continuation of blood-line. The Namasarang is usually just a word in Pidato, so for example the Pidato words for sun (matahari), red cliffs (tebing merah), merchant (pedagang) and so forth. In the examples above, in one of the above examples, if Resa Fadhlacinta was of the sun Namasarang, they would be called Resa Fadhlacinta Matahari, but in common day to day activities simply be referred to as Resa.
==Religion==
The Allar faith is called Keyakinan and it is fairly complicated to comprehend for the other Races. At its base, Keyakinan is a so-called unignost faith, meaning that they believe all gods, all divine entities, all religious figures and symbols, and all religious preachings are true, at least to some high extent. They believe that all gods and goddesses are real, and that they all exist within the physical reality and are all owed some sort of worship or deference. They see it this way because to them, faith in a religious entity is what makes them valid, but they additionally also quantify spirituality as a basic emotional need, and look at religion more like a basic sustenance act like drinking water and eating food. Many other Races consider this a strange ‘trying to have it all’ religion where the Allar acknowledge all faiths as real, but don’t buy into the whole ‘my faith is real but yours is false’ that most other Races engage in. The outcome is that while the Allar in theory could blend into any religious community, they usually aren’t welcome for holding heretical beliefs of every religion in existence. That being said however, most Allar know the religious worship practices of all the major religions of the world, and can easily blend into these religious communities, if they aren’t aware of the actual identity of Keyakinan. Some when discovering this truth would call the Allar deceitful, but this is not the case, because the Allar do genuinely believe in these gods and their gospel.
What is usually more common however, is that the Allar in question acknowledge all religions as real, but only worship or praise the name of a small group of them in daily life, because praising every single deity in existence is impractical. For example, an Allar may choose one or two [[Unionist]] [[God Emperors]], a Void God from Void Worship, one of the [[Estellon]] gods, and a Dragon from [[Dragon Worship]] to boot. This is then called their ‘Kelompok’, or their active worship group within Keyakinan. They would have these entities’s religious symbols and practices memorized, and live them through as if they are devout to all these religions, even if any of these religions contradict each other. What is just as common is that an Allar will simply pick one entity such as the [[Everwatcher]] or the [[Purple Crown Dragon]], and worship only that single entity, while still respecting and offering deference to all other Gods. The most important point to convey here, is that an Allar will never be found denouncing an entity as false, proclaiming a religion as heresy, or a particular religious practice as blasphemous, because all religions (including their sects) are always true.
==Historical Interactions==
Historical Interactions may not be relevant to each Character, but because the Allar have had a pretty violent history, the context may still change the way Allar interact with other Races.
* In most recent history, the Allar were savagely attacked by the Sendrassian Allar. The Sendrassian Allar may be their racial cousins, but are so far removed from them ideologically that they might as well be Aliens. The Sendrassians are deeply hated by the Allar of Hadar, not only because the Sendrassians kicked them out of Sendras (or more accurately, forced them to flee for their lives), but also because Sendrassians frequently abduct Hadar Allar for Void related sacrifice.
* In the last 25 years, the Allar had a very destructive war with the Ailor, in the so-called Chrysant War. While this was ostensibly launched by Regalia to crack the Essa Empire (what the unified Allar state was called) the Ailor were excessive in their indiscriminate bombardments and civilian killing. It is commonly established that the Ailor committed genocide on the Allar, a fact which the Regalian state still has not apologized for, but the Allar have equally bounced back from within years, and captured some of the highest government positions in the Empire as loyal citizens. Still, the division of their homeland into demilitarized puppet states remains a sore-point for many of the Allar who long for the day that Regalia sees Hadar more as an equal partner instead of a colony.
* The Allar had some interactions with the [[Allorn Empire]], but were mostly very guarded. The Altalar did not enslave many Allar, but did frequently purge Allar from their islands if valuable rare earth metals were found in the volcanic rocks.
* The Allar have a very complicated relationship with the Slizzar. The Slizzar city of [[Sassrakkand]] exists right in the middle of Hadar, and the Slizzar are very active in most Digmaan courts across Hadar, to the point one might even think that Slizzar are an Allar subrace. Equally however, many Allar recognize that the Slizzar made a couple of geo-political errors when founding the Essa Empire and engaging with the Regalian Empire. The sacking of the Hadarian capital Huallo is generally blamed on the Slizzar who refused to surrender to Regalia immediately when war broke out, despite knowing they were badly outgunned and outmanned.
* The Allar are very suspicious and distrustful of the [[Maraya]]. The Maraya recently purged a series of islands of Allar inhabitants, declaring their own state on it. The Digmaan have not been able to reclaim these islands yet, as the Maraya use superior technology to prevent their ships from approaching. Even though most Maraya in Regalia are not from the Home Swarm or this state, most Allar still treat them as subversive attackers.
==Families==
Allar families are fairly flexible. Allar do not often mate for the sake of procreation, but when they do, it results in anywhere between 8 to 14 eggs. These are essentially all siblings, but not all family units end up raising all eggs together. It is very common in Allar society to take care of eggs only insofar a family can afford to raise them (as Allar don’t have any child support services or communal care) and it is very common to just give eggs away to neighbors in the same street for raising if they do not have any. This is not even considered an emotionally taxing act for the parents, and a very normal thing to do. Furthermore, Allar parenting never requires 2 parents, but only the single parent. Allar recognize the dominant parent as the one who actually parents them, while the absent parent is usually around but offers very little personal steering and raising. As such, it can also be the case that within the same family, several children are mainly parented by the father, and the rest by the mother, resulting in varied parentage for the same siblings. That being said, because mental characteristics between Allar subspecies are usually very predictable, nurture contributes very little to a child’s behavior in adult life. Allar childhood is fairly standard like that of an Ailor child, especially because most Allar live in the Regalian Empire and have the same education standards, if not somewhat better due to their apprenticeships in Hadar.
===Romance and Gender Norms===
Allar romance is generally similar to Ailor society, with the vast majority of them operating in a monogamous relationship, though open relationships are just as well common. Allar do not have a form of marriage, engaging more in unofficial civil unions where two partners simply agree to be together. An Allar rarely stays monogamous with the same partner for their entire life, and separation of two partners is in most cases very amicable, continuing on as friends after. It should be noted that Allar romance can both be very romantic and calm, and very violent and aggressive. Especially the more dominant or feisty Allar engage in the act of Berkelahi which is a form of actual fighting to establish dominance in a partnership. Both partners usually walk away bruised and bleeding from this, as claws and jaws are fair-game in the process. Allar gender norms are fairly loose, especially because Allar society encourages experimentation with gender expression. Alchemy is frequently used for Allar to experiment with sex and gender, and even most comfortable-in-gender people experiment with the opposite or a different gender at least once, just to be sure. As for gender norms in society, while the biological sex of Allar is definitely defined between male and female, these don’t impart any occupational or societal impact in their lives. In fact, it should be noted that even on the matter of reproduction they do not matter, because in some cases a male Allar may spontaneously develop the means to lay eggs, and vice versa for female Allar. As such, while Allar society absolutely has a definition of male and female, these things do not matter.
==Politics==
Allar society has an extremely strict caste system that is absolute and unavoidable. Any Allar who tries to fulfill roles of their subrace outside of the niche of their birthright, is usually outcast as a pariah. There are absolutes, such as: only Kyat may take care of the paperwork, only Rama may rule the land, only Ksat may be the soldiers and royal guard, only Sang may manage the finances of the Rama, and only the Kuat may handle the bison cattle, and so forth. Any Allar trying to operate outside of these absolutes is considered scandalous and embarrassing, and trying to subvert the natural order of things in Allar society, quickly to be expelled. At the very top of Allar society are always the Rama. The Rama rule as Digmaan (leader) over similarly named fiefs. There are no priests in Allar society, because Allar society practices complete religious freedom even for immigrants, and does not consider the need for religious teachers or preachers, stating that religion is a private matter. Local small scale governance is often done by so called Diwa-Digmaan, which are Rama, but Rama who do not rule at the very top. For example, a neighborhood may be controlled by a Diwa-Digmaan, who is subservient and pays tribute to a Digmaan who rules over the entire island. Hadar has hundreds if not thousands of islands, and usually each island or island chain has a unique digmaan and a city on it, constantly competing with other Digmaan for dominance. Sometimes they wage war, but more often than not do they use Juara, or champions, to fight in duels that determine whether one Digmaan will become subservient under another.
===The Perpustakaan Besar===
The Perpustakaan Besar sometimes also shortened to Perpusta or just Library, is an organization of highly skilled Alchemists that exists in Allar society as a pseudo government of sorts that regulates scientific experimentation and investigation as well as central houses of learning, and reliable publication sources for scientists. The Perpusta is the only organization of its kind in the world that fact-checks research papers and provides peer-reviews for new theories, meaning it is one of the most reliable centers of learning in the world. It has offices in all the major Allar cities, and several across other places in the Regalian Empire, such as the chapters in [[Ithania]], the [[Rim Isles]] in the Archipelago, the [[City of Regalia]] itself, [[Nordskag]], [[Etosil]], and [[Kilarallis]]. Each of these chapter houses has a vast alchemical library, and storage for most known alchemical ingredients under the sun, including samples of mixtures and lessons on how to produce them. The Perpusta has soft power in Allar society even over the Digmaan, purely because they control the flow of information and also ensure that no Digmaan hoards any scientific research for their own political purposes (even though the entire council is made up of Kyat Allar who would normally cower before a Rama). The Perpustakaan Besar also has a very important place in the Imperial Palace and the Scholar’s Court of the Regalian Empire, having integrated into their structure, and frequently seeing the Pembaca (name for the Kyat leading Council members of the Perpusta) travel in and out of the Palace to discuss scientific matters with the court scholars and the Emperor.
==Fashion==
Allar fashion is dominated by bright colors and tropical styles, reflecting the extravagant tastes from the Rama aristocracy down to the expressive nature of the Ksat. Within Hadar, many of the Allar go topless (which is also not strictly an issue for modesty since Allar don’t have breasts). Though in present times the Allar start dressing more and more like the Ailor, with full-body outfits, especially in Regalia, where the mild to cold climate can be considered unpleasant to the Allar, especially during winter. Colored glass is also very common both in clothing pieces as well as decorations, even the poorest of Allar has at least one colored glass bead bracelet or necklace. Fabrics are imported from all over the world to Hadar, as the Allar are known to like to experiment with fabrics of all different kinds, and have excellent craftsmen who fix up clothes to fit their proportions and horns or fins. [[Elastan]] has proven very popular among the Allar, especially the aquatic Allar. Kyat, Rama, Nang, and Sang are the castes most commonly seen wearing jewelry. For Rama, it is a show of opulence and power, with intricately crafted gold piercings and metal perfectly shaped to fit their body and accentuate their features. Kyat usually wear smaller bracelets, rings, and face piercings, with the former being easily remove-able for when they must work with Alchemy. Nang will most commonly wear whatever jewelry is most popular at any given time, and Sang will exclusively wear hand-crafted adornments out of bone or coral they have harvested from the sea, or scavenged parts of jewelry from other races found at the bottom of the seafloor.
==World View==
==World View==
World View is optional content that helps give Allar flavor and depth.
World View is optional content that helps give Allar flavor and depth.
* Allar are a mostly carnivorous race that eats a combination of fish, meat and insects, either roasted or raw. They are capable of also digesting vegetables, nuts, and roots, but only see these as condiments and additions to their main course.
* Allar are a mostly carnivorous Race that eats a combination of fish, meat and insects, either roasted or raw. They are capable of also digesting vegetables, nuts, and roots, but only see these as condiments and additions to their main course.  
* It is rarely seen, but it is actually possible for Allar to have their scales tattooed. Allar don’t shed their scales or skin, so ink that penetrates deep enough can be used to dye their scales or add additional patterns.
* In states of frustration or aggression or anger, Allar produce a reptilian growl in the back of their throat that sounds like a hiss and a growl at the same time. This is usually meant as a warning sign before leaping to attack or encouraging someone to back off.  
* Rama, even when each other’s lovers or siblings, will continue to make public appearances of competition. Even if they deeply care for one another, they cannot stand being seen as the inferior partner in public, and will publicly argue and fight for appearances sake.  
* Rama, even when each other’s lovers or siblings, will continue to make public appearances of competition. Even if they deeply care for one another, they cannot stand being seen as the inferior partner in public, and will publicly argue and fight for appearances sake.  
* A form of showing subservience, obedience or submission among the Allar is to tip the nose upwards and expose the throat to those who are worthy of being respected as above one’s self. This is to emulate exposing the neck, the most vulnerable spot on an Allar’s body in trust or subservience.
* A form of showing subservience, obedience or submission among the Allar is to tip the nose upwards and expose the throat to those who are worthy of being respected as above one’s self. This is to emulate exposing the neck, the most vulnerable spot on an Allar’s body in trust or subservience.
* While crime occurs in Allar society, an Allar’s personal alchemical stash is never stolen, both due to a mixture of superstitious beliefs, as well as the emotional value of an alchemical stash. They are considered part of an Allar’s identity, like stealing one of their body parts.
* Allar do not consider the usage of their own body parts in alchemy as cannibalism or gross. In fact, many Allar donate body parts that regrow anyway as a means of making a bit of extra money.
* Engineering has a somewhat complicated place in Allar society. Among the Allar, technology and alchemy constantly compete over what is the superior scientific craft, and the majority of Allar society supports alchemy in this endeavor. Though, Technicians among the Allar have developed Chemtech in an attempt to merge the two.  
* Engineering has a somewhat complicated place in Allar society. Among the Allar, technology and alchemy constantly compete over what is the superior scientific craft, and the majority of Allar society supports alchemy in this endeavor. Though, Technicians among the Allar have developed Chemtech in an attempt to merge the two.  
* Allar have a specific gesture for showing romantic interest that can sometimes result in a positive response, and sometimes in a fist fight. The act is to gently caress the underside of another Allar’s chin. Rejection is expressed by a baring of the teeth, acceptance by a cat-like purring sound. This act is equivalent to asking for romantic interest, though some Allar may also interpret it as personal as actual kissing.
* Magic, just like [[Engineering]], has a complicated place in Allar society. While they hold Magic as some sort of divine blessing within their Unignost faith, many of the intellectuals also acknowledge the inherent dangers of Magic. As such, Magic is practiced, but only by a very small group of Allar commonly referred to as the Penyhir, an unofficial union of any Allar who practices Magic, though this group is very controlling in how the Mages ply their craft to prevent them from abusing Magic for evil purposes. Mages who are not part of the Penyhir in Allar society are expelled as caste-less pariahs.
* The best gift to be given to an Allar is a basket of rare alchemical ingredients. Save for the most combat or solitary hunter of Allar, alchemical ingredients have a value beyond money. Even if an Allar does not do alchemy themselves, giving them ingredients allows them to give these valuable gifts to someone else, an act in itself that is valuable.  
* The best gift to be given to an Allar is a basket of rare alchemical ingredients. Save for the most combat or solitary hunter of Allar, alchemical ingredients have a value beyond money. Even if an Allar does not do alchemy themselves, giving them ingredients allows them to give these valuable gifts to someone else, an act in itself that is valuable.  
* While Allar do not sweat or blush, in the rare cases they are in climates hotter than Hadar (or if they are flustered), they will vent heat via panting, or fluttering gills (if they have them.)
* Many wealthy Allar keep small ponds of fish in their estates and homes, to show off to visitors. The types of fish are usually determined by their Kelahiran: with Kyats keeping large schools of smaller, colorful fish, Ksat keeping one or two carnivorous fish, Kuat keeping whatever fish are most amicable to petting, and Rama keeping one very large and rare fish with smaller schools of fish that accentuate the presence of the rarest fish. Nang tend to replace these ponds with pools for swimming.
* A common social gathering among Kyat Allar is to bring a number of small unmarked alchemical vials that they have crafted, usually two to three per Kyat, and play a game of roulette in imbibing or drinking them to witness their effects. Part of the game is determining who made what, based on their skill level, personal tastes, and preferences.  
* A common social gathering among Kyat Allar is to bring a number of small unmarked alchemical vials that they have crafted, usually two to three per Kyat, and play a game of roulette in imbibing or drinking them to witness their effects. Part of the game is determining who made what, based on their skill level, personal tastes, and preferences.  
* It is generally considered deeply offensive to refer to an Allar as a “Lizard” or any variant of Reptile or Animal comparison, especially Snakes. Some Allar will usually quickly turn this comparison back on the accuser, trying to find the closest animal to bite back with, while others are equally as likely to respond with a threat, or with direct physical retaliation.
* Allar do not record birth-days like most others do, but self-assign name-days based on their Caste. Rama always pick a day in January or December, Kyat in March, Ksat in July, Kuat in April, Nang in August, and Sang in October. It is most common for Allar to pick the closest number date to the original day they hatched on.
* While it is exceptionally rare for Allar to act outside of the caste system, those who do are usually shunned and completely avoided and ignored by other Allar. If an Allar must ever explain why they do so to a non-Allar, they will usually say something along the lines of “not seeing those who choose to wallow outside of order.”
* While it is exceptionally rare for Allar to act outside of the caste system, those who do are usually shunned and completely avoided and ignored by other Allar. If an Allar must ever explain why they do so to a non-Allar, they will usually say something along the lines of “not seeing those who choose to wallow outside of order.”
* Allar highly value second opinions on research and their work, and many Kyat Allar especially will compete with each other by trying to attain the largest peer-review listing to flaunt to others. It is a common saying that an Kyat will only be happy when their list of references circles Aloria.
* Allar highly value second opinions on research and their work, and many Kyat Allar especially will compete with each other by trying to attain the largest peer-review listing to flaunt to others. It is a common saying that an Kyat will only be happy when their list of references circles Aloria.
* Allar have no social stigmas about using medicines, drugs, or other alchemies to improve or change one’s body. They do, however, generally caution against things that are detrimental or purely weaken someone’s body, as they believe the express purpose of Alchemy and Drugs is to better oneself.
* Allar society is the only known society in the world that takes mental illnesses, and in fact depression in particular, very seriously. Allar society has developed a number of alchemical mixtures and tinctures to combat the negative effects of such ailments, and has developed a very wide treatment for Allar who suffer from depression by combining medical treatments with therapy. This practice is however very slow to catch on in other societies due to the inherent stigma. Post traumatic stress is for example barely recognized in Regalia, simply referred to as ‘Knight’s Disease’, which is left untreated outside of a whorehouse.  
* Allar society is the only known society in the world that takes mental illnesses, and in fact depression in particular, very seriously. Allar society has developed a number of alchemical mixtures and tinctures to combat the negative effects of such ailments, and has developed a very wide treatment for Allar who suffer from depression by combining medical treatments with therapy. This practice is however very slow to catch on in other societies due to the inherent stigma. Post traumatic stress is for example barely recognized in Regalia, simply referred to as ‘Knight’s Disease’, which is left untreated outside of a whorehouse.  
* A combination of their unique biology and the hot, humid climate of Hadar led to the Allar developing a very unique relationship with Music. Allar mostly prefer singing and vocal arts, but uniquely also use an instrument they developed called the “Thermin.” The Thermin uses a combination of freshly mixed alchemy and engineering to create a small wall of alchemical vapor that the Allar can wave their hands through, with the disruptions creating unique sounds. This allows for ‘hands free’ music, and produces a unique set of sounds unheard of by any other instrument. It is usually shaped like a delicate metallic box, with slits at the top, and is propped up waist-height in front of the Allar who is playing it.
* A combination of their unique biology and the hot, humid climate of Hadar led to the Allar developing a very unique relationship with Music. Allar mostly prefer singing and vocal arts, but uniquely also use an instrument they developed called the “Thermin.” The Thermin uses a combination of freshly mixed alchemy and engineering to create a small wall of alchemical vapor that the Allar can wave their hands through, with the disruptions creating unique sounds. This allows for ‘hands free’ music, and produces a unique set of sounds unheard of by any other instrument. It is usually shaped like a delicate metallic box, with slits at the top, and is propped up waist-height in front of the Allar who is playing it.
* Dragon Worship is frequently picked by Allar within the framework of Keyakinan as their dominant religion, due to the deep folklore of the Yellow Water Dragons. The Allar have many stories of their arrival in Hadar, and how it was mostly inhabited by critters, Slizzar, and more notably, Yellow Water Dragons. They say that the Yellow Water Dragons (who were about the size of dogs) were extremely playful, and helped them establish the first irrigation systems to make their islands green and fertile. The Yellow Water Dragons continued to live alongside the Allar and play with them, until a mysterious disease wiped them out several decades before the Cataclysm. The Allar tried with all their might to cure the disease through alchemy, but failed in the end, and the loss of the Yellow Water Dragons still exists in the psyche of the Allar as a deep social trauma. The Perpustakaan was founded after the Dragons were lost to the Allar, to make up for the shortcomings in communication between the various efforts to cure them, to ensure that in the future there would always be an answer to calamities of this nature.  
* Dragon Worship is frequently picked by Allar within the framework of Keyakinan as their dominant religion, due to the deep folklore of the Yellow Water Dragons. The Allar have many stories of their arrival in Hadar, and how it was mostly inhabited by critters, Slizzar, and more notably, Yellow Water Dragons. They say that the Yellow Water Dragons (who were about the size of dogs) were extremely playful, and helped them establish the first irrigation systems to make their islands green and fertile. The Yellow Water Dragons continued to live alongside the Allar and play with them, until a mysterious disease wiped them out several decades before the Cataclysm. The Allar tried with all their might to cure the disease through alchemy, but failed in the end, and the loss of the Yellow Water Dragons still exists in the psyche of the Allar as a deep social trauma. The Perpustakaan was founded after the Dragons were lost to the Allar, to make up for the shortcomings in communication between the various efforts to cure them, to ensure that in the future there would always be an answer to calamities of this nature.  
* The Allar, despite Keyakinan allowing for Void Worship, generally and by far and large avoid things that are Void infested. Vampires in particular are seen as vile, but any form of Void Worship involving sacrifice or blood offerings is considered taboo and of great evil to the Allar.
* The Allar have developed a unique method of communication, based on Sign Language, that they used to communicate with mute or deaf peoples, as a part of their studies. It was originally developed by the Aquatic Allar, who also found it useful for quickly getting messages across while underwater. This is why universal Sign language exists in Aloria. Sign Language is not "buyable" as a Point Buy Pack, any character can just add it into their backstory.
* The Allar have developed a unique method of communication, based on Sign Language, that they used to communicate with mute or deaf peoples, as a part of their studies. It was originally developed by the Aquatic Allar, who also found it useful for quickly getting messages across while underwater.


==Lexicon==
Due to this lore being extensively rewritten with a new language format, some of the old terms players have gotten used to for years may be lost. This Lexicon exists as a means to bridge that gap for old players, but all players should absolutely learn the new terms.
* Als-Allar are the Kyat Allar
* Maz-Allar are the Ksat Allar
* Izu-Allar do not exist anymore in the new lore
* Sa-Allar have returned as the Kuat Allar
* Cro-Allar are the Rama Allar
* Mai-Allar have been split into Sang (shark) and Nang (fish/dolphin) Allar.
* Soor-Rassa-Allar is now The Perpustakaan Besar
* The Great Alchzech is now called Keyakinan and changed a bit
* Digmaan remains the same both as a term for ruler, and landmass
* Qar-Digmaan is a term with pseudo-canon status because it’s not part of Allar language.
* Local rule positions like Lazzai, Rhax, and Ghizzal do not exist anymore.
* The Zasta language is now called Pidato
==Trivia==
==Trivia==
* Each member of the leading council of the Perpustakaan Besar is one of 24, the 24 brightest and most successful alchemists of the Allar at any given time. Each member invented a great alchemical mixture that advanced the Allar race as a whole.
* Each member of the leading council of the Perpustakaan Besar is one of 24, the 24 brightest and most successful alchemists of the Allar at any given time. Each member invented a great alchemical mixture that advanced the Allar Race as a whole.
* Allar were once badly treated in the Regalian Empire, however their luck swiveled due to the so called Satrillian accords. The rumor goes that Emperor [[Cedromar]] named the accords as such, after an Allar he grew familiar with in the times when he was not yet on the throne, called Satril Meray. The story goes that the Emperor was touched by the obedience and loyalty that Satril showed, despite being spat on by Ailor customers of the tavern, and would always clean without complaint, believing that all Allar would be so loyal and dedicated to service in the Empire.
* Allar were once badly treated in the Regalian Empire, however their luck swiveled due to the so called Satrillian accords. The rumor goes that Emperor [[Alexander]] named the accords as such, after an Allar he grew familiar with in the times when he was not yet on the throne, called Satril Meray. The story goes that the Emperor was touched by the obedience and loyalty that Satril showed, despite being spat on by Ailor customers of the tavern, and would always clean without complaint, believing that all Allar would be so loyal and dedicated to service in the Empire.
* The Allar are the only race in the Empire that does not have an embassy in the Regalian capital, or some form of consulate. This is because the Allar are so deeply integrated in the Regalian state apparatus, that they are basically considered on the same level as Ailor in terms of civil rights, and have no need for consulates to fight for their rights.  
* The Allar are the only Race in the Empire that does not have an embassy in the Regalian capital, or some form of consulate. This is because the Allar are so deeply integrated in the Regalian state apparatus, that they are basically considered on the same level as Ailor in terms of civil rights, and have no need for consulates to fight for their rights.  
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[[category:races]] [[category:Gorr Races]]
[[category:Heritages]]

Latest revision as of 20:55, 28 September 2024

Allar
Race
PronunciationAll-lar
ClassificationGorr
SubracesMany
Common Nicknames
  • Slimescales (derogatory)
  • Wisescales (praising)
  • Clawgnashers (Elven)
LanguagesPidato
Naming CustomsIndonesian, not including Muslim/Arab names
Racial Traits
Maximum Age200 years
Eye ColorsSlitted pupil (some also round) with a yellow/orange/blue/green iris and white or dark-gray sclera
Allar make excellent Jungle Warriors.
Ksat Caste Allar are ferocious Ring fighters.

Originating from the mysterious jungles of Sendrass, the Allar are a diverse and varied Heritage of reptilian humanoids known for their societal flexibility and scientific capacity, and their boundless capacity to thrive in the harshest of conditions. The Allar have weathered many setbacks over the centuries, surviving that which would have crushed any other Race into oblivion, and turned detriment to their advantage. The most recent of these setbacks occurred during the Chrysant War, in which the Regalian Empire inflicted massive damage on the Allar and reduced their homeland to a backwater colony. In the fifteen years since, the Allar have not only overcome the losses of that war, but turned public opinion on them around, and became one of the founding Races of the Crown Alliance of the Regalian Empire, being some of its most prized and loyal citizens and filling government positions all the way to the top. Allar alchemists are the leading alchemical inventors of the world, having unrivaled skills in the identification, mixing, and application of alchemical substances. Their politicians remain flexible as ever and unburdened by the rigid Caste System that defines their society, allowing them to aid in their public perception unbothered by other duties of governance.

Core Identity

Science over Magi

The Allar are commonly believed the Race with the greatest intellect in scientific matters on Aloria. While other Races can certainly produce intellectuals, the Allar have a mental pre-disposition to insight, problem-solving, logic, and understanding complex linguistic, mathematical, and medical issues. Allar alchemists are prized around the world with unrivaled skills in identification, experimentation, and mixology, with nearly every alchemy business in the Regalian Empire having at least one Allar working at it. On the flipside of this heavy emphasis of the natural sciences, the Allar find Magic to be somewhat uncomfortable and incomprehensible, as it upends the laws of physics and reality, and makes everything unpredictable, exactly the way the Allar do not want to see the world. While it is certainly possible to find some Allar Mages, they most survive on the edges of a society that favors science over Magic.

Everyone their Place

Allar society is strongly defined by the social castes that they are born in. Allar very much a "planned society", where the upper classes dictate the manpower needs, and new populations are born through the help of a variety of alchemical concoctions. If one leader wishes for more labor forces, the next generation shall be born strong, while another leader might wish for better fishers, thus siring a generation of slender and agile aquatic Allar. An Allar is always born for a specific purpose and a specific role in their society, and it is very hard to break out of it, with much resistance from society at large. The Allar believe they have been able to weather traumatic events and terrible calamities specifically because of the stability afforded to them by their strict societal rules and hierarchy.

Surviving Today

Allar are extremely pragmatic and straightforward in securing their immediate needs. While most other Races seemingly make mistakes and toil with the issues for long periods of time, the Allar are uniquely aware of their immediate pyramid of needs, and will prioritize survival and overcoming, before considering long term thriving and improving of conditions. Allar are incredibly resilient, capable of receiving a great deal of mental anguish and torment over their conditions, knowing that they will above all survive, and that a better day will come where the struggle will have all been worth it. Certainly, the impressive swivels in their fortunes around the world have been evidence of this fact, with Allar quickly rising from one of the most oppressed people in the Regalian Empire, to some of its most respected and well-off people who have overcome levels of poverty that affected the Ailor for generations, in but a single lifetime.

All-Truths

The Allar have a curious life philosophy called Allteach or Guru in their native language. The idea of this philosophy, is that everything that is claimed, sad, or stated as fact, is at least partially true and must be investigated and should not be dismissed out of hand. It should come as no surprise that the Allar are a nexus of experimentation and trying new doctrines, ideas, plans, and designs. Sometimes, this experimentation and field-testing goes to extremes, like alchemy testing on prisoners, damaging the environment for science, and other unethical practices. Additionally, this philosophy has sometimes led to the rampant existence of conspiracy theories among the Allar, who continue to investigate theories that other Races or societies have rejected as completely nonsensical. The policy remains important however, as it has led to some of the most ingenious discoveries that were originally dismissed as unviable.

Design

Physical Characteristics

Simplest put, Allar are a Race of semi-aquatic reptile-like humanoids, though there is a very large range of design freedom within that distinction. Allar have humanoid bodies with two arms and legs, though the legs can be digitigrade and have lizard claws or even raptor claws, while they also have a tail that is either rigid or prehensile and can be so long as to drag behind them. Allar skins are scaled and sometimes even feathered (think raptors), while their heads are distinctly reptile-like (including turtles, crocodiles, lizards, dinosaur, but not snakes or birds). Allar can also have elements of aquatic mammals or fish (including amphibian salamanders) mixed in, for example a shark head, dolphin fins on the arms, or dunkleosteus bone plating. Designs may either disregard aquatic traits altogether, or lean fully into the aquatic design, for example a full-body shark humanoid. Allar use the practice of Kelahiran to infuse their eggs with genetic alterations that suit an Allar child more for one particular task over the other. This is why the Allar are so physiologically varied, because each generation is designed to fulfill a specific role in society, and acquires traits that are useful for this. For example, if Allar society needs more fishers, a batch of eggs may be altered to have crocodile-like snouts useful for catching fish, and shark-like fins and skin to make it easier to swim. If Allar society needs more fighters, a batch of eggs may be altered to have carnotaurus-like heads with broad shoulders and a predisposition to a more muscular frame. As such, there is no commonality in size between Allar, some are as short as Dwarves, while others as large as Urlan. Allar can grow to be 200 years old, and have less gender-dimorphism than for example Ailor, as they are an egg-laying species. As a result, they are incompatible with all other Races and as such Half-Allar do not exist. Allar can have scales, shark-like skin, feathers, horns, spikes, enlarged claws, short or long snouts, short or long necks, bone plating, club tails, feather tails, or pointed tails. Scale colors can be realistic from real-life animals, or fantasy colorations and patterns. if you need help designing, feel free to make a ticket!

Cultural Personalities

Allar personalities are also very varied because of Kelahiran resulting in fluctuating hormone levels, though their society can generally be defined by 4 major similar cultural outlooks listed below.

Kota-Allar

The Kota-Allar or "City-Allar" are by far the most common Allar to find. Kota-Allar have a predisposition to social engagement, as they live in very densely packed coastal cities or major Regalian cities where space is a premium and most people have to be able to get along with each other. Kota-Allar are very open and hospitable to other Races, and generally approachable people who take pride in their employment and service to society, while bearing the fruits of that labor. Kota-Allar are also politically engaged, with many of the leading Allar politicians coming from this cultural outlook, and mingling with the Regalian Empire's aristocrats and Dukes at court. Kota-Allar are most likely to integrate in Regalian society wearing Ailor clothes.

Dibawa-Allar

The Dibawa-Allar or "Under-Allar" are a less common sight, but still living on the peripheries of Regalian society, largely conforming to a group of Allar who prefer to live in the water, and as such spend more time in the ocean shallows and medium-depths. Dibawa-Allar have cities underwater, though these cities were not built by the Dibawa-Allar, rather they were found to have belonged to a long-gone civilization, yet were sturdy enough to house their expanding need for homes. Dibawa-Allar tend to be more reserved and stoic than other Allar, though capable of ferocious tempers and bursts of energetic behavior when provoked, or pushed into action by outsiders. Dibawa-Allar in general are more distrusting and careful of outsiders.

Pelayaran-Allar

The Pelayaran-Allar or "Sailing-Allar" are fairly common, though are noticed far less than their more gregarious Kota-Allar brethren, as Pelayaran-Allar tend to be more timid, shy, or otherwise lacking the confidence to be open and bold. Pelayaran-Allar mostly consist of those Allar and their families who work for the Perpustakaan Besar, which is a massive Allar Alchemy Guild of sorts that wields a lot of political influence and wealth. The Pelayaran-Allar conventionally travel the world on the backs of giant turtles where their towns are built, so as to sample the alchemical rarities of the world, though this often puts them at risk of the dangers on the high seas, ergo their habit to hide and run rather than stand and fight.

Rumah-Allar

The Rumah-Allar or "Home-Allar" are not common, though might often be mistaken for Kota-Allar. They are energetic, passionate, wild, impulsive and wild, with a streak for cruelty and ridicule of others they deem too weak. Rumah-Allar are those Allar native to Sendrass where the Hadarian Allar fled from centuries ago. Their most important trait, is that while the other cultural outlooks of Allar follow the Guru, the Rumah-Allar are religious, reject the Guru, and follow Void Worship with an Allar-oriented variant of it. Rumah-Allar can exist in Regalia, but should generally have been smuggled or snuck in, as Sendrass is technically still at war with Hadar, and the Regalian Empire at large, thus making Rumah-Allar enemies of the state. Besides their habit for tribal dress-code however, Rumah-Allar look identical to other Allar. Refugees from the cruelty of Sendrass are also not far-fetched.

Heritage Traits

Many Allar have large Raptor claws.
Rama Caste Allar are extremely vain.
Allar clothing in general is very ornate.
Some Allar subraces can have large horns that make them look almost Dragon-like.
Aquatic Allar look very aggressive, but are actually quite stoic and say very little.
Allar still eat grains and other non-meat dishes.
Allar Scars only persist for a few days before they too heal over.
Sang or Nang subrace mixing with other subraces often leads to more aquatic appearances.
Size has very little to do with the actual leadership skills or command of a Rama Allar.
Comparing an Allar to a non-sentient lizard is a sure-fire way to get one very angry.
Feathers are common on Allar bodies, especially the head, arms, shoulders and tail.

When designing a Character, Proficiency Points allow for a limited Ability selection with Point Buy Packs. Heritage Traits adds free Packs and Mechanics on top of that to help with cultural themes. Free Packs grant Abilities usually, while Mechanics change the way a character functions in Roleplay through subtle, and usually out of Combat ways. In essence, Mechanics just add aesthetic flair that invest in the niche of each culture. Free Packs never raise Proficiency Points, but the character must be able to purchase them normally. (ex. if a character is a certain Affinity that locks them out of a category, they cannot take that specific free pack and must choose the alternative option.) If a Free Pack grants Magic of some type, that Magic can be of any Alignment the character can normally choose, or limited to a select alignment, which will always be written in the Free Pack description.

Mixed Heritage characters (i.e. characters born from two parents of different Cultures) may take one parent's 'Free Packs' and mix and match up to 5 Mechanics from both parents, although some Peoples cannot produce Mixed Heritage children (due to Magical/Fantasy reasons). Allar cannot be included in Mixed Heritage Characters.

Free Packs

Mechanics

  • Allar are immune to any (non Magical) disease or illness, such as viruses or bacteria, though they can become asymptomatic carriers.
  • Allar bodyparts regrow over the timespan of 24 hours when lost, though scars can be left behind if desired.
  • Allar have sensitive taste, their tongue capable of deeply analyzing anything they taste, what the ingredients are, and whether it has alchemical functions.
  • Allar have perfect sight at night and in dark environments, capable of seeing in the dark without needing any external light source.
  • Allar can breathe underwater without any Abilities, and can also see perfectly underwater without it blurring their vision, allowing them to stay submerged indefinitely.

Society

The Caste System

To understand Allar society, one must understand the Caste System and its various layers. To outsiders, the Caste System is suffocatingly restrictive and harsh on those who they consider on the bottom, though the Caste System is not that simple. Outsiders are often to compare the Caste System to their own capitalist poor masses, but because of the general lack of currency and self-reliance in Allar society, their Caste System works radically different. Resources and labor within the System are common good and work towards common interests, meaning the lower castes provide just as crucial of a role as higher castes. Below follows a list of the Castes, with general physical and mental descriptions that can be overlaid onto Cultural Personalities, ordered with most important at the top and least important at the bottom.

  • The Rama Caste are the leading Allar of Allar society, usually large framed and dangerous looking in an attempt to cower the other Castes in line (think large crocodiles and carnivore dinosaurs), while also intimidating outsiders with their size. Rama are commanders, generals, admirals, task-masters, foremen, governors, and most importantly: Digmaan, the Allar variant of Nobility. Hadar itself is split into thousands of smaller Digmaan (term both used for the territory and the ruler) making most Rama standalone warlords.
  • The Kertas Caste are the bureaucrats and administrators of Allar society, usually slender and nimble framed with large eyes and dexterous hands to excel at writing and reading. Kertas are authors, poets, writers, bureaucrats, administrators, scribes, historians, book keepers, and data analysts. Wherever there is a single Rama, there are always a dozen or so Kertas always running around them, with the Rama performing the politics, and the Kertas ensuring they have all the necessary paperwork to do their work well.
  • The Kuat Caste are the physical laborers, the personal bodyguards of the Rama Caste, or cattle-herders. The Kuat Caste is bred for their large size, with each being quite beefy or stocky and durable, though having a far more calm and kind temperament than say the Rama, or the Ksat. The Kuat Caste is of higher importance in Allar society, because Allar prize civil service as socially more important than the military, leading to the Kuat having a venerable "protector" role within the Caste System of Allar Society.
  • The Kyat Caste are the crafting-folk, the alchemists, the intellectuals, and the scholars. The Kyat Caste is often much smaller than the others, favoring intellectual development over physical size or brawn, and fulfilling a number of societal occupations like shopkeepers, farmers, alchemists, researchers, scholars, messengers, cleaning service, and other general service sector work. Kyat tend to be nervous and skittish, even around those within Allar society, preferring to stick around other Kyat for comfort.
  • The Ksat Caste are the warrior caste, fiercely competitive, dogmatic, loyal and willing to pick a fight with any foe twice their size. The Ksat Caste tend to be lean and athletic, built for rapid deployment in combat and fierce fighting. Among the Ksat are soldiers, gladiators and ring fighters, assassins, hunters, trainers, and any other occupation that requires a modicum of adrenaline or reckless disregard for self. Ksat often bully Kyat Caste members, despite their higher rank, due to their boisterous nature.
  • The Nang Caste are the mercantile and aquatic Caste, containing fishers, merchants, foreign diplomats, explorers, and aquatic warriors. The Nang Caste is considered lower in the Caste structure despite the value of merchants and diplomats, because they either live underwater (and thus removed from the majority of Allar society), or because they heavily interact with outsiders and currency which the Allar consider unclean, and a corrupting element that aims to upend the Caste System by creating private wealth.
  • The Paria Caste are the untouchables. There is no real other way around it, those that belong to the Paria Caste are Mages generally speaking, as well as Arkenborn or Godborn, or anything else that isn't fully "normal" in the view of Allar society, even if they aren't strictly Occult. A member of another Caste can also be downgraded to the Paria Caste if they become Afflicted or Occult somehow, which is why it is exceedingly rare to find a Learned-Mage Allar, and sad to find a Born-Mage Allar. Despite being untouchable, the Paria Caste is still taken care of by the other Castes by given housing (on the edge of town), free food and services, they just can't be touched by non-Paria Caste members for fear of Occult infection. It should be noted that among Rumah-Allar, this is completely inverted, the Paria Caste is directly below the Rama Caste, and instead of being untouchable, they are eagerly accepted, with the Rumah-Allar believing access to the Occult brings good fortune, and they are given a more lavish lifestyle accordingly.

The Perpustakaan Besar

The Perpustakaan Besar sometimes also shortened to Perpusta or just Library, is an guild of highly skilled Alchemists that exists in Allar society as a pseudo government of sorts that regulates scientific experimentation and investigation as well as central houses of learning, and reliable publication sources for scientists. The Perpusta is the only organization of its kind in the world that fact-checks research papers and provides peer-reviews for new theories, meaning it is one of the most reliable centers of learning in the world. It has offices in all the major Allar cities, and several across other places in the Regalian Empire, such as the chapters in Ithania, The Rim Isles in the Regalian Archipelago, the City of Regalia itself, Nordskag, Etosil, and the Silerian Chain. Each of these chapter houses has a vast alchemical library, and storage for most known alchemical ingredients under the sun, including samples of mixtures and lessons on how to produce them, not to speak of the traveling guild towns on the backs of giant sea turtles. The Perpusta has soft power in Allar society even over the Digmaan, purely because they control the flow of information and also ensure that no Digmaan hoards any scientific research for their own political purposes. The Perpustakaan Besar also has a very important place in the Imperial Palace and the Scholar’s Court of the Regalian Empire, having integrated into their structure, and frequently seeing members travel in and out of the Palace to discuss scientific matters with the court scholars and the Emperor. Any Character can be a low or high ranking member, though Council members at the top are reserved for NPC's at Staff discretion.

Language & Names

The Allar speak a language called Pidato. Pidato as a language is based on real-world Indonesian, with all loan-words of English included. In lore, this is explained because the Allar deeply integrated with Regalian society, where Common is the first spoken language. As such, many loan-words from Common became established in Pidato, such as for example ‘bisnis’ for business, ‘gosip’ for gossip, ‘sistem’ for system, and ‘komplit’ for complete. Allar naming customs are generally simpler than that of other Races, as Allar don’t have surnames or middle names at all.

When it comes to first names, the Allar use Indonesian names. However, it is important to note that Indonesian names includes a lot of Arabic or Muslim inspired names, which should specifically be dis-included from this list. Allar names are generally non-gendered, and names are more based on the predicted temperament of the child, with children that are more soft and calm having names ending in “a”, while children that are more rowdy and energetic having names ending in “i”, though this is not a strict rule so much as it is a common trend.

  • Example of Allar names: Bayu, Budi, Resa, Aditya, Bintang, Fadhlan, Bagaskoro, Banyu, Candra, Elang, Rimba, Surya, Kartika, Dewi, Aulia, Indah, Putri, Angkasa, Bulan, Merpati, Ndari, Mega

Allar do sometimes use their ancestral name as well, which is called the Namalama, based on the name of their parents. It is important to note that parents here means the people who raised the Allar, not the actual biological parents, because childhood practices will generally result in a child being raised by their non-biological parents. Most Regalian citizenship papers record both the first name and the Namalama, though the Namalama is only used in every-day as a way of formal introduction or as a means of showing deference to someone by including their Namalama in address. Namalama uses the following rules:

  • If the leading parent was male, then the Namalama begins with the father’s name, followed by ‘ayah’ (the last vowel of the name may be removed to make it sound better). So for example, if the Allar was called Surya, and their father was called Putri, their name would be Putriayah, which becomes Putrayah to make it sound easier, so Surya Putrayah.
  • If the leading parent was female, then the Namalama begins with the mother’s name, followed by ‘ibu’ (the last vowel of the name may be removed to make it sound better). So for example, if the Allar was called Angkasa, and the mother was called Bintang, their name would be Bintangibu, so Angkasa Bintangibu.
  • If the leading parent was non-binary, then the Namalama begins with the paren’t name, followed by ‘cinta’ (the last consonant of the name may be removed to make it sound better). So for example, if the Allar was called Resa, and the parent was called Fadhlan, their name would be Fadhlancinta, which becomes Fadhlacinta to make it sound easier, so Resa Fadhlacinta.

Finally to complete the Namalama, a Namasarang is added, which is the name of the ‘nest’ in a crude translation. This name is only given to those who were also parented by their biological parents (which is particularly important among Rama, who without a Namasarang are not taken seriously), as this name is a continuation of blood-line. The Namasarang is usually just a word in Pidato, so for example the Pidato words for sun (matahari), red cliffs (tebing merah), merchant (pedagang) and so forth. In the examples above, in one of the above examples, if Resa Fadhlacinta was of the sun Namasarang, they would be called Resa Fadhlacinta Matahari, but in common day to day activities simply be referred to as Resa.

Religion

The Allar are Draconist faithful, having enjoyed historical patronage from and focus on the two Dragons Felicula and Umbra, who represent polar opposites on attitudes to life that the Allar believe combine into a more profound truth when observed together. Felicula represents all that is joyful in the world and the desire to enjoy life to its fullest, while Umbra represents the fact that all good things eventually come to an end, but that this is alright, because the ordained end is what makes their existence enjoyable to begin with. Felicula has traditionally resided in Hadar and was found by the Allar when they fled north there, departing the old Empire in Sendras. It is the assistance of her and her Clade of lesser Dragons that enabled their survival, and their slow and unavertable death to a strange (likely Magical) disease in the decades before Cataclysm that is the Allar's greatest trauma, though with the revival of Dragons slowly marching on worldwide, the majority of them have returned. Umbra meanwhile has always existed in Sendras, though the Void Worshiping Sendrassians did not acknowledge him as a God but as more of a primal entity to fear as the bringer of death. While most Hadarian Allar would portray Dragon Worship of Umbra as a continuity from the old way in the homeland, it is more the case that worship of Umbra only kicked off after the Allar fled to Hadar and encountered Felicula, adopting worship of Umbra as the other half of the duality more in hindsight. Though there has been no direct observation of him or his minions since the departure from Sendras, the continued existence of disease and death in the world implies that he is still there. Rumah-Allar, those who stayed behind in Sendras, are all Void Worshipers or rather Evolist worshipers, but with some differences. They have an unusual fear of Ifrit as the gatekeeper to the Void and the closest thing to the Devil, and an unusual view of Eloba, who they see as not benign but a scheming swamp witch who spreads rot, disease and venom to poison the land and anyone who dares stay where her hand has touched. Other than that, they tend to lack the contractual attitude that even the average Kathar has to their relationship with the Void Gods, genuinely believing in their benevolence (except for the two listed). There is additionally a sizeable but new minority of Allar Unionism worshipers introduced after the mass outflow of missionaries following the Chrysant War as well as the conversion of Allar inside the borders of the Regalian Empire, who have joined following the representation of an Allar god within the faith.

Fashion

Allar fashion is dominated by bright colors and tropical styles, reflecting the extravagant tastes from the Rama aristocracy down to the expressive nature of the Ksat. Within Hadar, many of the Allar go topless (which is also not strictly an issue for modesty since Allar don’t have breasts). Though in present times the Allar start dressing more and more like the Ailor, with full-body outfits, especially in Regalia, where the mild to cold climate can be considered unpleasant to the Allar, especially during winter. Colored glass is also very common both in clothing pieces as well as decorations, even the poorest of Allar has at least one colored glass bead bracelet or necklace. Fabrics are imported from all over the world to Hadar, as the Allar are known to like to experiment with fabrics of all different kinds, and have excellent craftsmen who fix up clothes to fit their proportions and horns or fins. Elastan, the lycra of the Asha, has proven very popular among the Allar, especially the aquatic Allar. Kyat, Rama, Nang, and Sang are the castes most commonly seen wearing jewelry. For Rama, it is a show of opulence and power, with intricately crafted gold piercings and metal perfectly shaped to fit their body and accentuate their features. Kyat usually wear smaller bracelets, rings, and face piercings, with the former being easily remove-able for when they must work with Alchemy. Nang will most commonly wear whatever jewelry is most popular at any given time, and Sang will exclusively wear hand-crafted adornments out of bone or coral they have harvested from the sea, or scavenged parts of jewelry from other Races found at the bottom of the seafloor.

History

Allar have existed in the world for several thousands of years, with first records of Sendrassian Allar appearing in Allorn archives around 5000 BC, with potential existence speculated thousands of years before that, though at this time their civilization was little more than a collection of tribes living in the jungles. The Allorn Empire tried numerous times to make formal contact with them, though the Allar remained agile in the jungles and were able to always clear away from any Elven ships before they made landfall. As time progressed and the Allar organized into more of a civilization, Allorn attempts to colonize and exploit Sendras became more and more dangerous, with the Void worshiping Allar tribes capturing and sacrificing any Elves who landed on their shores. How the Allar developed Void Worship centuries or even millennia before the Allorn Elves did, is unclear.

At some point in history, presumed around 1000 BC, some sort of conflict erupted in Sendrassian society, though the exact origins remain unclear. The Rumah-Allar claim that the Kota-Allar showed "betrayal of the Great Ones" (in reference to the Void Gods) while the Kota-Allar claim it was a rebellion against the cruelty and sacrifices of their people to the Void Gods. While it is easy to connect the two, Allorn records indicate that the truth is more complicated than a rebellion against tyranny, and that the Rumah-Allar aren't automatically at fault for being Void-Worshiping cannibalistic sacrifice-practicing tyrants. Allorn records imply some sort of societal calamity was occurring, and the only solution the Sendrassian Empire had was to sacrifice a part of their population, which then rebelled. The rebellion was successful and these Allar fled the Sendrassian Empire in large numbers on ships sailing north, while whatever calamity would occur, happened, and wiped out many Sendrassian cities including the golden capital which turned into an acid-sea.

History pays little attention to the Sendrassian Allar after this point, because few historical records have anything on them. Sendras was declared a "forbidden continent" by the Allorn Empire millennia before this, and the Allar who fled to Hadar refused to speak on it. The Allar arriving in Hadar found a mostly empty archipelago of tens of thousands of little islands, with only Sassrakkand, the Slizzar capital, and the Maraya state known as Tohsmaaq Venheer, holding land, with many of the islands uninhabited. This is also where they made first contact with the Yellow Water Dragons, who helped their society quickly recover from the damage of fleeing their homeland with nothing but a few rations, tools, and clothes. Allar society reformed around the Kota-Allar at first, with the Dibawa-Allar and Pelayaran-Allar cultural outlooks developing quickly after as they started creating contacts with the wider world.

Allar society was again hard hit during Cataclysm, as Hadar was mostly made up of volcanic islands, resulting in mass eruptions all across the continent due to the rampant magics. Many Allar had to flee their homes into the ocean, while for some escape came too late. Following the chaos and complete destruction of several major cities, the Slizzar offered to help rebuild, which turned out to be a Faustian bargain. As the centuries passed after Cataclysm, Allar society became more and more infiltrated by the Slizzar, who had effectively taken control of the top two Castes by either impersonating or seducing them into their service, thus finalizing the Allar into what they then called the Essa Empire, populated by Allar but ruled by the Slizzar. The Essa Empire was the only real Empire to rise from the ashes of Cataclysm, alongside the Songaskian and Regalian Empires, starting a game of geo politics between them.

Conflict would eventually erupt between Regalia and the Essa Empire in the 280's, called the Chrysant War, which was more of a genocidal war than a formal one. Regalian navies bombarded civilian targets and committed pogroms on cities that resisted their advance, culminating in the sacking of the capital Fessa Huallo where the Regalians killed tens of thousands of civilians, while most of the Slizzar infiltrators snuck away in the shadows, a fact which still causes a lot of resentment among the Allar who feel their Race was goaded into a conflict with Regalia that they did not want, all for the puppet games of the Slizzar who took none of the damage for it. The Allar in Hadar were effectively reduced to a backwater colony by the Regalian Empire, occupied by their superior weaponry (due to the recent invention of the cannon while the Allar still used bows).

Allar society however recovered, by quickly ingratiating itself to the Regalian Empire, and proving itself invaluable in a variety of sectors. Instead of being resentful against their new overlords, the Allar managed to overcome their racial stigma, prove their loyalty, and eventually become so crucial to the proper functioning of Regalian society, that they effectively became part of it on equal terms with Ailor. In recent years, Hadar has suffered conflict due to the advances of civil organization, as well as war. The Sendrassian Empire re-emerged in a spectacular way with a full-blown invasion of South-Hadar, in a war that Regalia effectively lost, ceding territory to it (though some will continue to claim it was a stalemate). Then, there are those in Hadar who want to abandon the Caste System and join Regalia's currency-based capitalist standard, and those who want to hold onto the old ways. This conflict caused a civil war, largely between the Kota-Allar led by the Triumvirate of Progress, and the Dibawa-Allar led by the Deep-thought Council who wants to hold onto the old ways. The Pelayaran-Allar have thusfar avoided the conflict and declared neutrality, though the civil war continues to rage on while Allar in Regalia can only watch.

World View

World View is optional content that helps give Allar flavor and depth.

  • Allar are a mostly carnivorous Race that eats a combination of fish, meat and insects, either roasted or raw. They are capable of also digesting vegetables, nuts, and roots, but only see these as condiments and additions to their main course.
  • Rama, even when each other’s lovers or siblings, will continue to make public appearances of competition. Even if they deeply care for one another, they cannot stand being seen as the inferior partner in public, and will publicly argue and fight for appearances sake.
  • A form of showing subservience, obedience or submission among the Allar is to tip the nose upwards and expose the throat to those who are worthy of being respected as above one’s self. This is to emulate exposing the neck, the most vulnerable spot on an Allar’s body in trust or subservience.
  • Engineering has a somewhat complicated place in Allar society. Among the Allar, technology and alchemy constantly compete over what is the superior scientific craft, and the majority of Allar society supports alchemy in this endeavor. Though, Technicians among the Allar have developed Chemtech in an attempt to merge the two.
  • The best gift to be given to an Allar is a basket of rare alchemical ingredients. Save for the most combat or solitary hunter of Allar, alchemical ingredients have a value beyond money. Even if an Allar does not do alchemy themselves, giving them ingredients allows them to give these valuable gifts to someone else, an act in itself that is valuable.
  • A common social gathering among Kyat Allar is to bring a number of small unmarked alchemical vials that they have crafted, usually two to three per Kyat, and play a game of roulette in imbibing or drinking them to witness their effects. Part of the game is determining who made what, based on their skill level, personal tastes, and preferences.
  • While it is exceptionally rare for Allar to act outside of the caste system, those who do are usually shunned and completely avoided and ignored by other Allar. If an Allar must ever explain why they do so to a non-Allar, they will usually say something along the lines of “not seeing those who choose to wallow outside of order.”
  • Allar highly value second opinions on research and their work, and many Kyat Allar especially will compete with each other by trying to attain the largest peer-review listing to flaunt to others. It is a common saying that an Kyat will only be happy when their list of references circles Aloria.
  • Allar society is the only known society in the world that takes mental illnesses, and in fact depression in particular, very seriously. Allar society has developed a number of alchemical mixtures and tinctures to combat the negative effects of such ailments, and has developed a very wide treatment for Allar who suffer from depression by combining medical treatments with therapy. This practice is however very slow to catch on in other societies due to the inherent stigma. Post traumatic stress is for example barely recognized in Regalia, simply referred to as ‘Knight’s Disease’, which is left untreated outside of a whorehouse.
  • A combination of their unique biology and the hot, humid climate of Hadar led to the Allar developing a very unique relationship with Music. Allar mostly prefer singing and vocal arts, but uniquely also use an instrument they developed called the “Thermin.” The Thermin uses a combination of freshly mixed alchemy and engineering to create a small wall of alchemical vapor that the Allar can wave their hands through, with the disruptions creating unique sounds. This allows for ‘hands free’ music, and produces a unique set of sounds unheard of by any other instrument. It is usually shaped like a delicate metallic box, with slits at the top, and is propped up waist-height in front of the Allar who is playing it.
  • Dragon Worship is frequently picked by Allar within the framework of Keyakinan as their dominant religion, due to the deep folklore of the Yellow Water Dragons. The Allar have many stories of their arrival in Hadar, and how it was mostly inhabited by critters, Slizzar, and more notably, Yellow Water Dragons. They say that the Yellow Water Dragons (who were about the size of dogs) were extremely playful, and helped them establish the first irrigation systems to make their islands green and fertile. The Yellow Water Dragons continued to live alongside the Allar and play with them, until a mysterious disease wiped them out several decades before the Cataclysm. The Allar tried with all their might to cure the disease through alchemy, but failed in the end, and the loss of the Yellow Water Dragons still exists in the psyche of the Allar as a deep social trauma. The Perpustakaan was founded after the Dragons were lost to the Allar, to make up for the shortcomings in communication between the various efforts to cure them, to ensure that in the future there would always be an answer to calamities of this nature.
  • The Allar have developed a unique method of communication, based on Sign Language, that they used to communicate with mute or deaf peoples, as a part of their studies. It was originally developed by the Aquatic Allar, who also found it useful for quickly getting messages across while underwater. This is why universal Sign language exists in Aloria. Sign Language is not "buyable" as a Point Buy Pack, any character can just add it into their backstory.

Trivia

  • Each member of the leading council of the Perpustakaan Besar is one of 24, the 24 brightest and most successful alchemists of the Allar at any given time. Each member invented a great alchemical mixture that advanced the Allar Race as a whole.
  • Allar were once badly treated in the Regalian Empire, however their luck swiveled due to the so called Satrillian accords. The rumor goes that Emperor Alexander named the accords as such, after an Allar he grew familiar with in the times when he was not yet on the throne, called Satril Meray. The story goes that the Emperor was touched by the obedience and loyalty that Satril showed, despite being spat on by Ailor customers of the tavern, and would always clean without complaint, believing that all Allar would be so loyal and dedicated to service in the Empire.
  • The Allar are the only Race in the Empire that does not have an embassy in the Regalian capital, or some form of consulate. This is because the Allar are so deeply integrated in the Regalian state apparatus, that they are basically considered on the same level as Ailor in terms of civil rights, and have no need for consulates to fight for their rights.

Accreditation
WritersMonMarty, Birdsfoot_Violet
ArtistsMonMarty
ProcessorsCarlit0o, FireFan96
Last EditorOkaDoka on 09/28/2024.

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