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{{Info races
{{Info Lineage
|image = 645px-Fullfemaleslizz22.png
|name = Slizzar
|pronunciation = Slizz-ahr
|test = Ajneya (in Zoram)
|classification = [[Gorr]]
|test2 = [[File:Slizzarflag.png|80px]]  
|subraces = Makara, Devata, Mauli, Aksunna, and Anindriya
|test3 = '''Motto:''' "Without balance, a World undone."
|nicknames =  
|image = Remakeslizzarsplash.png
*Snake People (derogatory)
|state = Sarakand
*Shapeshifters (sort of praising)
|ruler = The Duarchy
*Puppeteers (praising)
|suzerain = None
|languages = [[Zoram]], based on real-life Sanskrit
|languages = [[Zoram]], Common
|naming = Sanskrit
|religion = [[Draconism]]
|distinction = Serpent-folk shapeshifters
|first_recorded = Pre-Allorn
|maxage = 1000 years
|demonym = Slizzar
|}}
|}}
Perhaps the oldest Race to have continuously existed on [[Aloria]], the Slizzar are of serpent-like shapeshifters that are rarely seen in their natural form, mingling with other societies for both benign and nefarious purposes. Some claim that the Slizzar have been around since before even the fall of the [[Seraph]], though it is hard to prove. For centuries, and sometimes even millennia, the Slizzar closed their holy city-state [[Sassrakkand]] off from the outside world, content to exist in luxury and ignore the woes of others. Following the last [[Void Invasion]], the Slizzar have once again spread into the wider world, shape shifting among the locals to fit in. Some assist with research, others taste the delights of other cultures, and some yet quietly nudge decisions made in high positions of authority to their benefit.
Perhaps the oldest kin to have continuously existed on [[Aloria]], the Slizzar are serpent-alien-like shapeshifters that are rarely seen in their natural form, mingling with other societies for both benign and nefarious purposes. The Slizzar have been around since before [[Cataclysm]], as far back as the [[Seraph]] Civilization era, when their creation was judged a crime against the laws of creation between the [[Dragon]]s, causing their creator and patron God Nox to be banished. The Slizzar still continue his vision for the world, a people with unique skills and abilities that secretly and subtly guide events and history to their designs, for the betterment and benefit of the continued existence of all. While this mission may sound inherently benign, Slizzar are masters of infiltration and manipulation due to their shapeshifting powers, always leaving those who were put out of play to wonder: did they just face a shapeshifter? Was the last person I spoke to secretly someone else? All valid questions are raised when paranoia strikes, in the wake of the plots and machinations of these enigmatic and secretive people.  
==Core Identity==
 
===Introduction===
[[File:Slizzareyes.png|260px|thumb|right|Slizzar are proud of their dragon-purple eyes, and frequently let it shine through despite shapeshifting. They do hide it when they want to avoid being identified as a Slizzar however.]]
[[File:645px-Fullfemaleslizz22.png|260px|thumb|right|Most Slizzar have a dominant and subdominant color scheme beyond their dark gray or black scales. These colors are usually very vibrant and consistent with their "hair".]]
[[File:615px-Semishifted2.png|260px|thumb|right|Some Slizzar make their Birth Shape more humanoid to ward off accusations of being a literal snake, and reduce bigotry towards them, though it rarely works.]]
[[File:438px-Fullshapeshift2.png|260px|thumb|right|Scales are considered beautiful by the Devata Slizzar, who frequently incorporate them into their appearance, even while shapeshifted because they don't need to hide.]]
[[File:C49ab524b1sss6bccbf2ab605623b4373c1.png|260px|thumb|right|Many Devata Slizzar work as courtesans, keeping their purple eyes which usually guarantees that a client is going to have a great time and be fully understood.]]
[[File:69458ae3d5ab412dbf6cdc38d1c1b219.png|260px|thumb|right|Due to a lack of gender or sex expectations, Slizzar just pick whatever trait they like the look of (or need in the moment) to compose their appearance.]]
[[File:34468ce0f1f99bf809d667fa35e18a22.png|260px|thumb|right|Despite being able to combine any race's traits together, Devata and Mauli generally stick to what looks realistic for the race they are mimicking.]]
[[File:Mauliart.jpeg|260px|thumb|right|A Mauli's true appearance is regal and refined-- but few ever see it.]]
To be a Slizzar is to be a shapeshifter that is always highly keen on understanding the world and the people around them, but to inversely be extremely misunderstood by that world and those people. The Slizzar have a terrible reputation due to their natural ability to shapeshift, and the actions of some of their number. While many Slizzar enjoy the luxuries of life over politics, a few of them have steered global politics to such a degree that it caused great trouble to even the [[Regalian Empire]], resulting in generational hate and fear for this seductive and sometimes subversive [[Race]]. Slizzar in Regalia should expect to experience extreme opposites, both to be ridiculed and spat on, but also to be desired and a frequent party invitee. They have great potential for fun and debauchery, but also great evil and manipulation.
===Isolationism===
The Slizzar are by nature isolationist, at least within their holy city Sassrakkand. Slizzar do not settle other regions, their race numbers are always roughly the same (never becoming higher than a few dozen thousand), and they make no colonies. When the world goes through a period of great chaos, the Slizzar perform their Great Recall, during which the Slizzar around the world have limited time to return (with any non-Slizzar family they want to take with), before the shield of Sassrakkand is closed, and the city closes off to the outside. This risk and flight response carries over to the Slizzar. If a Slizzar’s identity has been Burned as they call it, they abandon that identity and shapeshift into another to leave their problems behind.
===Birth Shape vs Shapeshifting===
To the Slizzar, the concept of Birth Shape (the body they were born with) versus shapeshifted body is a hot topic for debate. To many of the non-politically involved Slizzar, showing one’s Birth Shape is not that big of a deal, because there is no inherent risk towards it besides a negative reaction from bigots in Regalia. Among the more politically active Slizzar, especially the manipulators, showing one’s Birth Shape is considered a great weakness and personal risk. They believe that when their potential enemies know what their Birth Shape looks like, they will be easily discovered, as their foes will be able to sample their behavior traits that are difficult to mask between appearances. As such, among the more subterfuge focused Slizzar, showing one’s Birth Shape is considered very personal and a carelessness that they cannot afford.
===The Great Game===
To the politically active Slizzar, controlling, manipulating, and steering events to their benefit through political manipulation is called The Great Game. Many Slizzar participate in The Great Game, attempting to climb political ladders to try and reach close to the top. A Slizzar would never draw so much attention to themselves as to seize the actual highest position, and are most content in the background of actual authority, always gently nudging them into a direction of their liking without even being noticed. There is never truly a great plan of scheme behind this, especially with the disappearance of Zaalaanzaal, the Slizzar patron [[Dragon]], the Slizzar simply do the Great Game because it’s a great deal of fun, and to many of them, a good kind of stress that gets the blood pumping with excitement. There are however plenty of Slizzar who also think The Great Game is a waste of time or even just evil. This approval is especially noted among the Devata Slizzar who would prefer to live harmoniously with other Races, and more often receive negative experiences because of hate-mongering over what the Mauli Slizzar did. Despite all this however, and despite all the disapproval, they would never reveal a Mauli’s actions on purpose, or out another Slizzar to non-Slizzar.  
==Design==
==Design==
===Subraces===
As Shapeshifters, Slizzar do not truly have one set appearance, save for their natural Slizzar appearance. Slizzar natural appearance is quite snake-like, with a body covered in black, gray, white, or silver scales, some slizzar have the lower body of a snake, legs, or the lower body composed of both legs and a snake tail. Slizzar may have have horns colored like their scales on their head, the head itself which looks quite alien compared to the other humanoid Races, with a flat nose, double-hinged jaw, and a series of cranial and jaw protrusions forming unique features that are different for each Slizzar. It is thus important to stress, that even if they have the body of a snake, their head is not snake-like at all. Slizzar usually have a dominant and secondary color, the dominant color being the majority of their hair and shoulders, while their secondary color adds contrast to their neck and some of their hair, particularly close to their cranium. These colors can be any combination, though are usually quite vibrant. All Slizzar have slitted purple eyes and dark sclera. While Slizzar are shapeshifters, they can never change this base Slizzar appearance.  
There exist several Slizzar subraces, each of them having varying skills and Abilities that affect how they interact with the world. Each Subrace acts and looks slightly differently, explanations are outlined in the next sections. The following Subraces exist:
 
* '''Makara Slizzar''' are the craftsmen, workers, and soldiers of the Slizzar Race. Makara Slizzar have no shapeshifting Abilities save for their tail. Makara Slizzar in Regalia roam around in their birth shape, as they cannot shapeshift away from it.
===Shifting===
* '''Devata Slizzar''' are the artists, socialites, administrators and adventurers of the Slizzar Race. The Devata Slizzar have extensive shapeshifting Abilities. Debata Slizzar in Regalia roam both in their birth shape and shapeshifted forms. Some even combine the two, showing their Slizzar eyes and some patches of scales to show that they are Slizzar underneath a Race’s appearance.
Shifting is the term Slizzar use when they change appearances. While it is in theory possible for Slizzar to play the lottery and appear randomly each time, most Slizzar use so-called Templates, which are pre-set designs of appearances they strongly remember, and can thus reliably re-create. Slizzar all treat shapeshifting very differently. Some Slizzar never shapeshift, preferring to be out in the open as their birth self, while others are always shapeshifted, to avoid detection. Then some combine a mixture of the two, or those who reveal their identity as a Slizzar on some Templates, but not on others. How a Slizzar feels about Shapeshifting and their Templates, depends on the Slizzar, and their ideology, and the motivations for what they do. Some Slizzar may benefit from revealing their true identity to their strongest allies for the benefit of trust, while others keep their identity completely hidden so as to always have an escape route available if things go bad. Exact rules on Shapeshifting are defined in the Heritage Traits. Keep in mind that Shapeshifting overall is incredibly powerful and flexible in Roleplay, but also meaningful OOC. If you find that your Character is not being trusted by the people around them, experiment with a bit of open-ness about their Slizzar identity. We have found that players who retain 100% secrecy as a Slizzar, have a hard time making meaningful IC connections because it OOC sucks for other players to emotionally invest in Characters that are deceiving theirs. That is technically Metagaming, but this feeling is still very strong, and we do not blame them.  
* '''Mauli Slizzar''' are the commanders, spies, manipulators and saboteurs of the Slizzar Race. Mauli Slizzar have extensive shapeshifting Abilities and more. Mauli Slizzar rarely show their birth shape to anyone, even other fellow Slizzar, as among them, showing one’s birth shape is considered a weakness and vulnerability. Only the closest of confidantes will ever witness a true Mauli’s appearance.
* '''Aksunna Slizzar''' are a non-Serpent Slizzar subrace. Aksunna Slizzar have some shapeshifting Abilities, and are essentially Half-Slizzar (Half-Slizzar don’t exist). Aksunna Slizzar are not able to shapeshift away from their birth shape as they were born, however frequently use their limited shapeshifting to change their own appearance.
* '''Anindriya Slizzar''' are a technical fifth subrace with iridescent glowing scales, however the Anindriya Slizzar are unplayable, as there are only ever six of them, and they are part of server deep-lore actors in Progressions. While other Slizzar can shapeshift, they are somehow incapable of imitating Anindriya Slizzar scales, no matter how much they try.  
===Slizzar reproduction===
Slizzar are by nature a gender-less and biological sex-less Race. Even though they understand the concept of gender presentation through the social constructs of other Races, it has never applied to them. Furthermore, Slizzar are incapable of reproducing with their own Race, requiring members of their Race to shapeshift into that of another Race, and reproduce through a female member of that Race. When they do a couple of things happen:
* Slizzar gestation is extremely short, 10 days in fact. Slizzar can however artificially cause this period to take much longer, as long as a normal gestation period for that Race would take, to mask the fact that the children would be Slizzar.
* Slizzar always produce twins. One of the twins is always Aksunna Slizzar, while the other can be either Makara, Devata, or Mauli Slizzar. They are however born entirely based on the mother and father’s genetic makeup, and do not appear as Slizzar.
* When both twins become 18 years old, their Slizzar identity manifests through a series of dreams and visions that also teach them how to use their powers. The Makara, Devata, or Mauli Slizzar never has a choice in the matter, they always become Slizzar and shed their non-Slizzar appearance to become their true Slizzar self.
* The Aksunna Slizzar has a choice however. If the Aksunna accepts and embraces Slizzar society, they remain Aksunna Slizzar and have their Slizzar Racial Abilities and Specials. If within a month however they reject Slizzar society and identity, they will no longer be Aksunna Slizzar, and become of the Race of their mother, and gain that Race’s Abilities and Specials as if a full member of that Race.  
* This growing up process can be sped up in certain scenarios, but the shapeshifting Abilities never manifest before age 18. In order to read more about how Slizzar families work and understand the speed-up process, refer to the Family Views section of this article.


===Mental Characteristics===
==Heritage Traits==
* '''Makara Slizzar''' are a very mixed bag. Generally speaking, Makara Slizzar are disciplined and hard workers. Especially the soldier Makara take their task very seriously, and they are also very nationalistic. It is hard to find a Makara Slizzar that does not have superior allegiance to Sassrakkand. Makara Slizzar often assist the Mauli Slizzar, but don’t partake in their political games.
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). Slizzar cannot be included in Mixed Heritage Characters, as there is no such thing as a Half-Slizzar.
* '''Devata Slizzar''' are generally more laid back. Devata just enjoy life and try to enjoy the other Races and Cultures around the world. They just want to have fun, and try to squeeze out of any hostile situations they encounter, preferring to avoid negativity. Devata generally love other people, and avoid Mauli games of power when they can, though respect their craft.
===Free Packs===
* '''Mauli Slizzar''' are the Slizzar to watch out for. They are manipulative, secretive, and above all, love being in control of others and playing mind games with others. Mauli are suspicious, don’t like trusting others, and keep their identity well hidden, even from (pretend) friends and loved ones. Mauli Slizzar sometimes look down on the other subraces, but still want to protect their brethren.
* Slizzar gain the Magic version of the [[Adapt_Point_Buy#Mindcontrol_Pack|Mindcontrol Pack]] but it counts as non-Magic for free, or choose one pack from [[Command Point Buy]].
* '''Aksunna Slizzar''' are a mixed bag, just like the Makara Slizzar, but more notably because they often inherit the personality traits of the Race of their mother. Aksunna Slizzar are generally more detached from Slizzar society, but the ones that are around Slizzar society tend to support the Mauli Slizzar in much the same way the Makara Slizzar do without getting overly involved.  
* Slizzar gain the Magic version of the [[Adapt_Point_Buy#Shapeshift_Pack|Shapeshift Pack]] but it counts as non-Magic for free, or choose one pack from [[Chem Point Buy]].
===Physical Characteristics===
* '''Makara Slizzar''' are true to nature, and can best be described as Snake-people. The Makara Slizzar are covered head to toe in black scales, with various colored patches on their forehead, cranium, nose, neck, and shoulders. They appear strongly snake-like, with a forked tongue, and a double-hinged jaw and a wide mouth. The most notable aspect of the Makara Slizzar is that many of them go through life with the lower body of a snake, as they lack traditional legs. While the Makara can shapeshift their snake-tail into legs and feet, many of them choose to go through life purely in the snake form. Another trait of the Slizzar is their hair, which appears like a bundle of tendrils colored similarly to the patches of scales, which they can move around with the same flexibility as fingers. Makara Slizzar, like all other subraces in their natural form (excluding Aksunna) have purple snake-like pupils.
* '''Devata Slizzar''' have a natural appearance that is identical to the Makara Slizzar, but there are a few subtle changes. Devata Slizzar have extensive colored scaly patches on their stomach and chest area, while their cranial and chin bone protrusions tend to be longer and more exaggerated than those of the Makara Slizzar. Obviously however, Devata Slizzar make frequent use of their shapeshifting, and as such can practically look like anything.
* '''Mauli Slizzar''' have a natural appearance that is rarely seen, and some would say that is a great shame. Mauli Slizzar look identical to Devata Slizzar, except for one point. While Devata Slizzar have black scales, Mauli Slizzar have shimmering silver scales and a pair of Silver-Dragon horns protruding from their skull to the back. Mauli Slizzar spend 99% of their time shape shifting however, so a Mauli will rarely if ever show their natural self to anyone.  
* '''Aksunna Slizzar''' have no Racial appearance. Their physical characteristics are dictated by the Race of their mother. Aksunna Slizzar, despite being a Slizzar subrace, have normal eye-colors of their mother’s Race. They can however manifest snake-like pupils.  


==Racial Abilities and Specials==
===Mechanics===
===Makara===
* Slizzar are immune to any type of mind control or mind scrying from mortals, particularly Mind Control, but also Mechanics that would result in thralling, emotion-reading, emotion influencing and so forth. Additionally, if someone is actively attempting to do any of these things to a Slizzar, that Slizzar becomes aware of the attempt, and who is attempting it.
====Abilities====
* Slizzar can perfectly mimic Afflictions and Affinities, including Transformations and even the aesthetics of Abilities and Mechanics, even if they do not actually work that way. For example, a Slizzar can perfectly mimic the appearance of a Vampire and then use fake Vampire teeth to engage in fake blood drinking. There is no way to distinguish this from the real thing, meaning Slizzar can seamlessly infiltrate groups. Anyone attempting to call out a Slizzar for not being authentic in their mimicry of something they are not, is engaging in meta-gaming. Note, however, this does not actually give them the Mechanics. They can for example summon Archon-like wings if they are mimicking Archon, but that does not give them flight or the function as described in the Archon Mechanic.  
{| class="wikitable"
* Slizzar have an advanced network of off-screen politicians and Nobles under their control. As a result, whenever an Imperial Assembly is called, Slizzar are able to sit in the noble section of the Assembly, and their votes count for 2 Votes instead of one. Votes are always cast as "Aye" or "Nay", in order to use this mechanic, the Slizzar must say "Aye (a:Political Power)" for the vote to work. Additionally, Slizzar can be embedded into Noble Families, attaching to their Family-Leader as either an Ally or Manipulator. So long as both the Family Leader and the Slizzar are present at the same Imperial Assembly (in absentia or proxy voting does not count), the Family Leader may also use this Mechanic (but must be sure to use the formatting described above for it to count). Additionally, for this to count the Slizzar must self-register as embedded into a particular Noble Family through the Ticket Bot. It is not possible to stack this effect multiple times for multiple Slizzar embedded.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
* Slizzar have an advanced network of bureaucrats, bankers, and other wealthy persons they can call upon, to give them access to the new wealth of the Regalian Empire. Firstly, this means they have access to an off-screen wealth that is close but not equivalent to registered Aristocrats. It essentially means Slizzar are wealthy, and have money to throw around. Secondly, it creates a situation where Slizzar can "claim" Noble Countryside Estates. These claims are not exclusionary, that is to say, we only have a limited number of Estates available, and multiple players trying to "claim" the same Estate. For this reason, we request players make use of the holographic display to indicate if players are already present, and suspend disbelief about who owns what Estate. Chances of multiple players trying to use the same Estate at the same time, is low.  
! Ability Name
* Slizzar are natural Persuaders with their ability to get into the heads of others. Any Persuasion Rolls done by a Slizzar, have their final Dice result increased by +1. This effect does not stack with other Mechanics that have the same effect on Persuasion Rolls.
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#b2adcf;" | Slizzar Immune
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Slizzar Immune | The user is immune to any Slizzar Racial Abilities or Slizzar Specials. This effect can be turned off if the user wants to.
}}
| N/A
|-
| style="background-color:#b2adcf;" | Forced Restraint
| Restraint Power
| Self
| Grants the user {{#simple-tooltip:  Forced Restraint | The user has to get up to 1 block distance of a Target person before activating this Ability. When activated, both the Target and the user become immobilized, and neither can attack or use Abilities or Mundane Techniques, however both can still talk. If the target is attacked by a third party, this effect is broken, but the attack is guaranteed to hit. This Ability has a 1 hour cooldown, and can be held for up to 5 minutes.
}}
| {{#simple-tooltip: Slizzar Modifier | The Slizzar coils around the person with their snake-tail. Using Abilities or Mundane Techniques on the Target will also duplicate the effect on the Slizzar, but regular attacks will pass through without harming the Slizzar.}}
|-
|}
====Specials====
* '''Slizzar Aging:''' Most Slizzar are capable of reaching an exceedingly high age, nearly 1000 years. While aging, in their natural form, Slizzar also do not visually age beyond what they look like at age 18. Due to superstitions and paranoia towards Slizzar however, few Slizzar actually reach this age. Additionally, All Slizzar can detect whether a person is a Slizzar or not, merely by looking at them. This works on all Slizzar sub-races, with the exception of Mauli Slizzar, who are able to hide their Slizzar identity even from their own Race.
* '''Makara Shapeshifting:''' Makara Slizzar only have access to partial shapeshifting. The limits of their shapeshifting are confined to their tail. Normally, Makara Slizzar have the lower body of a snake, and the upper body of a humanoid. They can however shift this snake's lower body into two separate legs, or two separate legs and a thinner snake-like tail.
* '''Serpentine Head:''' Makara Slizzar are more serpent-like than the other subraces of Slizzar. Their (normally) tendril hair is capable of being shifted into snake-like hair, making each tendril strand an actual snake with a snake-head that can move independently. These heads cannot attack, but can be interacted with aesthetically, and spit (non venom) at others.  
* '''Makara Bonding:''' All Slizzar seek to bond themselves to non-Slizzar in some way. For each subrace, the nature of this Bonding is slightly different. For Makara Slizzar, Bonding means “To have a great friend, an ally, and an indispensable partner in work and battle”. Every first day of the month, the Slizzar may choose a Bonded Partner. This Bonded Partner receives +1 Dexterity while the Slizzar is within Emote Distance of them. (does not need to be recorded on the Character Application).
* '''Tail powered swimming:''' Makara Slizzar are more naturally in-tune with their snake-physiology than the other subraces of Slizzar. As such, Makara Slizzar are capable of moving at the speed of Mai-Allar while underwater. This means that they can out-swim any other Race that does not also have the same swimming speed as Mai-Allar.
*'''Makara Tongue''': Makara Slizzar may choose two additional languages (not Ancient Languages) to speak and understand for free from the [[https://wiki.massivecraft.com/Language_Point_Buy#Language_Table|Language Table]]. They can use these languages outside of having the Point Buy invested for that Pack.


===Devata===
===Birth Rites===
====Abilities====
Because many Slizzar go through life entirely disguised and pretending to be a different people or society, their reproduction cycle could unintentionally reveal them. At a base line, all children born from at least one Slizzar parent will always be full Slizzar. In case this is not desirable, the Slizzar can perform the Birth Rites, in which they have more clearer control over how their offspring will be created, this allows them to dictate several different processes. Firstly, they can choose to have one or two children born. Secondly, they can choose for each child born, whether they will be born not-Slizzar (taking the Heritage from their biological parent, and whatever the Slizzar pretended to be), full Slizzar, or Delayed Slizzar. Delayed Slizzar will be born as not-Slizzar, but when they become 18 years old, are suddenly informed through visions and dreams about their true identity, and how to become a full Slizzar. If they agree and venture to the nearest Dragon Temple to connect with their true self, they become full Slizzar, if they reject for up to 12 months and never visit such a site, they will be not-Slizzar forever. It is also possible, if two children are chosen, to have each born differently, for example one as Delayed Slizzar, and one as not-Slizzar, or full Slizzar, or other combinations. Note, most Slizzar found in the world are Slizzar born tens of thousands of years ago. This is because Sarakand exists in a warped time-bubble where time can pass slower or faster than the world around it. Slizzar can in reality only become 300 years old, but many are from a different time.  
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#b2adcf;" | Slizzar Immune
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Slizzar Immune | The user is immune to any Slizzar Racial Abilities, Slizzar Specials, or Slither Magic classified Spells. This effect can be turned off if the user wants to.
}}
| N/A
|-
| style="background-color:#b2adcf;" | Altered Power
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Altered Power | If the user has 2 or less Magic Spell Packs bought from Point-Buy, these Spells become a dimension clarified in the modifier, instead of Void or Exist. Having 3 or more Magic Spells defaults all of them to Void or Exist. This still makes the user an Occult, however they will be Occult of the dimension specified in the Modifier.
}}
| {{#simple-tooltip: Slizzar Modifier | Slizzar make use of Altered Power to change two Magic Packs into Primal. This makes them a Primal Occult if they have 2 or less Magic Packs.}}
|-
|}


====Specials====
==Sarakand==
* '''Slizzar Aging:''' Most Slizzar are capable of reaching an exceedingly high age, nearly 1000 years. While aging, in their natural form, Slizzar also do not visually age beyond what they look like at age 18. Due to superstitions and paranoia towards Slizzar however, few Slizzar actually reach this age. Additionally, All Slizzar can detect whether a person is a Slizzar or not, merely by looking at them. This works on all Slizzar sub-races, with the exception of Mauli Slizzar, who are able to hide their Slizzar identity even from their own Race.
[[File:Sarakand222233.png|center|1600px|caption]]
* '''Deveta Shapeshifting:''' Devata Slizzar have access to complete shapeshifting that allows them to change a great deal of things about their body, and also doubles as a disguise, allowing them to change their appearance and become unrecognizable. They are able to change Race, sex, gender presentation, Body Shape, Body Fat, and every visual aspect about themselves by combining aspects of different Races. They can change Body Height, Age appearance, Hair length and texture and color, Skin markings and Tattoos and Scars, and most bone structures. It is not possible for them to add extra limbs or become quadrupedal however, as they must retain a humanoid appearance, though they can mimic any mutation without actually being mutated.  
===City Description===
* '''Social Progress:''' While on mission in Progressions, Devata Slizzar are naturally more successful when engaging in social interactions, or interactions that require seduction and social infiltration. When submitting orders, ensure that the processor is aware that the character is a Devata Slizzar even without reading the Character Application, and be sure to also mention under which name the Character is going, if they are hiding their identity.
To understand the place of the Slizzar, one must understand the City of Eternal Twilight, Sarakand. Sarakand is the only Slizzar city-state in the world, and it is Slizzar homogenous, not allowing outsiders in unless they have some connection to the Slizzar. The city itself is extremely advanced, having buildings that reminisce of Seraph, second, third, and [[Meraic]] civilization architecture in them, that have accumulated over time. While Regalia is often treated as the jewel of the world, and this metropolitan is certainly far more massive than Sarakand, Sarakand itself as a city has existed for 70,000 years, which pales Regalia's mere centuries in comparison. Sarakand is built on a massive bastion wall surrounding the outer ring of aquatic farms. Further in are large buildings and Temples to the various Dragon Gods. Closer to the center are the Hallowed Towers, which are not residential, but large defensive Dragon-Magic structures that project a shield around the city in times of need, and control the passage of time around it. These installations were built by the Dragon God Nox, who defied the will of the Dragons by creating Sarakand and the Slizzar and was banished. At the center lies the Pyramidion, a Pyramid-like structure with a large gap in the middle from which the Mydion (city's power source) can be seen.
* '''Mind Surging:''' A Devata Slizzar can target another person and telepathically pry their mind for what their ideal romantic partner would look like. This Special immediately fails to work if the target is already actively romancing another person. If they are not, however, the data can be asked in DM, after which the other person should respond with a rough description.  
===Defenses and Politics===
* '''Deveta Bonding:''' All Slizzar seek to bond themselves to non-Slizzar in some way. For each subrace, the nature of this Bonding is slightly different. For Devata Slizzar, Bonding means “To have a devoted lover, a faithful spouse, or a devoted fan that is smitten with one’s work”. Every first day of the month, the Slizzar may choose a Bonded Partner. This Bonded Partner receives +1 Charisma while the Slizzar is within Emote Distance of them. (does not need to be recorded on the Character Application).
Through powerful Dragon Magics, Sarakand and its direct ocean around it are caught in a permanent twilight, with the passing of time adjusted inside to slow down or speed up depending on the city's needs. This explains why the city has lasted for so long and survived numerous Void Invasions, having an innate ability to hide from the invasion in Time Magic, and being shielded. Sarakand is the seat of power of the two ruling factions and Duarchy Sovereigns of the Slizzar, the Herald of the Sun, and the Herald of the Moon, and holds a crucial place for most Slizzar who venture into the world as a safe harbor to return to. The two Factions being the Surya Court and the Marya Court, live in a harmonious balance in the city. Even if these are Factions in the traditional sense, unlike in Regalia, they do not compete with one another but complement and hold each other in balance to do as Nox instructed them, preserve the world despite the slow-to-act nature of the other Dragons. Each Slizzar in a coming-of-age time, will align with the Surya or Marya Court, and venture out into the world to seek their way to ply the crafts of their people on the other peoples of Aloria, to do their Dragon-God's bidding. Many Slizzar who retire from their work return to Sarakand, where they live our their final days in peace.  
*'''Deveta Tongue''': Deveta Slizzar, when shapeshifted into the base (meaning, the majority of their body is of that Race) of another Race, have an automatic translating ability even if they do not speak that language. For example, if a Slizzar shapeshifts to look mostly like a Songaskian, they can suddenly understand Sofaal, and speak it perfectly, even if they did not know Sofaal prior, and it also all still sounds like their native tongue in their head. When they shapeshift away, this understanding and speaking of Sofaal also disappears. This also extends to Ailor cultures, whatever the main spoken tongue of the thing is they try to imitate.
===Slizzar Factions===
====Surya Court, Guides of the Sun====
[[File:Sunfrumpy.png|250px|caption|right]]
The Surya Court is the Slizzar Faction that holds that the young peoples of Aloria need a kind and delicate guiding hand. Whether through small acts like helping individuals or families, or large acts through advising organizations or gently nudging whole countries or Empires in the right direction, the Surya Slizzar seek to be a hidden beneficial hand to the lives of others. Surya Slizzar lean more in the direction of being pacifist or at least vowing not to strike unless in defense of another or holy site, as Nox instructed them to guard the world from the Sin of Free Will. Because of the Sin of Free Will, the Surya Court believes that the other peoples of Aloria will not see calamity coming when it arrives on their doorstep, and need guidance from a higher hand of experience and skill to avert disaster, that being the eradication of all living beings on Aloria by another Void Invasion. Surya Slizzar are more inclined than Marya Slizzar to appear in their natural form without any shapeshifting, but are still keenly aware, that a Slizzar is something alien and frightful, and that the acts of the Marya Court still incite rage, thus holding onto their Disguises to perform their duties. A Surya Slizzar can divert to the Marya Court. This happens usually when a Surya Slizzar believes that the incompetence brought on by the Sin of Free Will is so profound, that their attempts to be benign in themselves are holding them back, and that their work would be much simpler if they used subterfuge and assassination to get their way. It is also possible for a Surya Slizzar to be so inundated with their work to the benefit of individuals, that they start losing scope of the bigger picture and drift away from Nox's work. Those are referred to as Surya Eclipse Slizzar.
====Marya Court, Conspirators of the Moon====
[[File:Moonfrumpy.png|250px|caption|right]]
The Marya Court is a Slizzar Faction that holds that the young peoples of Aloria need to be manipulated to prevent destruction. Whether through small actions inflicted on individuals or families, or large acts of puppeteering and subterfuge against countries or Empires, the Marya Slizzar seek to be a hidden malign existence for the benefit of life itself. Marya Slizzar lean more in the direction of violence as well as emotional and intellectual manipulation of facts, creating false perceptions of reality, and mind-controlling others to do their bidding. The Marya Slizzar believe that the other peoples of Aloria are so self-absorbed and occupied with the explosive nature of their short lives, that they cannot possibly be taught how not to blow up the world, and should be dominated to prevent them from doing so. To them, the Sin of Free Will is extremely literal, in that free will itself is evil, and the best that can be done for the world is to remove it from the people who wield power. Marya Slizzar, due to their subterfuge, are far more likely to always remain Disguised and have multiple fall-back personas to escape detection or reprisals in case they are uncovered. A Marya Slizzar can divert to the Surya Court. This happens usually when a Marya Slizzar believes that the suffering or resentment they might have left in their wake, in and of itself becomes the destruction or calamity they seek to avoid, and that their work would be much simpler if they were kind and cooperative instead. It is also possible for a Marya Slizzar to be so inundated with vanity, pride, or just relishing in the violence and manipulation, that they become more obsessed with the game of control and lose scope of the bigger picture of Nox's work. These are referred to as Marya Darkstar Slizzar.
===Factional Nuances===
While in other people of Aloria factional politics might end up being bloody or contentious, it is very cooperative among the Slizzar. They believe strongly in the notion of balance, and that Nox created perfect balance among the Slizzar. As such, even if a Surya Slizzar is horrified by a Marya's actions, or if a Marya Slizzar has gone rogue as a Darkstar or left the cause as an Eclipser, Slizzar attempt in any circumstances to avoid violence or conflict with one another. Even if these factions are opposed ideologically, both factions appreciate and understand the value they bring in contract to one another, how some societies just cannot be helped with malignance, and how some societies just cannot be helped with benign guidance, in that all methods are needed to reach the end goal. This does not mean that Slizzar cannot criticize each other, or comment on each other's plots, just that they should not get in each other's ways to or make their work harder, unless they start intentionally obstructing the work of others. The outside world is aware of these Slizzar Factions, but Slizzar would do well never to reveal their alignment. After all, in Regalia, the Marya are well known to have orchestrated the long string of assassinations that followed after the [[Chrysant War]], in which many [[Ailor]] and Elven nobles perished as revenge for the destruction of the Essa Empire. It was the Surya who guided the hands of the [[Allar]] before this conflict, and it was the Marya who acted as the hand of revenge for their fallen brethren, to weaken the Regalian Empire and restore balance between the other Empires that were left. It should also be noted, that Faction membership, is not extremely strict. It is not impossible for a Surya Slizzar to need to be cruel sometimes, or a Marya Slizzar to be kind. Both are not moral absolutes, but more like guidelines that indicate intent rather than action. Each Slizzar will have to struggle with the moral implications of their actions, if they violate their own principles.  


===Mauli===
===The Duarchy Heralds===
====Abilities====
The Duarchy Heralds are the two enigmatic entities known as Surya and Marya, who act like co-rulers of the Slizzar as a whole. Surya and Marya were made by Nox (causing some to conclude they are complex Dragon Magic Automata) to guide the Slizzar in his absence, as he foresaw his banishment by the other Dragons and made preparations. Surya and Marya have guided the Slizzar ever since and operate the basic functions of Sarakand itself. They reside only in Sarakand, but have immense magical power, and tower over all other inhabitants as they slowly wander the streets. During the day, they offer guidance to the younglings in large classes where their melodic telepathic voice teaches them about the world and their place in it, and at night they patrol the walls in opposite rotating circles to herald the switching of night and day. Surya and Marya are living embodiments of their respective ideologies, Surya teaches the Slizzar kindness and warmth, while Marya teaches them cruelty and violence, both having the capacity to project teachings and skills directly into the minds of their students. In some manner, foreigners might see them as Automata Monarchs, but they do not make decisions for the everyday societal organization, such as who gets food and what supplies are sent abroad. These tasks are taken care of by the city's Slizzar inhabitants, though they still speak for Nox, and can communicate his oracle predictions to the people.  
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#b2adcf;" | Slizzar Immune
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Slizzar Immune | The user is immune to any Slizzar Racial Abilities, Slizzar Specials, or Slither Magic classified Spells. This effect can be turned off if the user wants to.
}}
| N/A
|-
| style="background-color:#b2adcf;" | Bonded Telepathy
| Info Power
| N/A
| Grants the user {{#simple-tooltip: Bonded Telepathy | The user may target another person creating a telepathic bond. These two may now telepathically communicate (via in-game Direct Message) across vast distances. This Ability has a 1 week cooldown before it can be applied to someone else, and only 1 person can ever be bonded to.
}}
| N/A
|-
|}
====Specials====
* '''Slizzar Aging:''' Most Slizzar are capable of reaching an exceedingly high age, nearly 1000 years. While aging, in their natural form, Slizzar also do not visually age beyond what they look like at age 18. Due to superstitions and paranoia towards Slizzar however, few Slizzar actually reach this age. Additionally, All Slizzar can detect whether a person is a Slizzar or not, merely by looking at them. This works on all Slizzar sub-races, with the exception of Mauli Slizzar, who are able to hide their Slizzar identity even from their own Race.
* '''Mauli Shapeshifting:''' Mauli Slizzar have access to complete shapeshifting that allows them to change a great deal of things about their body, and also doubles as a disguise, allowing them to change their appearance and become unrecognizable. They are able to change Race, sex, gender presentation, Body Shape, Body Fat, and every visual aspect about themselves by combining aspects of different Races. They can change Body Height, Age appearance, Hair length and texture and color, Skin markings and Tattoos and Scars, and most bone structures. It is not possible for them to add extra limbs or become quadrupedal however, as they must retain a humanoid appearance, though they can mimic any mutation without actually being mutated.
* '''Master Spies:''' While on mission in Progressions, Mauli Slizzar are naturally more successful when engaging in espionage interactions, or interactions that require roguery or subterfuge of some kind. When submitting orders, ensure that the processor is aware that the character is a Mauli Slizzar even without reading the Character Application, and be sure to also mention under which name the Character is going, if they are hiding their identity.
* '''Serpentine Puppeteer:''' Mauli Slizzar are masters of manipulation and puppeteering. If another player gives strict OOC consent to have their Character mind-controlled, a Mauli Slizzar can establish a mind-enslavement on another person that gives them complete control. The target is still aware of the world around them and the Slizzar cannot affect their perception of reality, but any command that the Slizzar issues must be obeyed by the target. This mind enslavement can only be removed by any Exorcism-like mechanic or Ability. If a player revokes consent, the mind-control is off-screen cured. Players have the freedom to discuss additional limitations on mind control.
* '''Mauli Bonding:''' All Slizzar seek to bond themselves to non-Slizzar in some way. For each subrace, the nature of this Bonding is slightly different. For Mauli Slizzar, Bonding means “To have a loyal subject, a puppet to control, or a minion to command for one’s bidding”. Every first day of the month, the Slizzar may choose a Bonded Partner. This Bonded Partner receives +1 Charisma while the Slizzar is within Emote Distance of them. (does not need to be recorded on the Character Application).
*'''Mauli Tongue''': Mauli Slizzar, when shapeshifted into the base (meaning, the majority of their body is of that Race) of another Race, have an automatic translating ability even if they do not speak that language. For example, if a Slizzar shapeshifts to look mostly like a Songaskian, they can suddenly understand Sofaal, and speak it perfectly, even if they did not know Sofaal prior, and it also all still sounds like their native tongue in their head. When they shapeshift away, this understanding and speaking of Sofaal also disappears. This also extends to Ailor cultures, whatever the main spoken tongue of the thing is they try to imitate.
===Aksunna===
====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:#b2adcf;" | Slizzar Immune
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Slizzar Immune | The user is immune to any Slizzar Racial Abilities, Slizzar Specials, or Slither Magic classified Spells. This effect can be turned off if the user wants to.
}}
| N/A
|-
| style="background-color:#b2adcf;" | Primed Defense
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Primed Defense | Once every 24 hours, the user is immune to the first mundane (non Ability and non Mundane Technique) attack emote used on them, allowing them to inexplicably avoid it.
}}
| {{#simple-tooltip: Slizzar Modifier | While doing so, the Character’s body slithers to avoid the incoming attack like that of a snake, even if they are not one. }}
|-
|}
====Specials====
* '''Aksunna Aging:''' Aksunna do not enjoy the 1000 year aging of the Slizzar, but do have their aging affected somewhat. Their aging is the same as their mother’s aging speed, however they look forever young, stopping their visual aging anywhere between 18 and 27 years old. This also means that at more advanced age, their body does not start deteriorating, and they can still move around as dexterously as they did when they were young. Additionally, All Slizzar can detect whether a person is a Slizzar or not, merely by looking at them. This works on all Slizzar sub-races, with the exception of Mauli Slizzar, who are able to hide their Slizzar identity even from their own Race.
* '''Aksunna Shapeshifting:''' Aksunna Slizzar only have very limited shapeshifting. They are unable to shapeshift away from the race of their mother, and whatever shapeshifting they do, it never counts as a disguise, meaning they are always recognizable. Within these constraints however, they can change the following aspects about themselves: Body shape, Body Fat, Body Height, Hair color and length and texture, Skin markings and tattoos and scars, eye color, facial hair length and color and texture and masculine or feminine body shape traits, but not so far as to change sex.
* '''Aksuna Bonding:''' All Slizzar seek to bond themselves to non-Slizzar in some way. For each subrace, the nature of this Bonding is slightly different. For Aksunna Slizzar, Bonding means “To have someone to see the world with, to experience everything, and go far”. Every first day of the month, the Slizzar may choose a Bonded Partner. This Bonded Partner receives +1 Wisdom while the Slizzar is within Emote Distance of them. (does not need to be recorded on the Character Application).
* '''Aksuna Folelsa:''' Aksunna Slizzar can choose a person and try to telepathically force a pseudo friendship with this person. Using this Special on a person requires consent. You should send this person a DM on Discord or in-game asking them if your Character can fake a friendship between your Characters, explaining why you would like to do this and for what story/rp reasons. If they player accepts, then the Aksunna Slizzar will appear to this person like an old friend. The person will have vague memories of them growing up together or going to the same school together, whatever needs to exist to make it believable. This effect remains permanent either until the friendship has enough meat on bones to become “real”, or the Slizzar attacks the Target after which the effect is instantly broken. This Special exists in a realm of “Fair Use”, meaning there is no real limit, but going overboard may result in Lore Staff putting a hard limit on a Character’s use of this Special. It should primarily be used to encourage roleplay involvement with consent for people who have a hard time making friends, not to cheat and manipulate information.
*'''Aksunna Tongue''': Aksunna Slizzar may choose two additional languages (not Ancient Languages) to speak and understand for free from the [[https://wiki.massivecraft.com/Language_Point_Buy#Language_Table|Language Table]]. They can use these languages outside of having the Point Buy invested for that Pack.


==Language==
==Language and Naming==
The Slizzar language is Zoram, which is based on real-like Sanskrit. Many other Races accuse the Slizzar of speaking with a lisp, but this is generally just bigotry. In fact, Slizzar are very articulate, and their language has a lot of strong consonants, meaning they hardly make noises that one would expect a snake to make. Slizzar are however capable of producing a rattle-snake like sound at the back of their throat, which they frequently produce when in combat, or when they are about to attack someone, or as a way of warning others that they are annoyed or feel threatened. Slizzar naming customs also use real-life Sanskrit. It is very rare for Slizzar to have a surname, most Slizzar in fact only carry a single name, though they can sometimes adopt a surname for ease of use to the non-Slizzar members in their family. When they do, this surname is always from another culture or Race’s language. Here follows a list of example names for the Slizzar (they are all non-gendered, because sex and gender don’t exist in Slizzar psyche).
The Slizzar language is Zoram, which is based on real-like Sanskrit. Many other people accuse the Slizzar of speaking with a lisp, but this is generally just bigotry. In fact, Slizzar are very articulate, and their language has a lot of strong consonants, meaning they hardly make noises that one would expect a snake to make. Slizzar are however capable of producing a rattle-snake-like sound at the back of their throat, which they frequently produce when in combat, or when they are about to attack someone, or as a way of warning others that they are annoyed or feel threatened. Slizzar naming customs also use real-life Sanskrit. It is rare for Slizzar to have a surname, most Slizzar only carry a single name, though they can sometimes adopt a surname for ease of use to the non-Slizzar members in their family. When they do, this surname is always from another culture's language. Here follows a list of example names for the Slizzar (they are all non-gendered because sex and gender don’t exist in Slizzar psyche).
* Achyut, Advait, Bhavin, Chittin, Girivar, Jatasya, Jaitra, Kush, Manav, Nandish, Parth, Prayag, Sambhav, Shivansh, Udit, Vibodh, Yug, Bhoomi, Chetaki, Gatha, Kaveri, Namasya, Paridhi, Shloka, Swara, Tavishi, Udita.  
* Achyut, Advait, Bhavin, Chittin, Girivar, Jatasya, Jaitra, Kush, Manav, Nandish, Parth, Prayag, Sambhav, Shivansh, Udit, Vibodh, Yug, Bhoomi, Chetaki, Gatha, Kaveri, Namasya, Paridhi, Shloka, Swara, Tavishi, Udita.  
==Religion==
Religious adherence among the Slizzar is truly a mixed bag. While other Races tend to be strongly religious or a-religious, the split in Slizzar society is 50-50. Even among the religious, there is a wide gap between the pious and the merely observing faithful. The Slizzar religion is called Nihsereya, or the faith or belief of many. Nihsereya as a religion is an off-shoot of [[Dragon Worship]], however it is quite distinct from [[Mussaktu]] and [[Loong Virtue]] in that it does not acknowledge the other Dragons at all. While for example in Loong Virtue, Dragons are acknowledged as Divine Entities but not actively worshiped or merely praised in words only, in Nihsereya, other Dragons are entirely disregarded as worthless.


Nihsereya is a monotheistic religion that nonetheless recognizes a more extensive throne of divine entities. At the very top of authority stands the [[Silver Scale Dragon]] Zaalaanzaal, who is the god-ruler of all Slizzar. It is said in Nihsereya that the city of Sassrakkand was built ten thousand years ago by Zaalaanzaal, and that this Dragon created the first Slizzar, a Race in this Dragon’s image to act as the secret stewards. In Nihsereya it is believed that while the other Dragons created other creatures and Races, Zaalaanzaal hid the Slizzar and their city-state of Sassrakkand with powerful Dragon-Magic from the other Dragons, so that the Slizzar could quietly observe and influence the world on the Dragon’s instructions. The Dragon believed after all that the other Dragons were fools for giving their creations free will and then letting them proliferate out of control and without restraint.  
==Brief History==
===The Beginning===
Slizzar History, despite it spanning 70,000 years, is actually very short. Because of the afore mentioned time-warping of the city of Sarakand, large periods of history in which thousands of year passed, were experienced as mere days for the Slizzar in the city. Slizzar records show that the city was created by Nox in the latter century of the Seraph losing war against the Void Invasion. The Slizzar record clearly that this war lasted 1000 years, and that the war was an incredibly slow attrition war, because a single Seraph could hold off tens of thousands of Demons alone in the blink of an eye, and that Demons in most cases only won from the Seraph because they changed tactics which the slow-acting Seraph were not capable of reacting to. The records say that Nox was specifically in disagreement with the other Dragons about future plans for the continuation of life. Among Dragons exist the Laws of Creation, which dictate that Creation must never contain a spark of Creation itself (implying, a being that can re-make itself into whatever it wants), as this would bring them in closer proximity to godhood. Nox was of the opinion that Dragons would just continue creating flawed creations because of his objection to free will itself. Relenting that free will was still required in his own creation, because he knew that the Dragons would immediately banish him to the ether and deny him the ability to command his creations, Nox wove the first Slizzar into being, some of which are even still alive today due to Sarakand's time magic. In the time it took for the Dragons to banish him (as the Dragons were also slow to act), Nox had nearly a century to build Sarakand with his god-like Magic, and build Slizzar society from the ground up. When Nox was banished, the Heralds Surya and Marya took his place, the dome around Sarakand closed, and the city slumbered.
 
===The re-opening===
Sarakand remained closed for the entirety of the second and third civilization, with mere months passing inside the city, while Surya and Marya used their magics to determine the state of the outside world. They taught the Slizzar that which Nox could not with the time that was given, and the shield was first re-opened during the Meraic Empire days. For centuries, the Slizzar interfered with Meraic politics both seen and unseen, until the day that technological advances brought about machines that could detect and would hunt down shapeshifters. The Meraic civilization eventually progressed far enough to the point that the Slizzar knew that they would go extinct if they stayed, so many were called back to Sarakand's safety. When the Meraic felt secure in their expulsion, a huge dome-like structure was built around the city that would shroud Sarakand in darkness for a long time. The only light that shone on the horizon was the Mydion itself, giving the whole city a purple glow, that was normally basked in blue and orange light of the horizon poles. Over time, the Slizzar saw the dome crack and crumble in real time over the span of several years, while outside thousands of years passed as the city slumbered again.
 
===The Allorn Stage===
Sarakand re-opened once more when every sign of the dome that was once built around their city had rotted away, now forming a ring of mountains around the city's surrounding sea as all the metal and stone had compacted and returned to dirt. The Slizzar once more ventured out into the world during the early days of the [[Allorn Empire]], when the [[Dewamenet]] still stood. It is here that the Slizzar were met with Regulus, who led a conclave of Crown Dragons to Sarakand, and temporarily disrupted all Magics and put Surya and Marya to sleep. It was here that he declared the Will of Conclave, that the creation of the Slizzar and Sarakand was a crime out of place and out of time, and that their existence was in violation of the laws of the world, but that their own laws could not compel them to drive the Slizzar to extinction. What the Slizzar refer to as the Allorn Stage, actually refers to this dictate by Regulus, which proclaimed the Slizzar's right to continued existence on a technicality, but that the Dragons would inflict the will of Umbra if ever they showed the intent to conquer the world. This proved perfect for Nox's pre-designed plans, as he had already anticipated the Allorn Stage, and codified into Slizzar culture that to desire the world, was to destroy it like all other Civilizations would.
 
From this point on, the dome would no longer close, even during the [[Fifth Void Invasion]], as the Slizzar had learned from the Meraic and Seraph days what they could not apply then, they would apply now. The world was in a better state for them to act, the Dragons had stopped creating species that would create globe-spanning Empires, and had instead produced many fractured societies and heritages all over. The Slizzar were able to mesh into many of them, and attempted to gently guide them away from the same calamity they had seen before, all the while Slizzar kept an eye out for any birds that were watching them in the name for Regulus, explaining why Slizzar may not always be fond of birds and think them judgmental. The Elves became aware of the Slizzar over time, causing several high-paranoia-induced periods in the later Allorn Empire during which there were many witch hunts. There are even Slizzar, who claim to have had instrumental roles in the Dewamenet-Elven War, and aided both in the destruction of the Elves, and of the Dewamenet. Towards the peak of Allorn power, their Magic became so great that many Slizzar had to flee back to Sarakand, to avoid being detected and executed.
 
===The Calm Era===
The Calm Era, is anything but, but the term is frequently used to define the hope from the Slizzar that the dome should not have to close anymore, due an end to threats of Void Invasion. The city itself is still suspended in a slow-moving time bubble, where days inside amount to years outside, but this is considered rather slow, as prior dilations affected centuries. After retreating mostly from the Allorn Empire, the Slizzar interacted with the Allar, and the newly awakening [[Maraya]] who had some very obvious historical resentment towards them. Some Maraya in fact are extremely resentful, of the fact that Slizzar have incorporated Meraic architecture in their city, but did not save any Meraic people when the Void Invasion came (ignoring the fact that they built a giant dome over the city which denied them the ability to do so). During the Void Invasion itself, the Slizzar ventured out into the world in an attempt to help or bend the Elves into success, though their interactions are quite unclear. Some claim they influenced the [[Eronidas]], some claim they influenced the Cult of Dronnal, while some claim they influenced the [[Arken]] to do as they did. What exactly happens remains entirely unclear, as the Slizzar that claim these feats have no way of proving any of them, due to their disguised nature making them inherently undetectable to history.
 
===The Essa Era===
The Essa Era defines the Cataclysm to the modern day roughly speaking, that highlights the Essa Empire as a focal point. During this period, the Slizzar attempted to use both Surya and Marya Factions to create an Empire led by them, combining both benign and malign ideologies. Essa was a quickly rising Empire, rising so quickly that it drew the ire from the Regalians, those Ailor with their paranoid ideas about the shapeshifter Empress of Essa. Refusing to bend, the Essa Empire was brutally invaded by the Regalian Empire, which was technologically more advanced than the Allar were. The War turned less into a genuine Imperial conquest, and more into a bloodbath where Regalian fleets caused massive civilian casualties in indiscriminate bombing of coastal cities and attacks on civilian shipping. The Essa Empire was eventually destroyed when the capital was conquered, and the Surya fled back to Sarakand, while the Marya enacted their revenge on Regalia. In the modern day, Slizzar are deeply loathed and mistrusted, because of the external perception that they are all snake deceivers and killers, but the reality is far more nuanced. While there was tyranny and manipulation in Essa, the Empress herself was Surya, and the leading castes all had benign intentions to the Allar, albeit with the caveat that they decided the Allar would be more beneficially ruled by them, than by themselves. There are hundreds if not thousands of Slizzar spread all over the world, with several tens of thousands still living in Sarakand, but many of them continue to hide, as their shapeshifting skills now more than ever draw unwanted attention.
==Conflicts & Alliances==
A lot of MassiveCraft's lore is constructed around conflicts that are based on religious, historical, or societal grievances. This section aims to set out the various conflict and alliance points for the Lanlath, while also attaching some nuance so that there is wiggle room for players to not get stuck in endless loops of arguing the basics of societal conflict without clear Character Development or Resolution.
* '''Ailor:''' Ailor, due to being some of the most short-lived people on Aloria and their explosively energetic and active personalities, are often prime target for the Slizzar, whether for benign or malign reasons. Many Ailor harbor extreme paranoia to Slizzar, sometimes even suspecting relatives of having been replaced by these infiltrates. This is all based on historical events, as directly after the Chrysant War, many sleeper agent Marya Slizzar struck out, killing hundreds of Regalian Nobles to weaken Regalia after winning the war against their kin. This habit for assassination among the Slizzar, is one deeply feared and mistrusted by Ailor.
* '''Dwarves:''' [[Dwarves]] have a deep-seated loathing for Slizzar that is not historically justified, but just an extension of their brutal honesty and directness culturally speaking, that clashes with Slizzar habits to lie and deceive.
* '''Suvial:''' [[Suvial]] see the Slizzar as rivals, notably the Marya, because they engage in the same type of political manipulation, it's just that the Slizzar are far better at it. The Suvial are constantly searching for ways to reveal shapeshifters, and naturally have a predisposition to discover Slizzar engaging in political intrigue, and then to try and beat them at their own game as a form of competition.
* '''Kathar:''' Despite many Slizzar working against the interests of the [[Kathar]], and them being entirely responsible for the waves of assassinations among the Kathar nobles, they are held in high esteem, particularly for this reason, as well as the fact that they believe Slizzar make the best courtesans and advisors. The Slizzar have historically made ample use of this by constantly destabilizing the [[Dread Empire]] and preventing it from really expanding despite the large hosts of Demons in their service.
* '''Allar:''' Slizzar and Allar relations are rather contentious and often dependent on the individual. The two people made up the two halves of the Essa Empire, a state which was guided by the Surya Slizzar to give the Allar seeking a way out of Sendrassian Evolism a safe place to develop and flourish. Yet, at the same time, the Allar were also manipulated and bent into service by the Marya Slizzar who used their mind control over Allar Digmaan to establish in effect dictatorships over regions of the Empire. In the calamity that was the Regalian Invasion, both people died side by side, but it was the Slizzar who could return to the safety of Sarakand which withstood repeat Regalian attempts to assail the city, while the Allar languished in occupation and second-rank citizen status for years before Regalian properly integrated them. As such, individual Allar may hate, or adore Slizzar, depending on their perspective.
 
==Religions==
* '''[[Draconism]]:''' Draconism is the obvious choice for any Slizzar. They are one of the few people on Aloria who have either direct or near direct interactions with their own creator, and a very clear blueprint for their existence. It is important to note however, that even if Nox imparted a resentment towards the other Dragons for "doing creation wrong", he did impart respect and worship of their other qualities, onto the Slizzar. The Slizzar are not pure Nox worshipers who ignore all other Dragons, they understand the nuance that each of these Dragons also has great other qualities and things worthy of worship, but that they can make shortsighted decisions about the future that they cannot see. As such, Slizzar should always be worshiping all Dragons, though pay exceptional service to Nox.
* '''Others:''' Because of the strong interwoven role of Draconism in their creation and being, it is very rare to find Slizzar who are not Draconism worshipers. While it is possible to run into a Slizzar who is worshiper of [[Unionism]], [[Estelley]], [[Evolism]], [[Khama]], or [[Fornoss]], this is usually only because they grew up outside of Slizzar society and simply never learned about their true identity, or became Marya Darkstar Slizzar and were seduced by the Void Gods of Evolism or the Vola of Fornoss. It is exceptionally strange for a Slizzar to be Khama worshipper, as they might have helped liquidate the Dewamenet Empire.


Nihsereya preaches thus that Zaalaanzaal is the creator and protector and commander of all Slizzar, and that for nearly all those 10,000 years, this Dragon made its throne in the great Monument of Sassrakkand, the Silver Pyramid. Zaalaanzaal preached the need for Slizzar to silently and secretly control the flow of history, nudging certain Empires in certain directions, and generally counteracting the chaotic lack of oversight from the other Dragons on the living. Each time a Void Invasion occured, Zaalaanzaal would summon its Dragon magics again, and protect Sassrakkand while the world around it burned, ready to open the gates once more when the world calmed down, the other Dragons had re-populated it with new races and beings, and return to work. The reason why so many Slizzar no longer believe in Nihsereya is because Zaalaanzaal disappeared without warning around just before Cataclysm, after activating some of Sassrakkand’s greatest magical defenses, making it impenetrable to [[Aberrant]]s. As their master disappeared and no longer protected or commanded them, more and more Slizzar lost faith.  
==Culture==
===Nox's Banishment===
Nox's Banishment is a major pivotal point and origin-story relation for many Slizzar, but at the same time it is an unsolvable conflict. The Slizzar are aware that if the Dragons notice them trying to free Nox in any way, that Regulus's Dictat may become more violent and unpleasant for them, just like the Dragons turned on the Sariyd. Nox's banishment was part of his plan, so many Slizzar opt for the opinion that he does not want to be saved, and that whatever he did to be trapped in the ether but still be able to interact with the world indirectly through mirrors, is actually a preferred state of being. Other Dragons, who are still physical, can only project their presence or awareness in a singular form, and can only ever physically be in one place at once. Nox however, despite being limited to speech and influence on the mind when looked at, can interact with the whole world, because mirrors exist in every house, every pond, every lake, and every shiny object. As such, even if they would like Nox to return to give them guidance, the Slizzar accept that his banishment was actually just an upgrade to his ability to affect the world to his own designs, and make peace with this reality. Their primary objective is to support him in what he does and continue their own work to ensure balance between all Factions and peoples in the world, and prevent the next Void Invasion.  


The Slizzar that remain, however, still observe the old modes of worship and tradition. They praise Zaalaanzaal’s name in their achievements and actions, and perform the rites of mirrors. Faithful Nihsereya believers have a number of mirrors in their homes, one of which is particularly personal to them, as they might spend long times speaking to this mirror. It is believed in Nihsereya that Zaalaanzaal resides behind every mirror, and always listens to anything the mirror can hear. As such, the faithful believe that by having a conversation with a mirror to bring them up to date on their plans or actions, they are keeping Zaalaanzaal personable, and make the Dragon more likely to bless them with success and wit. With the recent return of Dragons, many of the faithful of Nihsereya have turned to the other Dragons, in the hopes of discovering what happened to Zaalaanzaal, or better yet, to help the other Dragons find Zaalaanzaal’s bones, so that he may be revived as so many other Dragons have also, and retake the Silver Pyramid as its home. There existed other Silver Dragons that were also seen in Sassrakkand on occasion, but these were considered more like cousins of Zaalaanzaal, had no name in Nihsereya, and served no religious function, though were sometimes praised in collective worship.
===Families and Romance===
Slizzar don't do Gender. The supposition of gender experience, expression, or identity is entirely nonexistent, and rules to do with romance are equally nonexistent, as the social constructs relating to these norms were never developed in Slizzar society. It is however possible that a Slizzar learns a gender identity from the heritage or culture they were raised as, which can cause a modicum of gender dysphoria as they actualize their Slizzar identity. This is usually what causes some Delayed Slizzar to reject Slizzar society and abandon their Slizzar heritage, being unable to console their old identity with the idea that their identity was merely a temporary fake, and that they are genderless and sexless. Equally, just because there are no gender norms, does not mean a Slizzar cannot prefer monogamy due to learned behavior from their childhood. To some effect, how a Slizzar is raised can affect their future opinions on things. Slizzar in Sarakand are raised with the intent to serve Nox's will as creator and God in all. Surya and Marya act like surrogate parents that teach and raise children, though biological parents can also have a role in shaping the personality of the child. Children born outside of Sarakand can still be brought there to be taught, but may sometimes need to be instructed in other societies. In such cases, how they grow up, and whether they know at all about Nox and their purpose, depends on who trains and raises them. A Slizzar who is entirely existing outside of their heritage society, is called a Lonestar Slizzar. Lonestar Slizzar are not strictly reviled by other Slizzar, and can in theory be re-connected with their destiny, but can be considered loose cannons and unpredictable because they are not bound by the golden rules that all other Slizzar obey in balance and duty.
===Clothing===
Slizzar derive much in the way of influence from Elven and [[Ithanian]] Ailor clothing styles, those two including the most flowing and comfortable robes that can sit fluidly between different shapes that the Slizzar like to take. Just like there is some telling similarity between the Slizzar and Suvial scripts, so too is there a little similarity between preferred way of dress, with the Slizzar having a love of richly decorated, colorful, and layered fabrics that serve as a sort of statement of identity to the wearer. Outside of that, much of Slizzar fashion is in a way utilitarian between the many shifts that their time is inevitably spanned between, though there are some Slizzar who like to play a game of call-signs with one another in terms of clothing patterns both so subtle and just repetitive enough to flag what they are to other Slizzar who are playing the game of politics with them in the same place at the same time. Very, very rarely, will a Slizzar occasionally cheekily engage in historical reconstructionism by donning the costume of a dead or destroyed civilization just to remember the good old days when they meddled in it, with this usually being reserved for the company of other Slizzar at house-parties. That said, Slizzar might full well be the only people in the world whose tailors could tell you exactly what the Meraic, [[Sarnan]], and sunken Sundered Principalities dressed like, and make all their clothes with the same pair of hands.
===Art===
Much like with clothing, the Slizzar have a cornucopia of different artistic styles collected from all around the world, but they also have their own. Slizzar are absolutely masterful workers of blown liquid glass, creating mosaics that lack the tiles, pieces of smooth and continuous glasswork that seem to bleed perfectly from color to color with an almost psychedelic effect. They tend to arrange these as a sort of individual viewing experience with a large series of mirrors that contrast the position of the viewer in relation to the piece, sometimes placing them outside it, sometimes visually within it. The Slizzar like to see their artwork as an interpretive experience, with the interpretation changing drastically depending on the arrangement of the mirrors, the time of day, and how many people are in the room. While these pieces were in the past hard to bring out of Sarakand because they implied the one who owned them to be a Slizzar, the looting of Ailor nobles from various Slizzar estates in the Chrysant War has meant that nowadays it is possible to enjoy these works without suspicion. That it was the greed of wartime enemies that made this possible, is a fact that the Slizzar enjoy very, very much.
===Cuisine===
The Slizzar have a complex cuisine that combines local Hadarian fish and wild plants with some of the jungle fruit that is common on the outlying islands like hearty plantains, only, they are sometimes frustrated that they have to change up their recipes all of the time when geopolitical conditions change or they must seal Sarakand to skip forward in time. However, generally speaking, the Slizzar have a refined native palate with a lot of fresh seafood and complicated plating usually assisted by Leytech automata. Since Sarakand has not closed off for a while now, though, Slizzar cuisine has been largely stable. Older Slizzar or those who have found a way to persist through the ages, however, stereotypically lament the loss of a particular blue plant from the Meraic era called Qalejara by the Maraya that gave a tang to fish soup that no modern plant can quite match. There are hundreds of attempted alchemical substitutes in the modern day to Qalejara flowers, some Meraic, some Slizzar, and some Allar who are just trying to help when asked to, but nothing is as good as the real thing, which the Maraya and Slizzar (despite the presence of some resentment) sometimes help each other try to recreate.


[[Deep Sea Serpent]]s have some religious relevance also. It is said among the Nihsereya faithful that the Deep Sea Serpents are the children of the [[Teal Sea Dragon]]s, who are the natural rivals of the Silver Scale Dragons. As a result, many Nihsereya attempt to steer their manipulation and efforts at capturing, enslaving, or subjugating the Deep Sea Serpents for their own purposes. Mananya-Manya was one such Slizzar who managed to subjugate several Sea Serpents through unknown methods, using them against the enemies of the Essa Empire until the [[Regalian Navy]] slew the beasts in the final battle over the capital. Since then, the Deep Sea Serpents have been notably absent from the seas around Sassrakkand, though [[Mai-Allar]] in the area note their return from the depths, and as such, some Nihsereya followers have reactivated their attempts to enslave them to their will.
==Recommended Playstyle==
==Historical Interactions==
This section will be provided by another Lore Staff member at a later date.
Because Slizzar live very long, and have been around for so long as a Race, their existence has impacted a variety of Races and Empires through the years. These do not strictly affect Racial interactions, but are relevant to old Characters.
* The Slizzar supposedly interacted with the Seraph, but next to nothing survives of this era. Zaalaanzaal always made the Slizzar burn all their records when a Void Invasion happened, and never speak of past interactions again, and as such, the information eventually died. Slizzar however will continue to insist that the surviving Seraph wall hieroglyphs are wrong, and that Seraph actually were centaur-like.
* The Slizzar didn’t interact much with the [[Second Civilization|Second]] and [[Third Civilization]], as Zaalaanzaal kept Sassrakkand closed off during much of this period. It speaks volumes to the fact that the second and third civilizations were likely very violent periods in the world as the Dragons were attempting to compensate for their mistakes with the Seraph.
* The Slizzar had more extensive contact with the [[Maraya]], and implications exist that the Maraya and Slizzar actually had very good relations. Much of the context is lost to this day, however it is believed that one of the six Anindriya Slizzar resides within the Homefleet.
* The Slizzar had extensive interactions with the [[Allorn Empire]], until the Allorn became aware of them, and banned the Slizzar with kill on sight. They attempted to besiege the city of Sassrakkand a number of times, and did massive damage to the outer city on their last attempt. This is part of the reason why Aberrants are banned from entering Sassrakkand (if they could even breach beyond the Dragon shield that surrounds the city). Heavy use of Magic shattered the Magic shield for a moment, allowing the Allorn Mages to lay waste to nearly a third of the city. This part of the city was later allowed to be flooded, and is now the third ring of the city, with flooded ruins remaining in this uninhabited part.
* The Slizzar extensively interacted with, and were also the principal founders of the [[Essa Empire]] among the [[Allar]]. Slizzar and Allar interactions go extremely deep, many of the ruling [[Cro-Allar]] have their own Slizzar advisor, or are being manipulated by one. Following the destruction of the Essa Empire at the hands of the Regalians, there was a pogrom to kill the Slizzar who were blamed for the loss, but when the Allar started integrating into the Regalian Empire, this hatred cooled, and the Slizzar quickly retook their position.
* The Slizzar had numerous interactions with the [[Sariyd]] and subsequent [[Qadir]], but generally despise them in the present era. The Qadir frequently attempted to abuse the Slizzar Honored Matron tradition to enter Sassrakkand as non-Slizzar, just to try and steal technology. Sassrakkand, while protected by Dragon Magic, has most of this Dragon Magic fueled by machines built by Zaalaanzaal. As such, Sassrakkand is considered the holy grail of Dragon tech to the Qadir, and something that they could use to finally lay waste to the Dragons in Farah’deen if only they could investigate the technology. Slizzar in turn have banned Qadir from entering Sassrakkand (even as Honored Matrons), and are always suspicious of their intentions.
* The Slizzar have only had recent interactions with the Regalian and [[Songaskian Masaya|Songaskian Empire]]s, while having no contact at all with the reborn Allorn Empire (as Slizzar are banned from it again on the penalty of death) and no contact at all with the Sihai realms to the east (as this is considered too far away). The Slizzar mostly affected the nobility following the Chrysant War, when revanchist Slizzar managed to convince a whole host of Allar and other Slizzar (with a high casualty cost to both also) to assassinate leading nobles across the Empire as a form of revenge. The loss of so many nobles all at once damaged the Empire, but did not cause it to crack in the long term, and as such, the Slizzar have shifted to infiltration.
==Families==
===Childhood===
Most Slizzar are raised outside of their own society, within the confines and childhood standards of the Race or culture that their non-Slizzar parent birthed them into. It is possible for a non-Slizzar mother to bring their children to Sassrakkand however. When a non-Slizzar gives birth to Slizzar children, and is aware of Slizzar society, the children’s identity, and wishes to immerse herself (or himself, in some cases, such as the Songaskians who are intersex) in Slizzar society and culture, such a “mother” is called “Honored Matron”. Honored Matron allows a non-Slizzar to essentially enter Sassrakkand, as the Slizzar cannot reproduce on their own, and consider a mother who is welcoming to their society and wishes to be included as something worth praising. It is important to note that this doesn't happen often however. Most Slizzar reproduce and then simply abandon their children, assuming that the visions and dreams will eventually lead them back to Sassrakkand, and it usually does. If a child is raised in Sassrakkand however, it usually lands more in a life of luxury and plenty, as Sassrakkand is often described as a paradise with no want.
===Romance and Gender Norms===
They don’t have them. The supposition of gender experience, expression, or identity is entirely nonexistent, and rules to do with romance are equally nonexistent, as the social constructs relating to these norms were never developed in Slizzar society. It is however possible that a Slizzar learns a gender identity from the Race they were raised as, which can cause a modicum of gender dysphoria as they actualize their Slizzar identity. This is usually what causes Aksunna Slizzar to reject Slizzar society and abandon their Slizzar heritage, being unable to console their old identity with the idea that their identity was merely a temporary fake, and that they are genderless and sexless. Equally, just because there are no gender norms, does not mean a Slizzar cannot prefer monogamy due to learned behavior from their childhood. To some effect, how a Slizzar is raised can affect their future opinions on things.
==Politics==
The Slizzar are formally led by Zaalaanzaal, who acts as both their highest figure of authority akin to the Regalian Emperor, religious entity akin to the Everwatcher (for Unionism) and general supreme being. Zaalaanzaal instructed the Slizzar in general sweeping commands, the details of which were usually hammered out by the Anindriya. The Anindriya Slizzar are a unique subrace of Slizzar, of which there can only ever be six. This is to say, while there are six of them, no Anindriya are born, and if one dies, then a new Anindriya is born somewhere to a Slizzar parent. The Anindriya usually pass their commands down to the Mauli, who in turn pass the orders down to all the other Slizzar. When Zaalaanzaal disappeared, the Anindriya essentially just filled that void by issuing orders of their own through a collective council, though by their claim, they will only hold the throne vacant for Zaalaanzaal’s return. Outside of Sassrakkand however, the Slizzar don’t really acknowledge the hierarchy of the Mauli, and they are freelancers just as much as any other Slizzar.
==World View==
* Slizzar attitudes towards Magic and the Occult are ambivalent. Slizzar have strictly banned Aberrants and Occult beings from entering Sassrakkand, and look down on any Slizzar who becomes Afflicted or becomes a Mage. That being said, they do appreciate the beauty of Magic, and especially the Devata enjoy the benefits of Magic in their lives of luxury and thrill experiences.
* One particularly daring Mauli Slizzar was Mananya-Manya that was declared Empress of the Essa Empire, though they were only called Empress by the Allar as the Allar language did not have a non-binary term. Their rule was short and competent, leading to the Allar dotingly calling them “Missa”, however the Chrysant War brought an end to their rule, and they disappeared shortly after the final battle, their memory acting as a deterrent to other Mauli to expose themselves like Mananya-Manya did.
*Due to the unique structure of Slizzar bodies, they “sit down” on their own coiled tails when the limb dominates the lower part of the body. When it splits into two legs and a tail, however, unique chairs allow for one to easily sit down, their tail put through a broad open area at the base of the chairback.
*Slizzar warriors often enjoy the use of bows rather than up-front combat weapons, though when they do get one-on-one melees, they engage in the use of the lethal Urumi (Sword whip) and Chakram (razor sharp circular blades), ancient tools used by the Slizzar for millennia.
*The culinary world of the Slizzar is eclectic, taking bits and pieces from across Aloria, and across time itself, as one of the few things to survive the purging of written records demanded of a Void Invasion was the culinary creations Slizzar learned from the outside world.
*Slizzar are naturally fond of edible flowers, and floral teas, but also have a heavy preference for seafood. A few more gluttonous Slizzar have been known to use their ability to unhinge their jaws to eat raw fish whole, as an effort of intimidation or to eat more and faster.
*The Slizzar have terrible relations with the nearby Minoor Nelfin. Not only do they see the Slizzar as offspring of the Deep Sea Serpents, which are the ultimate Demons to their society, but they generally mistrust the Race due to the old Allorn prejudices. There are few Minoor Slizzar, of any subrace, as a result, despite how open the Culture is to incorporating those willing to adapt.
*Slizzar who are interested in the arts are often well known for their musical ability, playing instruments not unlike those of the Suvial Altalar in most cases, to applause and enjoyment. This continues into the city of Sassrakkan itself, where singing is also key, used in the Mirror Serenade, a blessing upon the Silver Pyramid, and nearby mirrors, with the strange expectation that it will guide their god back to them through the infinitely reflecting realm.
*The connection between the Nasha of the Sundial Isles, and the modern Slizzar, is extremely unclear. Some Slizzar have made use of their cursory similarity to those beings of Allorn myth and ancient history to establish themselves in Suvial society, though they keep hidden to maintain the mystique.
*Aksunna Slizzar, born to a Slizzar and Songaskia parent, are still considered Songaskian even if they choose to accept their Slizzar heritage. This has led to a minor population of these unique beings to grow within Farah’deen.
*Some Slizzar find that a method of seeking revenge or sabotaging the Qadir from stealing technology from them, is to disguise as one themselves, and to seek out Qadir technological secrets. This gambit has yet to prove significant or detrimental to either society.
*The connection between [[Sapphire]]s and Zaalaanzaal goes beyond that the gemstone looks good in [[Silver]]. Slizzar society claims they are the god’s eyes, and so many Slizzar, even in disguise, will include iconography of an eye featuring a Sapphire in the middle.
*Adarrajya, a drug crafted decades ago as a result of the vanishing of Zaalaanzaal, is also known as the Mirror Tincture, because it produces a euphoric sensation in the body, and sees a Slizzar user transport into a realm of endless shifting mirrors and shapes, with them at the center. Non-Slizzar users, though, will have the sensation of being trapped in a mirror, and of needing to break the glass holding them within it.
*Slizzar enjoy being multilingual, not just because of their ability to jump forms between societies, and needing to learn new knowledge to hide, but because it is a point of social pride and bragging rights.
*The [[Ghor Ka Bloodscale]]s have a minor colony in the Slizzar holy city, where they serve the purpose of finding and disposing of vermin and pests which haunt the city’s streets and houses. As a result, many Slizzar are very pro-little lizards, and small reptiles are just about the only pet Slizzar keep (Slizzar do not engage in slavery if one ignores mind control).
*Slizzar do not commonly keep snakes as pets, no matter how many caricatures portray them as doing such. In fact, beyond small lizards, the [[Qarresh]], and other forms of native Hadar life, the Slizzar dislike caring for pets.
*Slizzar skin, bones, blood, and other body parts are highly sought after by alchemists, both Allar and not, with the only generally accepted donation being of blood. Slizzar who handle the remains of other Slizzar for profit are deeply reviled, and often end up hunted.
*Slizzar burials can often be tricky affairs. When they die, they revert out of their shifted form over the course of a few days, which can be a shock to friends, or even strangers, who find that the person in their life has suddenly been turned into a snake-person. For this reason, Slizzar bodies and their dead are often returned to Sassrakkand for entombment, even if one has been dead for decades.
*Deep Sea Serpent motifs exist among the Slizzar, but only ever in a bound manner. Instead of depicting them like a crest animal, they are always depicted with chains or bindings to illustrate their subjugation, which in turn represents Zaalaanzaal’s victory over the Teal Sea Dragons, who Zaalaanzaal reviles for hiding creation under the sea where they cannot go.


==Trivia==
==Trivia==
* Slizzar frequently pretend like cutting off their tail or hair tendrils is a big deal. It’s an acceptable form of corporal punishment for them, as while the pain is unpleasant, these body parts regrow within 24 hours.  
* Accusations of snakehood, are merely societal bias against the animal known as a snake, and the fact that Slizzar have tails and slitted eyes. There are no real other comparisons.  
* Slizzar tails are remarkably dextrous, especially the tip. Some Slizzar have been known to be able to write calligraphy with their tail, using a special metal ring attached to hold the pencil.  
* Somehow, at the center of all calamity or glory, there is always at least one Slizzar hidden. At least, that is what everyone thinks, and the Slizzar prefer it that way.
* Slizzar abhor the usage of ink or paint to cover up the natural colors of their birth form. It is considered a form of self mutilation akin to self amputation.  
* Nox actually despises the idea that Slizzar have free will, but had to accept this reality to make them function without him. For now, it is an unspoken discomfort.  
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[[category:Races]] [[category:Gorr Races]]
[[category:Heritages]]

Latest revision as of 00:46, 14 October 2024

Slizzar
Ajneya (in Zoram)
Motto: "Without balance, a World undone."
Nation StateSarakand
RulerThe Duarchy
Other PresentNone
LanguagesZoram, Common
ReligionDraconism
First RecordedPre-Allorn
Demonym(s)Slizzar

Perhaps the oldest kin to have continuously existed on Aloria, the Slizzar are serpent-alien-like shapeshifters that are rarely seen in their natural form, mingling with other societies for both benign and nefarious purposes. The Slizzar have been around since before Cataclysm, as far back as the Seraph Civilization era, when their creation was judged a crime against the laws of creation between the Dragons, causing their creator and patron God Nox to be banished. The Slizzar still continue his vision for the world, a people with unique skills and abilities that secretly and subtly guide events and history to their designs, for the betterment and benefit of the continued existence of all. While this mission may sound inherently benign, Slizzar are masters of infiltration and manipulation due to their shapeshifting powers, always leaving those who were put out of play to wonder: did they just face a shapeshifter? Was the last person I spoke to secretly someone else? All valid questions are raised when paranoia strikes, in the wake of the plots and machinations of these enigmatic and secretive people.

Design

As Shapeshifters, Slizzar do not truly have one set appearance, save for their natural Slizzar appearance. Slizzar natural appearance is quite snake-like, with a body covered in black, gray, white, or silver scales, some slizzar have the lower body of a snake, legs, or the lower body composed of both legs and a snake tail. Slizzar may have have horns colored like their scales on their head, the head itself which looks quite alien compared to the other humanoid Races, with a flat nose, double-hinged jaw, and a series of cranial and jaw protrusions forming unique features that are different for each Slizzar. It is thus important to stress, that even if they have the body of a snake, their head is not snake-like at all. Slizzar usually have a dominant and secondary color, the dominant color being the majority of their hair and shoulders, while their secondary color adds contrast to their neck and some of their hair, particularly close to their cranium. These colors can be any combination, though are usually quite vibrant. All Slizzar have slitted purple eyes and dark sclera. While Slizzar are shapeshifters, they can never change this base Slizzar appearance.

Shifting

Shifting is the term Slizzar use when they change appearances. While it is in theory possible for Slizzar to play the lottery and appear randomly each time, most Slizzar use so-called Templates, which are pre-set designs of appearances they strongly remember, and can thus reliably re-create. Slizzar all treat shapeshifting very differently. Some Slizzar never shapeshift, preferring to be out in the open as their birth self, while others are always shapeshifted, to avoid detection. Then some combine a mixture of the two, or those who reveal their identity as a Slizzar on some Templates, but not on others. How a Slizzar feels about Shapeshifting and their Templates, depends on the Slizzar, and their ideology, and the motivations for what they do. Some Slizzar may benefit from revealing their true identity to their strongest allies for the benefit of trust, while others keep their identity completely hidden so as to always have an escape route available if things go bad. Exact rules on Shapeshifting are defined in the Heritage Traits. Keep in mind that Shapeshifting overall is incredibly powerful and flexible in Roleplay, but also meaningful OOC. If you find that your Character is not being trusted by the people around them, experiment with a bit of open-ness about their Slizzar identity. We have found that players who retain 100% secrecy as a Slizzar, have a hard time making meaningful IC connections because it OOC sucks for other players to emotionally invest in Characters that are deceiving theirs. That is technically Metagaming, but this feeling is still very strong, and we do not blame them.

Heritage Traits

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). Slizzar cannot be included in Mixed Heritage Characters, as there is no such thing as a Half-Slizzar.

Free Packs

Mechanics

  • Slizzar are immune to any type of mind control or mind scrying from mortals, particularly Mind Control, but also Mechanics that would result in thralling, emotion-reading, emotion influencing and so forth. Additionally, if someone is actively attempting to do any of these things to a Slizzar, that Slizzar becomes aware of the attempt, and who is attempting it.
  • Slizzar can perfectly mimic Afflictions and Affinities, including Transformations and even the aesthetics of Abilities and Mechanics, even if they do not actually work that way. For example, a Slizzar can perfectly mimic the appearance of a Vampire and then use fake Vampire teeth to engage in fake blood drinking. There is no way to distinguish this from the real thing, meaning Slizzar can seamlessly infiltrate groups. Anyone attempting to call out a Slizzar for not being authentic in their mimicry of something they are not, is engaging in meta-gaming. Note, however, this does not actually give them the Mechanics. They can for example summon Archon-like wings if they are mimicking Archon, but that does not give them flight or the function as described in the Archon Mechanic.
  • Slizzar have an advanced network of off-screen politicians and Nobles under their control. As a result, whenever an Imperial Assembly is called, Slizzar are able to sit in the noble section of the Assembly, and their votes count for 2 Votes instead of one. Votes are always cast as "Aye" or "Nay", in order to use this mechanic, the Slizzar must say "Aye (a:Political Power)" for the vote to work. Additionally, Slizzar can be embedded into Noble Families, attaching to their Family-Leader as either an Ally or Manipulator. So long as both the Family Leader and the Slizzar are present at the same Imperial Assembly (in absentia or proxy voting does not count), the Family Leader may also use this Mechanic (but must be sure to use the formatting described above for it to count). Additionally, for this to count the Slizzar must self-register as embedded into a particular Noble Family through the Ticket Bot. It is not possible to stack this effect multiple times for multiple Slizzar embedded.
  • Slizzar have an advanced network of bureaucrats, bankers, and other wealthy persons they can call upon, to give them access to the new wealth of the Regalian Empire. Firstly, this means they have access to an off-screen wealth that is close but not equivalent to registered Aristocrats. It essentially means Slizzar are wealthy, and have money to throw around. Secondly, it creates a situation where Slizzar can "claim" Noble Countryside Estates. These claims are not exclusionary, that is to say, we only have a limited number of Estates available, and multiple players trying to "claim" the same Estate. For this reason, we request players make use of the holographic display to indicate if players are already present, and suspend disbelief about who owns what Estate. Chances of multiple players trying to use the same Estate at the same time, is low.
  • Slizzar are natural Persuaders with their ability to get into the heads of others. Any Persuasion Rolls done by a Slizzar, have their final Dice result increased by +1. This effect does not stack with other Mechanics that have the same effect on Persuasion Rolls.

Birth Rites

Because many Slizzar go through life entirely disguised and pretending to be a different people or society, their reproduction cycle could unintentionally reveal them. At a base line, all children born from at least one Slizzar parent will always be full Slizzar. In case this is not desirable, the Slizzar can perform the Birth Rites, in which they have more clearer control over how their offspring will be created, this allows them to dictate several different processes. Firstly, they can choose to have one or two children born. Secondly, they can choose for each child born, whether they will be born not-Slizzar (taking the Heritage from their biological parent, and whatever the Slizzar pretended to be), full Slizzar, or Delayed Slizzar. Delayed Slizzar will be born as not-Slizzar, but when they become 18 years old, are suddenly informed through visions and dreams about their true identity, and how to become a full Slizzar. If they agree and venture to the nearest Dragon Temple to connect with their true self, they become full Slizzar, if they reject for up to 12 months and never visit such a site, they will be not-Slizzar forever. It is also possible, if two children are chosen, to have each born differently, for example one as Delayed Slizzar, and one as not-Slizzar, or full Slizzar, or other combinations. Note, most Slizzar found in the world are Slizzar born tens of thousands of years ago. This is because Sarakand exists in a warped time-bubble where time can pass slower or faster than the world around it. Slizzar can in reality only become 300 years old, but many are from a different time.

Sarakand

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City Description

To understand the place of the Slizzar, one must understand the City of Eternal Twilight, Sarakand. Sarakand is the only Slizzar city-state in the world, and it is Slizzar homogenous, not allowing outsiders in unless they have some connection to the Slizzar. The city itself is extremely advanced, having buildings that reminisce of Seraph, second, third, and Meraic civilization architecture in them, that have accumulated over time. While Regalia is often treated as the jewel of the world, and this metropolitan is certainly far more massive than Sarakand, Sarakand itself as a city has existed for 70,000 years, which pales Regalia's mere centuries in comparison. Sarakand is built on a massive bastion wall surrounding the outer ring of aquatic farms. Further in are large buildings and Temples to the various Dragon Gods. Closer to the center are the Hallowed Towers, which are not residential, but large defensive Dragon-Magic structures that project a shield around the city in times of need, and control the passage of time around it. These installations were built by the Dragon God Nox, who defied the will of the Dragons by creating Sarakand and the Slizzar and was banished. At the center lies the Pyramidion, a Pyramid-like structure with a large gap in the middle from which the Mydion (city's power source) can be seen.

Defenses and Politics

Through powerful Dragon Magics, Sarakand and its direct ocean around it are caught in a permanent twilight, with the passing of time adjusted inside to slow down or speed up depending on the city's needs. This explains why the city has lasted for so long and survived numerous Void Invasions, having an innate ability to hide from the invasion in Time Magic, and being shielded. Sarakand is the seat of power of the two ruling factions and Duarchy Sovereigns of the Slizzar, the Herald of the Sun, and the Herald of the Moon, and holds a crucial place for most Slizzar who venture into the world as a safe harbor to return to. The two Factions being the Surya Court and the Marya Court, live in a harmonious balance in the city. Even if these are Factions in the traditional sense, unlike in Regalia, they do not compete with one another but complement and hold each other in balance to do as Nox instructed them, preserve the world despite the slow-to-act nature of the other Dragons. Each Slizzar in a coming-of-age time, will align with the Surya or Marya Court, and venture out into the world to seek their way to ply the crafts of their people on the other peoples of Aloria, to do their Dragon-God's bidding. Many Slizzar who retire from their work return to Sarakand, where they live our their final days in peace.

Slizzar Factions

Surya Court, Guides of the Sun

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The Surya Court is the Slizzar Faction that holds that the young peoples of Aloria need a kind and delicate guiding hand. Whether through small acts like helping individuals or families, or large acts through advising organizations or gently nudging whole countries or Empires in the right direction, the Surya Slizzar seek to be a hidden beneficial hand to the lives of others. Surya Slizzar lean more in the direction of being pacifist or at least vowing not to strike unless in defense of another or holy site, as Nox instructed them to guard the world from the Sin of Free Will. Because of the Sin of Free Will, the Surya Court believes that the other peoples of Aloria will not see calamity coming when it arrives on their doorstep, and need guidance from a higher hand of experience and skill to avert disaster, that being the eradication of all living beings on Aloria by another Void Invasion. Surya Slizzar are more inclined than Marya Slizzar to appear in their natural form without any shapeshifting, but are still keenly aware, that a Slizzar is something alien and frightful, and that the acts of the Marya Court still incite rage, thus holding onto their Disguises to perform their duties. A Surya Slizzar can divert to the Marya Court. This happens usually when a Surya Slizzar believes that the incompetence brought on by the Sin of Free Will is so profound, that their attempts to be benign in themselves are holding them back, and that their work would be much simpler if they used subterfuge and assassination to get their way. It is also possible for a Surya Slizzar to be so inundated with their work to the benefit of individuals, that they start losing scope of the bigger picture and drift away from Nox's work. Those are referred to as Surya Eclipse Slizzar.

Marya Court, Conspirators of the Moon

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The Marya Court is a Slizzar Faction that holds that the young peoples of Aloria need to be manipulated to prevent destruction. Whether through small actions inflicted on individuals or families, or large acts of puppeteering and subterfuge against countries or Empires, the Marya Slizzar seek to be a hidden malign existence for the benefit of life itself. Marya Slizzar lean more in the direction of violence as well as emotional and intellectual manipulation of facts, creating false perceptions of reality, and mind-controlling others to do their bidding. The Marya Slizzar believe that the other peoples of Aloria are so self-absorbed and occupied with the explosive nature of their short lives, that they cannot possibly be taught how not to blow up the world, and should be dominated to prevent them from doing so. To them, the Sin of Free Will is extremely literal, in that free will itself is evil, and the best that can be done for the world is to remove it from the people who wield power. Marya Slizzar, due to their subterfuge, are far more likely to always remain Disguised and have multiple fall-back personas to escape detection or reprisals in case they are uncovered. A Marya Slizzar can divert to the Surya Court. This happens usually when a Marya Slizzar believes that the suffering or resentment they might have left in their wake, in and of itself becomes the destruction or calamity they seek to avoid, and that their work would be much simpler if they were kind and cooperative instead. It is also possible for a Marya Slizzar to be so inundated with vanity, pride, or just relishing in the violence and manipulation, that they become more obsessed with the game of control and lose scope of the bigger picture of Nox's work. These are referred to as Marya Darkstar Slizzar.

Factional Nuances

While in other people of Aloria factional politics might end up being bloody or contentious, it is very cooperative among the Slizzar. They believe strongly in the notion of balance, and that Nox created perfect balance among the Slizzar. As such, even if a Surya Slizzar is horrified by a Marya's actions, or if a Marya Slizzar has gone rogue as a Darkstar or left the cause as an Eclipser, Slizzar attempt in any circumstances to avoid violence or conflict with one another. Even if these factions are opposed ideologically, both factions appreciate and understand the value they bring in contract to one another, how some societies just cannot be helped with malignance, and how some societies just cannot be helped with benign guidance, in that all methods are needed to reach the end goal. This does not mean that Slizzar cannot criticize each other, or comment on each other's plots, just that they should not get in each other's ways to or make their work harder, unless they start intentionally obstructing the work of others. The outside world is aware of these Slizzar Factions, but Slizzar would do well never to reveal their alignment. After all, in Regalia, the Marya are well known to have orchestrated the long string of assassinations that followed after the Chrysant War, in which many Ailor and Elven nobles perished as revenge for the destruction of the Essa Empire. It was the Surya who guided the hands of the Allar before this conflict, and it was the Marya who acted as the hand of revenge for their fallen brethren, to weaken the Regalian Empire and restore balance between the other Empires that were left. It should also be noted, that Faction membership, is not extremely strict. It is not impossible for a Surya Slizzar to need to be cruel sometimes, or a Marya Slizzar to be kind. Both are not moral absolutes, but more like guidelines that indicate intent rather than action. Each Slizzar will have to struggle with the moral implications of their actions, if they violate their own principles.

The Duarchy Heralds

The Duarchy Heralds are the two enigmatic entities known as Surya and Marya, who act like co-rulers of the Slizzar as a whole. Surya and Marya were made by Nox (causing some to conclude they are complex Dragon Magic Automata) to guide the Slizzar in his absence, as he foresaw his banishment by the other Dragons and made preparations. Surya and Marya have guided the Slizzar ever since and operate the basic functions of Sarakand itself. They reside only in Sarakand, but have immense magical power, and tower over all other inhabitants as they slowly wander the streets. During the day, they offer guidance to the younglings in large classes where their melodic telepathic voice teaches them about the world and their place in it, and at night they patrol the walls in opposite rotating circles to herald the switching of night and day. Surya and Marya are living embodiments of their respective ideologies, Surya teaches the Slizzar kindness and warmth, while Marya teaches them cruelty and violence, both having the capacity to project teachings and skills directly into the minds of their students. In some manner, foreigners might see them as Automata Monarchs, but they do not make decisions for the everyday societal organization, such as who gets food and what supplies are sent abroad. These tasks are taken care of by the city's Slizzar inhabitants, though they still speak for Nox, and can communicate his oracle predictions to the people.

Language and Naming

The Slizzar language is Zoram, which is based on real-like Sanskrit. Many other people accuse the Slizzar of speaking with a lisp, but this is generally just bigotry. In fact, Slizzar are very articulate, and their language has a lot of strong consonants, meaning they hardly make noises that one would expect a snake to make. Slizzar are however capable of producing a rattle-snake-like sound at the back of their throat, which they frequently produce when in combat, or when they are about to attack someone, or as a way of warning others that they are annoyed or feel threatened. Slizzar naming customs also use real-life Sanskrit. It is rare for Slizzar to have a surname, most Slizzar only carry a single name, though they can sometimes adopt a surname for ease of use to the non-Slizzar members in their family. When they do, this surname is always from another culture's language. Here follows a list of example names for the Slizzar (they are all non-gendered because sex and gender don’t exist in Slizzar psyche).

  • Achyut, Advait, Bhavin, Chittin, Girivar, Jatasya, Jaitra, Kush, Manav, Nandish, Parth, Prayag, Sambhav, Shivansh, Udit, Vibodh, Yug, Bhoomi, Chetaki, Gatha, Kaveri, Namasya, Paridhi, Shloka, Swara, Tavishi, Udita.

Brief History

The Beginning

Slizzar History, despite it spanning 70,000 years, is actually very short. Because of the afore mentioned time-warping of the city of Sarakand, large periods of history in which thousands of year passed, were experienced as mere days for the Slizzar in the city. Slizzar records show that the city was created by Nox in the latter century of the Seraph losing war against the Void Invasion. The Slizzar record clearly that this war lasted 1000 years, and that the war was an incredibly slow attrition war, because a single Seraph could hold off tens of thousands of Demons alone in the blink of an eye, and that Demons in most cases only won from the Seraph because they changed tactics which the slow-acting Seraph were not capable of reacting to. The records say that Nox was specifically in disagreement with the other Dragons about future plans for the continuation of life. Among Dragons exist the Laws of Creation, which dictate that Creation must never contain a spark of Creation itself (implying, a being that can re-make itself into whatever it wants), as this would bring them in closer proximity to godhood. Nox was of the opinion that Dragons would just continue creating flawed creations because of his objection to free will itself. Relenting that free will was still required in his own creation, because he knew that the Dragons would immediately banish him to the ether and deny him the ability to command his creations, Nox wove the first Slizzar into being, some of which are even still alive today due to Sarakand's time magic. In the time it took for the Dragons to banish him (as the Dragons were also slow to act), Nox had nearly a century to build Sarakand with his god-like Magic, and build Slizzar society from the ground up. When Nox was banished, the Heralds Surya and Marya took his place, the dome around Sarakand closed, and the city slumbered.

The re-opening

Sarakand remained closed for the entirety of the second and third civilization, with mere months passing inside the city, while Surya and Marya used their magics to determine the state of the outside world. They taught the Slizzar that which Nox could not with the time that was given, and the shield was first re-opened during the Meraic Empire days. For centuries, the Slizzar interfered with Meraic politics both seen and unseen, until the day that technological advances brought about machines that could detect and would hunt down shapeshifters. The Meraic civilization eventually progressed far enough to the point that the Slizzar knew that they would go extinct if they stayed, so many were called back to Sarakand's safety. When the Meraic felt secure in their expulsion, a huge dome-like structure was built around the city that would shroud Sarakand in darkness for a long time. The only light that shone on the horizon was the Mydion itself, giving the whole city a purple glow, that was normally basked in blue and orange light of the horizon poles. Over time, the Slizzar saw the dome crack and crumble in real time over the span of several years, while outside thousands of years passed as the city slumbered again.

The Allorn Stage

Sarakand re-opened once more when every sign of the dome that was once built around their city had rotted away, now forming a ring of mountains around the city's surrounding sea as all the metal and stone had compacted and returned to dirt. The Slizzar once more ventured out into the world during the early days of the Allorn Empire, when the Dewamenet still stood. It is here that the Slizzar were met with Regulus, who led a conclave of Crown Dragons to Sarakand, and temporarily disrupted all Magics and put Surya and Marya to sleep. It was here that he declared the Will of Conclave, that the creation of the Slizzar and Sarakand was a crime out of place and out of time, and that their existence was in violation of the laws of the world, but that their own laws could not compel them to drive the Slizzar to extinction. What the Slizzar refer to as the Allorn Stage, actually refers to this dictate by Regulus, which proclaimed the Slizzar's right to continued existence on a technicality, but that the Dragons would inflict the will of Umbra if ever they showed the intent to conquer the world. This proved perfect for Nox's pre-designed plans, as he had already anticipated the Allorn Stage, and codified into Slizzar culture that to desire the world, was to destroy it like all other Civilizations would.

From this point on, the dome would no longer close, even during the Fifth Void Invasion, as the Slizzar had learned from the Meraic and Seraph days what they could not apply then, they would apply now. The world was in a better state for them to act, the Dragons had stopped creating species that would create globe-spanning Empires, and had instead produced many fractured societies and heritages all over. The Slizzar were able to mesh into many of them, and attempted to gently guide them away from the same calamity they had seen before, all the while Slizzar kept an eye out for any birds that were watching them in the name for Regulus, explaining why Slizzar may not always be fond of birds and think them judgmental. The Elves became aware of the Slizzar over time, causing several high-paranoia-induced periods in the later Allorn Empire during which there were many witch hunts. There are even Slizzar, who claim to have had instrumental roles in the Dewamenet-Elven War, and aided both in the destruction of the Elves, and of the Dewamenet. Towards the peak of Allorn power, their Magic became so great that many Slizzar had to flee back to Sarakand, to avoid being detected and executed.

The Calm Era

The Calm Era, is anything but, but the term is frequently used to define the hope from the Slizzar that the dome should not have to close anymore, due an end to threats of Void Invasion. The city itself is still suspended in a slow-moving time bubble, where days inside amount to years outside, but this is considered rather slow, as prior dilations affected centuries. After retreating mostly from the Allorn Empire, the Slizzar interacted with the Allar, and the newly awakening Maraya who had some very obvious historical resentment towards them. Some Maraya in fact are extremely resentful, of the fact that Slizzar have incorporated Meraic architecture in their city, but did not save any Meraic people when the Void Invasion came (ignoring the fact that they built a giant dome over the city which denied them the ability to do so). During the Void Invasion itself, the Slizzar ventured out into the world in an attempt to help or bend the Elves into success, though their interactions are quite unclear. Some claim they influenced the Eronidas, some claim they influenced the Cult of Dronnal, while some claim they influenced the Arken to do as they did. What exactly happens remains entirely unclear, as the Slizzar that claim these feats have no way of proving any of them, due to their disguised nature making them inherently undetectable to history.

The Essa Era

The Essa Era defines the Cataclysm to the modern day roughly speaking, that highlights the Essa Empire as a focal point. During this period, the Slizzar attempted to use both Surya and Marya Factions to create an Empire led by them, combining both benign and malign ideologies. Essa was a quickly rising Empire, rising so quickly that it drew the ire from the Regalians, those Ailor with their paranoid ideas about the shapeshifter Empress of Essa. Refusing to bend, the Essa Empire was brutally invaded by the Regalian Empire, which was technologically more advanced than the Allar were. The War turned less into a genuine Imperial conquest, and more into a bloodbath where Regalian fleets caused massive civilian casualties in indiscriminate bombing of coastal cities and attacks on civilian shipping. The Essa Empire was eventually destroyed when the capital was conquered, and the Surya fled back to Sarakand, while the Marya enacted their revenge on Regalia. In the modern day, Slizzar are deeply loathed and mistrusted, because of the external perception that they are all snake deceivers and killers, but the reality is far more nuanced. While there was tyranny and manipulation in Essa, the Empress herself was Surya, and the leading castes all had benign intentions to the Allar, albeit with the caveat that they decided the Allar would be more beneficially ruled by them, than by themselves. There are hundreds if not thousands of Slizzar spread all over the world, with several tens of thousands still living in Sarakand, but many of them continue to hide, as their shapeshifting skills now more than ever draw unwanted attention.

Conflicts & Alliances

A lot of MassiveCraft's lore is constructed around conflicts that are based on religious, historical, or societal grievances. This section aims to set out the various conflict and alliance points for the Lanlath, while also attaching some nuance so that there is wiggle room for players to not get stuck in endless loops of arguing the basics of societal conflict without clear Character Development or Resolution.

  • Ailor: Ailor, due to being some of the most short-lived people on Aloria and their explosively energetic and active personalities, are often prime target for the Slizzar, whether for benign or malign reasons. Many Ailor harbor extreme paranoia to Slizzar, sometimes even suspecting relatives of having been replaced by these infiltrates. This is all based on historical events, as directly after the Chrysant War, many sleeper agent Marya Slizzar struck out, killing hundreds of Regalian Nobles to weaken Regalia after winning the war against their kin. This habit for assassination among the Slizzar, is one deeply feared and mistrusted by Ailor.
  • Dwarves: Dwarves have a deep-seated loathing for Slizzar that is not historically justified, but just an extension of their brutal honesty and directness culturally speaking, that clashes with Slizzar habits to lie and deceive.
  • Suvial: Suvial see the Slizzar as rivals, notably the Marya, because they engage in the same type of political manipulation, it's just that the Slizzar are far better at it. The Suvial are constantly searching for ways to reveal shapeshifters, and naturally have a predisposition to discover Slizzar engaging in political intrigue, and then to try and beat them at their own game as a form of competition.
  • Kathar: Despite many Slizzar working against the interests of the Kathar, and them being entirely responsible for the waves of assassinations among the Kathar nobles, they are held in high esteem, particularly for this reason, as well as the fact that they believe Slizzar make the best courtesans and advisors. The Slizzar have historically made ample use of this by constantly destabilizing the Dread Empire and preventing it from really expanding despite the large hosts of Demons in their service.
  • Allar: Slizzar and Allar relations are rather contentious and often dependent on the individual. The two people made up the two halves of the Essa Empire, a state which was guided by the Surya Slizzar to give the Allar seeking a way out of Sendrassian Evolism a safe place to develop and flourish. Yet, at the same time, the Allar were also manipulated and bent into service by the Marya Slizzar who used their mind control over Allar Digmaan to establish in effect dictatorships over regions of the Empire. In the calamity that was the Regalian Invasion, both people died side by side, but it was the Slizzar who could return to the safety of Sarakand which withstood repeat Regalian attempts to assail the city, while the Allar languished in occupation and second-rank citizen status for years before Regalian properly integrated them. As such, individual Allar may hate, or adore Slizzar, depending on their perspective.

Religions

  • Draconism: Draconism is the obvious choice for any Slizzar. They are one of the few people on Aloria who have either direct or near direct interactions with their own creator, and a very clear blueprint for their existence. It is important to note however, that even if Nox imparted a resentment towards the other Dragons for "doing creation wrong", he did impart respect and worship of their other qualities, onto the Slizzar. The Slizzar are not pure Nox worshipers who ignore all other Dragons, they understand the nuance that each of these Dragons also has great other qualities and things worthy of worship, but that they can make shortsighted decisions about the future that they cannot see. As such, Slizzar should always be worshiping all Dragons, though pay exceptional service to Nox.
  • Others: Because of the strong interwoven role of Draconism in their creation and being, it is very rare to find Slizzar who are not Draconism worshipers. While it is possible to run into a Slizzar who is worshiper of Unionism, Estelley, Evolism, Khama, or Fornoss, this is usually only because they grew up outside of Slizzar society and simply never learned about their true identity, or became Marya Darkstar Slizzar and were seduced by the Void Gods of Evolism or the Vola of Fornoss. It is exceptionally strange for a Slizzar to be Khama worshipper, as they might have helped liquidate the Dewamenet Empire.

Culture

Nox's Banishment

Nox's Banishment is a major pivotal point and origin-story relation for many Slizzar, but at the same time it is an unsolvable conflict. The Slizzar are aware that if the Dragons notice them trying to free Nox in any way, that Regulus's Dictat may become more violent and unpleasant for them, just like the Dragons turned on the Sariyd. Nox's banishment was part of his plan, so many Slizzar opt for the opinion that he does not want to be saved, and that whatever he did to be trapped in the ether but still be able to interact with the world indirectly through mirrors, is actually a preferred state of being. Other Dragons, who are still physical, can only project their presence or awareness in a singular form, and can only ever physically be in one place at once. Nox however, despite being limited to speech and influence on the mind when looked at, can interact with the whole world, because mirrors exist in every house, every pond, every lake, and every shiny object. As such, even if they would like Nox to return to give them guidance, the Slizzar accept that his banishment was actually just an upgrade to his ability to affect the world to his own designs, and make peace with this reality. Their primary objective is to support him in what he does and continue their own work to ensure balance between all Factions and peoples in the world, and prevent the next Void Invasion.

Families and Romance

Slizzar don't do Gender. The supposition of gender experience, expression, or identity is entirely nonexistent, and rules to do with romance are equally nonexistent, as the social constructs relating to these norms were never developed in Slizzar society. It is however possible that a Slizzar learns a gender identity from the heritage or culture they were raised as, which can cause a modicum of gender dysphoria as they actualize their Slizzar identity. This is usually what causes some Delayed Slizzar to reject Slizzar society and abandon their Slizzar heritage, being unable to console their old identity with the idea that their identity was merely a temporary fake, and that they are genderless and sexless. Equally, just because there are no gender norms, does not mean a Slizzar cannot prefer monogamy due to learned behavior from their childhood. To some effect, how a Slizzar is raised can affect their future opinions on things. Slizzar in Sarakand are raised with the intent to serve Nox's will as creator and God in all. Surya and Marya act like surrogate parents that teach and raise children, though biological parents can also have a role in shaping the personality of the child. Children born outside of Sarakand can still be brought there to be taught, but may sometimes need to be instructed in other societies. In such cases, how they grow up, and whether they know at all about Nox and their purpose, depends on who trains and raises them. A Slizzar who is entirely existing outside of their heritage society, is called a Lonestar Slizzar. Lonestar Slizzar are not strictly reviled by other Slizzar, and can in theory be re-connected with their destiny, but can be considered loose cannons and unpredictable because they are not bound by the golden rules that all other Slizzar obey in balance and duty.

Clothing

Slizzar derive much in the way of influence from Elven and Ithanian Ailor clothing styles, those two including the most flowing and comfortable robes that can sit fluidly between different shapes that the Slizzar like to take. Just like there is some telling similarity between the Slizzar and Suvial scripts, so too is there a little similarity between preferred way of dress, with the Slizzar having a love of richly decorated, colorful, and layered fabrics that serve as a sort of statement of identity to the wearer. Outside of that, much of Slizzar fashion is in a way utilitarian between the many shifts that their time is inevitably spanned between, though there are some Slizzar who like to play a game of call-signs with one another in terms of clothing patterns both so subtle and just repetitive enough to flag what they are to other Slizzar who are playing the game of politics with them in the same place at the same time. Very, very rarely, will a Slizzar occasionally cheekily engage in historical reconstructionism by donning the costume of a dead or destroyed civilization just to remember the good old days when they meddled in it, with this usually being reserved for the company of other Slizzar at house-parties. That said, Slizzar might full well be the only people in the world whose tailors could tell you exactly what the Meraic, Sarnan, and sunken Sundered Principalities dressed like, and make all their clothes with the same pair of hands.

Art

Much like with clothing, the Slizzar have a cornucopia of different artistic styles collected from all around the world, but they also have their own. Slizzar are absolutely masterful workers of blown liquid glass, creating mosaics that lack the tiles, pieces of smooth and continuous glasswork that seem to bleed perfectly from color to color with an almost psychedelic effect. They tend to arrange these as a sort of individual viewing experience with a large series of mirrors that contrast the position of the viewer in relation to the piece, sometimes placing them outside it, sometimes visually within it. The Slizzar like to see their artwork as an interpretive experience, with the interpretation changing drastically depending on the arrangement of the mirrors, the time of day, and how many people are in the room. While these pieces were in the past hard to bring out of Sarakand because they implied the one who owned them to be a Slizzar, the looting of Ailor nobles from various Slizzar estates in the Chrysant War has meant that nowadays it is possible to enjoy these works without suspicion. That it was the greed of wartime enemies that made this possible, is a fact that the Slizzar enjoy very, very much.

Cuisine

The Slizzar have a complex cuisine that combines local Hadarian fish and wild plants with some of the jungle fruit that is common on the outlying islands like hearty plantains, only, they are sometimes frustrated that they have to change up their recipes all of the time when geopolitical conditions change or they must seal Sarakand to skip forward in time. However, generally speaking, the Slizzar have a refined native palate with a lot of fresh seafood and complicated plating usually assisted by Leytech automata. Since Sarakand has not closed off for a while now, though, Slizzar cuisine has been largely stable. Older Slizzar or those who have found a way to persist through the ages, however, stereotypically lament the loss of a particular blue plant from the Meraic era called Qalejara by the Maraya that gave a tang to fish soup that no modern plant can quite match. There are hundreds of attempted alchemical substitutes in the modern day to Qalejara flowers, some Meraic, some Slizzar, and some Allar who are just trying to help when asked to, but nothing is as good as the real thing, which the Maraya and Slizzar (despite the presence of some resentment) sometimes help each other try to recreate.

Recommended Playstyle

This section will be provided by another Lore Staff member at a later date.

Trivia

  • Accusations of snakehood, are merely societal bias against the animal known as a snake, and the fact that Slizzar have tails and slitted eyes. There are no real other comparisons.
  • Somehow, at the center of all calamity or glory, there is always at least one Slizzar hidden. At least, that is what everyone thinks, and the Slizzar prefer it that way.
  • Nox actually despises the idea that Slizzar have free will, but had to accept this reality to make them function without him. For now, it is an unspoken discomfort.

Accreditation
WritersMonMarty
ArtistsMonMarty
ProcessorsFireFan96
Last EditorMonMarty on 10/14/2024.

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