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{{Info races
{{Info races
|image = Allarsplash.png
|image =  
|pronunciation = Al-lar
|pronunciation = Al-lar
|classification = [[Naylar]]
|classification = [[Gorr]]
|subraces = [[Sa-Allar]], [[Al-Allar]], [[Mu-Allar]], [[Es-Allar]] (extinct) and [[Zu-Allar]] (extinct)
|subraces = Al-Allar, Mu-Allar, Sa-Allar, Zu-Allar, Es-Allar, Cro-Allar
|nicknames = Smileskins, Scalies, Scaleskins, Lizards
|nicknames = Smileskins, Scalies, Scaleskins, Lizards
|languages = [[Zasta]]
|languages = [[Zasta]]
|naming = Varying vowels with double L,S and Z
|naming = Varying vowels with double L,S and Z
|distinction = Humanoid lizard people with a knack for alchemy
|distinction = Humanoid lizard people with a knack for alchemy
|maxage = 120 years
|maxage = 130 years
|body = Usually Skinny, never above Average
|body = Varying per subspecies
|height = 5’5” - 6’2” (Depends on subrace; see [[Racial Heights#Naylar Species|Racial Heights]]
|height = 5’5” - 7’ (Depends on subrace)
|weight = Depends on subrace
|weight = Depends on subrace
|eye = Slitted pupil with a bright yellow iris and light grey sclera
|eye = Slitted pupil (some also round) with a bright yellow iris and white sclera
|hair = Not applicable  
|hair = Not applicable  
|skin = Depends on subrace
|skin = Depends on subrace, mostly scales varying browns, greens and some grayish blue.
|}}
|}}
 
Originating from the mysterious and unmapped jungles of [[Sendras]], the Allar are a diverse and varied race of reptilian humanoids known for their towering intellect and scientific capacity,  their long-term defiance of the [[Regalian Empire]], and their world-renowned glassworking skills. A lesser point of renown for the Allar is their ability to bounce back; even after facing centuries of attacks and being misled by other races. Despite this, the Allar have weathered these setbacks, surviving that which would have crushed any other race into oblivion, and turned detriment to their advantage. The most recent of these setbacks occurred during the [[Chrysant War]], in which the [[Humans]] of [[Regalia]] attempted to inflict genocide upon the Allar. In only fifteen years, the Allar became first-class citizens of the Regalian Empire, in spite of the fact that the Humans wanted to utterly wipe them out earlier. While many other races still have disdain for the foreign looking Allar, their influence on global events as shrewd, capable and flexible people cannot be denied. With their diverse cultural caste system and specialized sub species all fulfilling a specific role in their society, Allar have quickly risen to become an intricate race rivalling even the complexity of Human society in the Regalian Empire and eclipsing the [[Elves]] in their unity and recovery of past glory.
Originating from the mysterious and unmapped jungles of Sendras, the Allar are some of the strangest sentient beings on Aloria, while simultaneously being counted as the creatures with the greatest intellect. Allar are known for producing a vast variety of alchemical concoctions and potions; their alchemical abilities are known far and wide in the world. They are also known as the most skilled glass crafting artists—creating beautiful windows of various different colors and shapes. While the Allar are a very cultured and unique race with a much longer history than most other races on Aloria, their position in the world has become ever more doubtful in recent centuries. A series of disastrous wars with the Regalian Empire, induced by unfortunate alliances and political choices, have seriously diminished the Allar population numbers. The Allar still living in Hadar are all but subjects of the Regalian Empire; they are a population group that was forced into the Empire by genocide and are hardly wanted as subjects by the common Ailor. In spite of all of this, the Allar show resilience. Their history as a race has been one riddled with enormous setbacks, and in due time, they will overcome the destruction Regalia ravaged on them.
==Physical and Mental Characteristics==
 
Allar, as a people, are the least homogenous on Aloria; they are diversified among many subspecies that look very different from one another. Even though the differences between Allar subspecies is more defined than those of the [[Songaskian]] race, they are all still classified as Allar and are born from the same lineage. Allar live a long time, nearly 130 years, but rarely reproduce over this period. A couple of Allar may only lay eggs once every ten years, though when they do, a female Allar can produce anywhere between five and thirteen eggs after a carrying period of about a month. These eggs aren’t ever the same subspecies; there is no pattern in the eggs they lay, and a female Allar of any subspecies may randomly lay an egg that belongs to another subspecies. These subspecies all have their role in Allar society, as their bodies and minds are uniquely suited for specific tasks and specializations. Below are the various subspecies of Allar and their Physical and Mental Characteristics combined into one segment to make an easy differentiation between the subspecies. There are also some common traits shared by all Allar species, which are mentioned further below.
==Physical Characteristics==
===Al-Allar===
Allar can best be described as humanoid lizard people. Their skin is covered in tough scales ranging from dark green, to gray or brown, with some even having yellow variations. They have tall necks, long fingers with sharp nails, and digitigrade legs. Their head is lizard-shaped with a snout. Adorned across their skull, jaw, and brow are smooth, ivory-colored spike-like horns of varying sizes that stick out of the scaled skin. Their eyes are slitted, and their irises are always a vibrant yellow color with a darker eye white. Allar also have tails that are sometimes as long as their legs, which they use to preserve balance. Many often falsely assume this tail functions like the tail of a snake, as with the Slizzar, but this is not the case. The tail is a rigid part of their body with bones in it, with musculature that keeps it from bending too much. Allar bodies themselves are always on the frail side, and can be considered even weaker than that of a Cielothar. They lack strong muscle definition or density, and their ribcage can sometimes be seen through their scales. It could, in fact, be said that the Allar are the physically weakest race of Aloria, only rivalled by the Yanar. Allar skin also has special properties in that it is able to resist nearly all poisons, and in many cases it is resistant to disease.  
The Al-Allar are what could be considered the “default” Allar; their plain scales and horns help differentiate them from their perhaps more eccentric counterparts. They have tall necks, long fingers with sharp nails, and digitigrade legs. Their head is lizard-shaped with a snout. Adorning their skulls, jaws, and brows are smooth, ivory-colored spike-like horns of varying sizes that stick out of the scaled skin, though there is no real common trend for the quantity of the horns and spikes, and they vary greatly from Al-Allar to Al-Allar. Their irises are slitted (though round irises sometimes also occur), and are always a vibrant yellow color with a darker eye white. Al-Allar bodies are always on the frail side, weaker than even that of a [[Cielothar]]. They lack strong muscle definition or density, and their ribcage can occasionally be seen through their scales. Al-Allar also have a prehensile tail, meaning they can control it with the same fine motoric degree as their arms, essentially using their tail as a third arm with some capacity to grab things. What the Al-Allar lose in physical prowess is easily made up by their towering intellect. Al-Allar think fast, concisely, and decisively, capable of completing complex calculations in their head within mere moments, and storing a vast collection of memories that they can recall much faster than other races can. It should come as no surprise that the Al-Allar often work as the brain of the Allar species, and fulfill most intellectual roles within their society. Their small stature is also paired with their rather skittish persona: Al-Allar are considered cowards by the standards of other races, riddled with anxiety and insecurity. Al-Allar are calculated, and while capable of emotions, often end up reasoning them away with logic and calculations. It can often be said that Al-Allar are submissive and have a servant mindset, and strictly speaking this is true, but largely because Al-Allar thrive when protected by a larger more capable species and race. The Al-Allar certainly are not bottom feeders, as they represent the foundations of Allar society and ingenuity, and larger groups of Al-Allar are capable of overcoming their fear complexities and collectivizing for a common goal. Finally, one of the more curious skills Al-Allar have is their acute substance smell. If they have identified a smell of a substance before, they can smell it again, anywhere and anytime, almost akin to the ability of a hunting dog. This means that for example, if an Al-Allar has smelled a certain poison before, which has then been inserted into a rootbeer, they are capable of both identifying the root beer ingredients, but also the poison mixed within, no matter how miniscule the fragrance is. This has led to Ailor nobility enlisting some Al-Allar as cupbearers and has drastically reduced the number of assassinations via poisoning.
 
===Mu-Allar===
One unique factor about the Allar is that their skin is also hyper-regenerative, meaning any wounds inflicted on the shallow surface of the scales or skin is quickly recovered in a matter of days, sometimes even sped up to two days when the correct alchemical concoctions are applied. This interesting healing property also extends to certain body parts; an Allar can, for example, regrow their tail if less than half of it was lost. This also counts for their fingers, hands, toes and feet, though not for limbs lost beyond the wrists or ankles. Virtually every part of their face can regrow in a matter of weeks, with the exception of their teeth and eyes. Contrary to popular belief, Allar do not shed their skin. In fact, Allar are one of the few—if not only—lizard-like creatures whose scales do not require any shedding or renewal. The scales themselves simply renew while still attached to the body, and as such, it is often hard to tell whether an Allar is young or old.  
The Mu-Allar represent the second most numerous subspecies of the Allar, and look very similar to the Al-Allar. Mu-Allar represent the warrior caste of Allar society, or what they call the hunters. They are taller than the Al-Allar, and possess a more muscular frame that ranges on the [[Athletic]] side. Their claws are larger and stronger, and they also possess a large claw on each foot that is frequently used in combat to great shredding effect. Mu-Allar have a prehensile tail like the Al-Allar, though it is far less flexible, used only to slap foes with in combat. Mu-Allar snouts also tend to be longer, their eyes smaller and their horns smaller and aimed backwards away from their face. Perhaps the most obvious difference between the Mu-Allar and the Al-Allar are the feathers that Mu-Allar have, ranging from the crown of their head down to their neck and some on their back also. These feathers are flexible and often come in very vibrant color hues, though avoiding pastel colors. Mu-Allar are not typically less intelligent than Al-Allar, but rather tend to have a shorter attention span and are a lot more physically active. They are boisterous, daring, and competitive, but always retain a very strong sense of camaraderie, making them excellent friends and drinking partners to carous with. While the Mu-Allar serve the Cro-Allar, their identity as the hunter caste has led them to develop a sense of righteous superiority over the other Allar, like they are what stands between their destruction and survival, and hold an innate sense of honor and self value. Mu-Allar as such tend not to heed the warnings and caution of the Al-Allar and jump into action unprepared, often to their own detriment unless tempered by the wisdom of the Es-Allar and the leadership of the Cro-Allar. Within their families, Mu-Allar are very passionate, and are known to have a convoluted mating dance involving the grooming of their feathers and displaying them in all their wild color ranges. While Al-Allar possess an acute smell for substances, Mu-Allar possess that same smell, but for drawn blood. Mu-Allar can smell blood from several streets away, making escaping from a Mu-Allar while bleeding exceptionally difficult, almost as difficult as escaping a shark.  
 
===Zu-Allar===
Various sub-species of Allar exist which are all closely related to one another, yet they have their own distinguishable differences. The Allar are sub-divided in the first strain: Al-Allar and Sa-Allar, the second strain: Es-Allar and Zu-Allar, and the third strain: Mu-Allar. The most known species is the Al-Allar, the one described above. The majority of the Al-Allar live within the borders of the Regalian Empire, either in the city itself or in the various occupied territories in Hadar.  
The Zu-Allar are a relatively rare sight among the Allar, not only because of their low birthrate, but also because of their stoic, isolated and solemn characteristics. The Zu-Allar are taller than both the Al-Allar and Mu-Allar, yet shorter than an average Ailor. They have a stubbier snout than either Mu-Allar and Al-Allar and have no feathers, spikes, or horns anywhere on their body. Instead, their skin is covered in thick, armored scales that deflect most cutting and slicing weaponry to the point where they can receive a surprising amount of physical punishment before feeling any pain. Their tail is even less flexible than that of the Mu-Allar, remaining mostly rigid, but also being armored and having a single rounded bone protrusion at the end that they use to slam into the ground when they are angry, but severely restricts combat use. Despite their defensive capacity, Zu-Allar are not particularly strong (they range just around an average Ailor), superbly intelligent or fast (they move slowly due to the inflexibility of their scales). Their natural defensive capacity means they are the often unsung defensive troops of the Allar military, though frequently also labor in harsh conditions that would otherwise be too dangerous for Al-Allar such as quarries and mines. Zu-Allar personalities are very stoic and silent, often preferring to remain quiet and solemn, a stark contrast from the Mu-Allar that flank them in military formations and thirst for battle. Zu-Allar, outside of the military, can often be found in libraries or places of knowledge. While they lack the towering intellect of the Al-Allar, they love listening to Al-Allar ramble about scientific theories, and find comfort in the bustle of the quick-tempered Al-Allar around them, to contrast their own rather sluggish demeanor. Zu-Allar often don’t form relations of companionship with other Allar because they find such attachments to give them anxiety. In many ways, Zu-Allar have both a physical and figurative armor that they feel keeps them safe, but makes them fear exposing themselves to the outside world.  
 
===Sa-Allar===
===Sa-Allar===
[[File:Sa-allar.png|270px|thumb|right|Sa-Allar appear as larger more stupid Al-Allar]]
The Sa-Allar are an equally rare sight to the Zu-Allar, and can best be described as the dumb muscle of the Allar species. Sa-Allar are slightly taller than an average Ailor, and possess a muscular body frame, though completely lack a tail. Their heads are often more pointier and angular than that of the Al- and Mu-Allar, featuring a head that is reminiscent of [[Dragons]], while they usually only have two horns. Their teeth are larger, and practically all Sa-Allar have an underbite that gives them a perpetual silly and rather fierce appearance. Sa-Allar can best be described as gentle giants, being by far the least intelligent of the Allar species and often lacking the capacity to even stop themselves from being distracted by a near butterfly. They appear in a constant state of wonder about the world around them, whether it is the first time witnessing snow (and then suffering hypothermia as they forget about their cold weakness) or seeing a waterfall and wanting to swim in it (subsequently nearly drowning as they forget how to swim). Despite their predisposition to comical neglect for their own wellbeing, Sa-Allar can become strong and loyal defenders of the Allar species in the blink of an eye if they sense that any of them are at risk. Sa-Allar turn seemingly abruptly and completely unexpectedly in a difference that is like night and day from a gentle giant to a rampaging bulk of anger. It should thus come to no surprise that Sa-Allar are fiercely loyal to all of the other Allar subspecies and set aside their generally distracted and neglectful behavior to ensuring the safety of those they consider friends. Sa-Allar are also easy to befriend as such, mostly to other Allar, since even the remotest of Al-Allar is a friend in their eyes. In daily life, the Sa-Allar don’t really serve a purpose, but are often used as bodyguards to the Es-Allar whom they consider “cute”, or the Cro-Allar, to who they look up to and admire. Sa-Allar can sometimes also be witnessed acting as the dumb muscle sidekick of a Mu-Allar, or a protective friend of an Al-Allar. While alone, Sa-Allar usually wander aimlessly, being distracted by the color of flowers or the smell of a freshly baked bread, instilling hunger before naptime.  
Sa-Allar are the only engineered sub-species of the Allar, born out of alchemical experimentation and clever design on the part of the Al-Allar. The Al-Allar lacked physical strength, something that obviously limited various tasks that could be completed, such as construction, heavy duty mining, lifting, and fighting. The Soor-Rassa-Allar, the Allar Court of Alchemists, issued a request for the famous alchemists to attempt to create a concoction to reduce or completely remove these defects in new Allar younglings through alchemy. Decades of researchwas poured into this task, which eventually resulted in the [[Sallara Toxin]]. It is specifically referred to as a Toxin because the substance is highly poisonous to all other races; only the Allar are able to absorb it through the skin. The Toxin was applied to some younglings, which had some favorable results early on. The younglings showed far greater growth, and developed stronger limbs and a much bigger ribcage. Unfortunately, the Toxin had its own downsides. The Sa-Allar became incredibly stupid, losing much of the intellect and wit that the Al-Allar possessed, not to the point where they have trouble speaking Common, but certainly to the point where they became heavily dependent on the Al-Allar for guidance. Additionally, the Sa-Allar lost any regenerative ability the Al-Allar had, aside from the renewal of their scales. Still, the Sa-Allar were seen as a boon, and in fact, those that would grow to mature adults could reproduce more of their own with other Sa-Allar. This was hindered by the fact that the Sa-Allar could only lay one egg instead of multiple, meaning their population numbers would always be much smaller than the Al-Allar. They were employed by the Al-Allar to do most of the physical tasks the Al-Allar were too weak for, while also acting as the personal guards of many high officials of the Soor-Rassa-Allar.  
 
The Sa-Allar, in many ways, look like much beefier versions of the Al-Allar, with few differences aside from their size. Their skull is also far more pronounced with stronger, more striking features, while their musculature is often visible from beneath their scales. Their body build and strength are comparative to ranges between large Humans and small Orcs. The exact composition of the Sallara Toxin was lost at the end of the Chrysant Wars due to the destruction of the Soor-Allaya, the great Alchemical library in Sassrakand. As such, the Sa-Allar numbers dwindle greatly; the Sa-Allar that live a life of solitude often avoid mating, and only a few Sa-Allar mate under the guidance of the Al-Allar. Additionally, the Al-Allar, while using the Sa-Allar as their servants, were always wary of letting them be outnumbered by a racial cousin that could potentially revolt against them. The Sa-Allar live exclusively in small Al-Allar led enclaves within Regalia itself. They have completely gone extinct elsewhere in the world due to them being the first the Regalian war machine in the Chrysant Wars.
 
===Es-Allar===
===Es-Allar===
The Es-Allar were a lithe, smaller breed of Allar living in swamps and coastal areas. The Es-Allar had the unique capability of being able to stay underwater for hours on end without the need to breathe. They had no horns or spikes like the other Allar and had much larger eyes and webbed fingers. The Es-Allar went extinct in 24 AC, following reprisals from the Al-Allar for assisting the “fallen” Al-Allar and cannibalism from the twisted Mu-Allar (explained further in the history). The Es-Allar are in many ways a testament to the future situation of the Al-Allar; a race, unfortunately, caught in the crossfire between two others, and too weak to protect itself from the onslaught. Their impact on history or the world as a whole is generally considered negligible, as they are assumed extinct and thought to have never left the swamps of Sendras.
The Es-Allar are, together with the Cro-Allar, the rarest sight among Allar, so rare that presumably only a few hundred of them exist at any time around the world. Es-Allar are also the strangest of the Allar species in that they do not conform to the looks of the others at all, and represent a far more amphibian appearance, lacking a tail as well. The most notable aspect about the Es-Allar is that they are short, extremely short, barely being three feet tall. The vast majority of their body is their torso that is somehow set on two stubby legs with webbed feet. They have essentially no neck, meaning their mouth and eyes and nostrils are set on their torso in a way that makes them look like a walking barrel with arms. Their arms are almost as long as their whole body, with hands that seem disproportionately large, are webbed, and usually drag along the floor. Es-Allar eyes are large and black while their facial expression is usually that of a frown, while their skin is completely smooth and their body lacks any kind of bone or spike or horn protrusions. The Es-Allar are generally laughed at by other races, and even among the Allar they are sometimes misunderstood as cute and needing of protection, notably by the Sa-Allar. The fact that they always have a child-like appearance also doesn’t help to that end, though comically enough, Es-Allar are the most sagely and wise species of the Allar. Completely contrary to their cute small appearance, Es-Allar have a deep groggy voice and speak with prose and poetry, laced with wise and insightful words about the world and their own society. What they lack in physical prowess (given that they cannot even run on land due to the stubbiness of their legs), they make up for by being the only Allar subspecies that is able to cast [[Magic]]. In fact, they are often underestimated and mistaken for Allar children, when in reality they are the world’s most proficient spellcasters, capable of learning Magic at twice the rate of any other Alorian race. This makes them dangerous, but not invincible. They are frail and small, and can barely escape from an attacker without the help from others, which is why Es-Allar are often protected by Sa-Allar or squads of Mu-Allar. Es-Allar can often also be found in the company of Cro-Allar, acting as their advisors. Es-Allar are a grumpy species of Allar, having a rather cynical world view, and burying anything they say under layers of sarcasm and passive aggressiveness that would make one think they are perpetually angry at everyone. That being said, when situations get tough, the Es-Allar are capable of offering the most practical and sagely advice, formed from years of engaging in meditation and philosophical thought. Every Es-Allar in Allar society is a mage of some kind, and while the Al-Allar mostly ignore their magical input, they wield considerable power in Allar society due to their proximity to the Cro-Allar, and also act as the social guardians of order and law among the Allar.
 
'''Note:''' Due to the permission requirement for Magic casters, and because Es-Allar are Mages, in order to play an Es-Allar Mage, a player will need to possess a Trustee Permission. Es-Allar that are not Mages are exceptionally rare but do not require a Trustee Permission.
===Zu-Allar===
===Cro-Allar===
[[File:Mu-allar.png|270px|thumb|right|A Mu-Allar with vibrant feathers.]]
Cro-Allar represent the pinnacle of Allar power within their society. They are the rarest of Allar species, along with the Es-Allar, and form the Allar nobility and leaders, ranging both from military to civilian leaders. Cro-Allar are large, larger than even [[Orcs]] with bulk in muscle to compete with them. They stand hunched over due to their large frame, their head set on a short, thick neck. The shapes of their heads resemble those of crocodiles, though they lack the usual Allar horns and spikes. Their large, strong, and meaty hands and arms mean they are not capable of wielding any conventional weapon, not that they would have to since their claws and strong grip are plenty deadly already. They possess sharp rows of teeth in their jaw and strong legs upon which their large frame is supported, with a thick tail that often drags along the floor behind them. Cro-Allar are, by virtue of their deadly size, the leaders of Allar society (and probably the most lethal race on Aloria). Whether this has had any other reason than the fact that they crushed all other species resisting their rule in earlier times is unclear, but all other Allar species in modern times are fiercely loyal to the Cro-Allar. Despite their size and bulky stature, Cro-Allar tend to be very pensive like the Zu-Allar, and equally slow acting. They are terrifying combat opponents, but often prefer to delegate military pursuits to the Mu-Allar that act as their soldiers, and the Sa-Allar that act as their bodyguards. Cro-Allar are frequently surrounded or flanked by Es-Allar as their advisors, but also just because between the two species, they rule the Allar race, and maintain that control due to their unique relation of sage input and brute power. Cro-Allar are proud creatures, often donning themselves in jewelry and gold plating their scales and teeth for appearance. In many ways, their vanity could be compared to that of the Elves, except they can snap bones of anyone who goes out of their way to insult their sense of style. Cro-Allar also fulfill a curious role in Allar society under the umbrella of the Regalian Empire, acting as Allar Nobility to the Ailor. Cro-Allar are seen as representatives of the Allar structure within the Regalian federation, and as such are deferred to with respect within the Regalian capital, even by the Ailor Nobility, as a revered ally and a powerful caste of ruler warriors in and of themselves.
The Zu-Allar were a larger, lumbering breed of Allar living in the mountains of Sendras. They were all grayscaled and their scales were compared to thick rocks. They, similar to the Es-Allar, did not have horns or spikes, nor did they have a tail. Instead, to their benefit, they had long arms which they used to support themselves while walking around like a large ape. The Zu-Allar all went extinct instantly in a massive magical event in Sendras in 15 AC. They are best remembered for their pacifism and love for everything alive, the very reason why Al-Allar think they died in the end. Zu-Allar life teachings contributed greatly to the eventual flight of the Al-Allar from Sendras and their subsequent peaceful living in Hadar, the formation of much of the Al-Allar philosophy that changed so drastically after their exodus.  
'''Note:''' Due to the permission requirement for the overbearing strength of the Cro-Allar, in order to play a Cro-Allar, a player will need to possess a Trustee Permission. Furthermore, Cro-Allar need to be registered as a Noble Family as per usual, and due to the complexities of playing a Digmaan, it is recommended to contact a Noble Manager before even considering the creation of a Cro-Allar.
 
===Common Traits===
===Mu-Allar===
Allar are described to be a reptilian race with varying subspecies that have scales instead of skin. Their scales usually range from green to brown tones, though some yellow and grayish blue tones have also been observed. The eyes are the same for all species, having regular eye whites and yellow irises. Most Allar have slitted eyes, though many are also born with regular round pupils by no real discernable trend. Cro-Allar, however, all have slitted eyes, while Es-Allar always have round eyes. Allar also have a number of common traits that aid in their survival on Aloria. The most obvious trait that they developed from Sendras is their natural resistance to poison and toxins as well as disease. While they can still be affected by certain diseases, Allar have natural protection against most harmful substances that need to be ingested or applied to skin that could normally prove fatal to Humans. Furthermore, Allar have a set of regenerative capabilities. As long as their head and torso remain attached, they can slowly regrow lost hands, feet, limbs and tails, and also scales, teeth and even eyes over longer periods of time. Scales and teeth are regrown in a matter of days, while hands and feet may take some weeks and tails and limbs may finally take up to two months. These two traits often mean that Allar spend almost no time in healthcare, thus making them able to transfer all their medical knowledge on the other races within the Regalian Empire with great effect. All Allar possess a certain pattern of scales on their forehead, between their eyes, that is consistent for families. When an Al-Allar couple gives birth, it might, for example, lay four Al-Allar eggs, four Mu-Allar eggs, two Zu-Allar eggs and a single Cro-Allar egg. Due to the societal beliefs of the caste system, eggs that do not belong to the same species of parents are removed, thus leaving the parent with only four Al-Allar eggs. The other eggs are then given to couples of the corresponding species to be raised in their proper caste. Despite being separated from birth, however, all Allar no matter what species can still recognize their birth family by the pattern of scale orientation between their eyes. The top row of scales represents the father, while the lower set of scales represents the mother. The differences are very miniscule, so small in fact that most Ailor won’t be able to tell the difference (though Qadir can, due to their Meticulous Precision), as some scales are angled a few degrees to the left or the right, causing a distinct and unique pattern to form. This pattern is often called the Scale-Bond and gives Allar who share the same parents but grew up in different households an unusual relation of friendship or loyalty to one another. The only species of Allar that does not have this is the Es-Allar, though they hardly ever care about their heritage anyway since they are raised by a set of teachers, not parents, and never form family units.
The Mu-Allar are a relative newcomer on Aloria, being created at roughly 15 AC. The Mu-Allar have broader and wider shoulders than the Al-Allar. Their snouts are also longer, and aside from their face, their entire body is covered in vibrant and colorful feathers. These often range between the colors orange, blue and green. The scales of the Mu-Allar are equally colorful, often having a brown overtone with crimson red accents. The Mu-Allar have a more "wild" appearance compared to the Al-Allar, but aren't any less intelligent. The Mu-Allar are traditionally Void worshipers, but not the conventional kind, such as the Shendar. They worship void essence, as opposed to the intelligence that comes from the dimension as some sort of holy essence that should both be respected and feared. Mu-Allar, contrary to Al-Allar, are very fond of magic and frequently use it in their military as well as civilian lives. The Mu-Allar almost exclusively live in Sendras, only very few Mu-Allar have ventured or found their way stranded elsewhere in the world.
 
==Mental Characteristics==
Allar, especially the Al-Allar, are generally considered the intelligentsia of Aloria - even if the other races are hesitant to admit such. The Allar have an unrivaled capacity for thinking logic; mathematics, geometry, understanding the forces of the world and their most favorite pursuit: Alchemy. Allar uniquely see the world as a constant flux of variables that create events and situations, every such event or situation can be broken down into components and re-assembled and analyzed. This thought process, however, makes the Allar very susceptible to simply being analysts instead of having pre-cognition. They often suffer the course of events, not realizing what is going on until it is far too late, considering they are more comfortable thinking about consequences when they have already occurred. What also often escapes the Allar is complex, non-rational thinking of the other races. Swaying emotions by religion and government, for example, are completely alien to Allar. To an Allar, the world must exist orderly and with a strictly dictated course of events. Even the slightest alteration to an Allar’s plans or daily schedules can irritate them or make them anxious. Their anxiety is also very prevalent in comparison to the other races. Even amongst their own kind, Allar often have trouble understanding complex social interactions or emotions and prefer to keep things very platonic. Their anxiety towards social contact is often misunderstood by the other races as obedience of subservience, but Allar are capable of rationales that puts them above the concept of master and servant. They find subservience of oppression often not even terrible, as they can skillfully maneuver their way through tolerating and making the most out of such situations without upsetting the fine balance in the variables that make the situation so. In plainer terms, Allar often accept reality and make the most of it while always succeeding in doing so, making them mentally very resilient, despite their tendency to anxiety. You will never see an Allar supporting a rebellious movement or insurgency. Allar are also very detachable to their own history or tradition, able to instantly adapt to new situations and accept new norms or beliefs based on the merit it can bring to their life. The Al-Allar in particular (with the exception of the Mu-Allar) have a strong distaste for Magic. Even early on did they come to the conclusion that Magic has too many unknown variables and that the sciences of nature would be far more predictable. While Allar mages do exist, the vast majority of them avoid magic simply because of its chaotic and unpredictable nature and the Sa-Allar for example are completely incapable of learning magic, even if they could theoretically cast it. The final curious mental characteristic of the Allar is their complete lack of a conventional morality. Allar often reason from the perspective of progress for the species as a whole as well as the individual intellectual pursuits. Some Allar were capable of horrible deeds of evil, giving up their own babies for experimentation. Such acts would often be denounced by other races, but to the Allar it only makes sense. On the other hand, Allar are also capable of great moral victories or acts of kindness without even realizing the moral implications of it. An Allar once, for example, cured a horrible disease that destroyed the Varran population in Teled Methen, just because his domestic house cat was suffering the same disease and he wished to cure it. The cure appeared backwards applicable to Varrans as well, and when asked about it, he said he didn’t really care --  he just wished to cure Miss Ssashcar, the cat.
 
==History==
==History==
The earliest record of Allar appearing in Aloria is various snippets from Elven explorations around 1200 BC. The land of Sendras was home to a wild variety of snake or lizard people which was avoided by the Elves because terrible diseases struck their people whenever they stayed for prolonged periods of time. It is known that roughly around 800 BC, the first Allar nations rose which very quickly unified into one massive Serass state. The Serass state, similarly to practically all Allar nations, was ruled by the same Soor-Rassa-Allar, making the court of Alchemists of the Allar the longest existing single organization or entity on Aloria. Very little is known of the period between 800 BC to Cataclysm itself, though what is known is that the Allar suffered a similar seduction to the Void as the Elves did. Roughly at the same time as the Elves were seduced to Void Worship, so were the Allar. Unlike the Elves, however, the Soor-Rassa-Allar very quickly denounced Void Worship as against the interests of the Allar race and started harshly prosecuting any void worshippers caught out in the open. The Sa-Allar were “developed” around 53 BC, at which point The Serass state started destabilizing because of the frequency of public prosecution of Void Worshippers. The Es-Allar and Zu-Allar, being the far less intelligent but much kinder cousin races of the Allar, gave shelter to the Allar who fled prosecution for decades. In their mountains and swamps, they assisted the Allar in living as they wished to live in peace without fear of reprisals. The Soor-Rassa-Allar caught wind of this around 21 BC, however, after which they posed an ultimatum to the Es-Allar and Zu-Allar. The ultimatum largely went unanswered (although some Es-Allar complied to it), but before the Soor-Rassa-Allar could issue a reaction, a massive cataclysmic magical event occurred at the top of Mount Rasul, one of the major Zu-Allar population centers. Through some freak magical storm, all the Zu-Allar died instantly, their bodies simply dropping to the ground motionless. The Allar that had lived among them had changed; they had become the Mu-Allar as their many scales were replaced with hair and featherlike growths. It was this event that truly started the first calamitous event of the Allar, the Sendrassian Civil War.
The earliest records of Allar appearing in [[Aloria]] are through various snippets from Elven Explorers around 1200 BC. At this time, Elven explorers labeled this land dangerous and uninhabitable, mostly due to the unfavorable climate, but also partially due to the frequency of tropical illnesses striking foreigners in the dense jungles of Sendras. As such, there is very minimal historical writing on the Allar in their early days, though what can be told from Elven sources, is that the Allar subspecies all existed around this time in lesser kingdoms. Somewhere around 800 BC, the Allar seem to have unified into one massive spanning Empire, though the exact circumstances that led to this unification remain unknown to this day. Comparatively speaking, the Allar developed a system of writing far later than any other race, and in many ways, what alternative methods of historical recording they did have were lost to time. It is assumed that in many ways, early Sendrassian civilization (while unified) resembled primitive [[Ceardia]] with numerous fledgeling kingdoms and warlords controlling local areas in a very rudimentary pre-feudalism manner.
 
Allar civilization did not truly civilize (the way Regalians understand it, with formal writing, governance, and culture) until after the [[Sendrassian Civil War]], an event that has marked the development of the Allar as a whole greatly. The Sendrassian Civil War was an event in Sendras that occurred between 73 BC and 22 BC, making it one of the longest, if not the longest, military conflicts in Alorian history. The civil war started over religious differences as the Allar had long held the faith of the Dragons in high regard, but the growing influence of [[Void Worship]] caused social unrest. Important distinctions should be made in contrasting the rise of Void Worship among the Allar in comparison to the Elves, however. While the general population of the Elves was converted at a steady pace, such a thing did not occur among the Allar. Due to the pyramid structure of Allar society, it took only a few Es- and Cro-Allar to convert, for vast swathes of their population to fall in line without necessarily converting. As such, it was possible for only a handful of leading Allar to convert to Void Worship, while thousands of their subjects remained loyal to the old faith, but simply went along with their rebellion because of their docile attitude to their leaders.
The first stage of the Civil War lasted for 24 years, well through the Cataclysm. While the Cataclysm ravaged the world elsewhere, Sendras was completely unaffected by it, the Allar were not even aware of what was occurring elsewhere. The war was fought savagely by both sides. The Mu-Allar that were produced by the magical event were not the same as are known today, they were larger and more savage. They hunted in packs, killing and eating both Es-Allar and Al-Allar wherever they encountered them. Al-Allar, in return, used chemical warfare against the Mu-Allar, destroying nests and eggs while also causing collateral damage to the Es-Allar and sometimes even Al-Allar villages. The first stage finally ended in 3 AC due to an uneasy pause caused by the construction of the Isstona wall. The Isstona wall, even today, is the largest single structure built by any race; spanning hundreds of miles across Sendrass to shut off the Mu-Allar from the major Al-Allar population centers. It was entirely constructed by the Sa-Allar and a massive sandstone structure. The savage and stupid Mu-Allar were unable to cross the wall and as such, the deserts beyond were simply considered lost. This 21-year pause that is referred to as the interlude is often seen as the greatest mistake ever made by the Allar, as it allowed a new generation of Mu-Allar to be born. The new generation was less savage and much more intelligent than their predecessor. They were also smaller and less animal-like, casting great magics and restarting the Civil War as soon as they had assembled an army.
Small skirmishes between loyalists and Void converts eventually broke into open rebellion, which culminated into the civil war which is marked to have started with the Void convert attack on the capital of the Sendrassian Empire, the Golden Soor. From very early on, the Void converts (largely by act of the Es-Allar) engaged in magical terrorism to shock and awe the loyalist Al-Allar into line. The capital of the Sendrassian Empire, led by a strong loyalist Digmaan (Cro-Allar Noble), was completely eradicated when a group of Es-Allar used magic to create a massive acid cloud that killed every living being in the city. The rival Es-Allar and Cro-Allar continued to wage their civil war for decades in a conflict where the death toll has never been fully recorded, though often assumed to be in the hundreds of thousands. Towards the later years of the civil war, the void converts appeared to be losing the war, as the Digmaans of the loyalists and their Mu-Allar armies seemed to be gaining the upper hand. This turn of fortunes caused the Es-Allar who worked for the Void Worshipers to increase their magical terrorism, which would prove the final blow in the Civil War. While the loyalist Digmaan and Mu-Allar were prepared to continue the fight, the civilian Soor-Rassa-Allar (which was entirely comprised of Al-Allar) made plans to flee the continent. Many of the Cro-Allar lineage and Mu-Allar loyalists still resent the Soor-Rassa-Allar to this day for essentially betraying the military castes of the Allar Empire, as they were of the belief that they were winning, but only fled because of the cowardice of the Al-Allar.
 
Regardless of the circumstances of the loyalists losing the civil war, The Soor-Rassa-Allar organized a massive flight of loyalists out of Sendras, of all subspecies of Allar, fleeing north to the sparse continent of [[Hadaria]] which at the time was barely populated save for a few wandering groups of [[Slizzar]] and some Elven outposts. While the Cro-Allar and Mu-Allar originally resented the flight from their homeland, their overriding protective nature of the other Allar species eventually took the upper hand, and they escorted the flight out of Sendras. To many, after the flight of January 12th 22 BC, Sendras became a dark continent, both in a literal and figurative sense. The Void Worship Allar won the Civil War and shut off the continent from the prying eyes of outsiders. To this day, few adventurers have ventured to the shorelines, and even fewer have returned with tales of abominations and savagery in the dark jungles to the south. The Regalian Empire, in fact, has a general bar on anyone approaching the continent, and likely with good reason, as no state that has allowed to fester in Void Worship for as long as Sendras has, could reasonably maintain normality.
The second stage of the civil war saw 53 long years of fighting with no clear end in sight. The Allar population had already dwindled by a third, and many great cities were lost. The Mu-Allar were losing ground, however, but that all changed when the third and final stage of the war commenced; the next generation of war bred Mu-Allar mages having come to maturity. In 77 AC, the Mu-Allar developed Slither Magic and they unleashed their full potential on the Al-Allar. The event that caused massive panic among the Al-Allar was the destruction of the golden Soor, the capital of Serass Empire. The Mu-Allar mages used their magic to turn the entire lake around the Allar capital into poisonous water. The water itself did not affect the Allar for days, though then all of a sudden the Mu-Allar transmuted the water to poisonous gas, a massive cloud enveloping the city that was built in the middle of the lake. Exact numbers are uncertain, but it is assumed that Soor was the largest population center in the world at the time, especially after the loss of many Elven capitals and before the rise of Regalia. The exact number of deaths is often disputed, but the official records from the Allar indicate nearly 420,000 Al-Allar and Sa-Allar died that day, suffocating in a massive cloud of poisonous gas that took over 2000 Mu-Allar mages to control. With half the Empire nearly killed in a single week, utter panic overtook the Soor-Rassa-Allar, which issued an all-flight. Large droves of Allar fled to the coastline on the northeast, setting sail to more remote lands such as Solangeria and Hadar. The Solangerian colonists would eventually be eradicated by the deadly wildlife of the untamed lands, while the colonists in Hadar would form the Essa Empire with the native Slizzar, but not before the Mu-Allar eradicated thousands more on their flight out of Sendras. The Civil war officially ended in 90 AC when the last members of the Soor-Rassa-Allar were evacuated to Hadar and the Sendrassian continent was declared forbidden and lost. The victorious Mu-Allar established the Second Sendrassian Empire, led by an oligarchy of Mages, and faded into obscurity as they shut off all contact with the outside world.
The Allar settling in Hadaria eventually splintered into the lesser kingdoms often called the Chrysant Kingdoms by the Regalians, though they often maintained a unified aspect despite the implication that they were separate kingdoms. The Soor-Rassa-Allar remained an organization that loosely tied the Allar together, even if individual Digmaan would continue to wage war against each other over land squabbles. The move to Hadaria caused the Allar to be more frequently exposed to the rising Regalian Empire and the collapsing Elven Empire. Contact to civilized states in this manner (largely through trade and diplomacy) caused the Allar to rapidly standardize their language, writing, and historical recounting. While much was lost in the flight from Sendras, the Allar who lived in Hadaria quickly recovered and even managed to thrive in their new environment no less than twenty years after arriving.
 
Hadaria, however, was already natively inhabited by the Slizzar. Over decades that turned into centuries, the Slizzar slowly integrated into Allar society and managed to infiltrate every level of politics. From the lowest caste of the Soor-Rassa-Allar, Slizzars seduced the timid Al-Allar, up to the highest ranks where Slizzar became consorts to the Cro-Allar. This slow and steady seduction of Allar leadership is what many today consider the reason why the Allar never fully unified in a way other Empires did. Eventually, this led to one particularly successful Slizzar called [[Miko Missa]] seizing power over all the Chrysant Kingdoms by seducing the strongest Digmaan and using them to force the others in line. This sudden and dangerous skirmishing with the power balance of the region caused aggravation of the Regalian Empire, which would soon declare war on the Essa Empire (the Allar name of their new realm in Hadaria) in 286 AC.
The profound aftermath of the Civil war weakened the Allar’s self-confidence. This situation did not affect the Sa-Allar, but it is often said that the timidness and anxiety of the Al-Allar was a monumental shock to the confidence of the Allar at the time that they culturally never recovered from, and simply grew into. They quickly made friends with the Slizzar, who arguably also seduced them into a semi-symbiotic relationship when the Essa Empire was formed. The Soor-Rassa-Allar continued to exist, but since the fall of the Serass Empire, it lost its physical manifestation. It was no longer chiefly in control of the Allar as a whole, as the Slizzar were, acting purely as an intellectual institution. Over time, the Allar recovered and the Essa Empire grew to become a true rival of their northern enemy, the Regalian Empire. The Allar remained ever vigilant for the Mu-Allar to try and invade Hadar, but that invasion never came, largely due to the intervention of the Slizzar. Many Slizzar tried to woo the Allar into believing they were beneficial for them by seducing the Mu-Allar to focus purely on Sendras. It is assumed that even to this day some Slizzar remain in Sendras, convincing the Mu-Allar never to leave their native continent and thus doing the world a service.
While the Mu-Allar and Cro-Allar proved competent on the field of battle against the inferior Regalian troops, the Ailor were far too numerous and outclassed the Allar navies to a laughable extent. Furthermore, the Ailor were also aided by the aquatic [[Maiar]] in their war against the Allar, and from the jungles, even [[Circci]] (while not related to Regalia or the Maiar) assailed the Allar from behind their supply lines. Attacked from all sides, the Allar military eventually cracked, and the war changed from military conflict to a civilian genocide, fueled by Ailor racism. By the time Fessa Huallo (the new capital) fell, the Allar were completely at the mercy of the Ailor. Surprisingly, however, unlike other races, the Soor-Rassa-Allar quickly subjected itself in a very submissive manner, even if the Cro-Allar and Mu-Allar resisted. This quick submission and docile compliance to Regalian overlordship would later prove to be the greatest boon the Allar could have employed to secure their future.
 
Immediately following the Chrysant War, Hadaria was divided into numerous Ailor led governorates, subject states and puppet kingdoms that continued to wage war on one another for various reasons. While Allar sovereignty was crushed, they were released from the Slizzar grasp who were eradicated with a much higher degree of efficiency than the Allar were and retreated to the far corners of the world. The subservient attitude of the Soor-Rassa-Allar turned around Regalian attitudes to the Allar in record time. It was their loyalty, their silent public relations struggle, and willful obedience that turned the Allar into a valuable ally. This eventually culminated into the Allar collectively integrating into Ailor society, becoming the first non-Ailor race to become first-class citizens in the Regalian Empire, and even having the Digmaan recognized as non-Human nobility in their own right. Needless to say, out of all races, Allar have suffered the most in terms of setbacks against their race, yet overcome all of them. Furthermore, they are also classified as the second most successful race in Aloria, having created a strong working relation with the Ailor (though racism against them still exists), and being present in nearly all layers of Ailor governance of the Empire.  
The tragedy for the Allar wasn’t quite over, however. As with anything Slizzar-related, they should not have been trusted by the Allar. The Slizzar’s desire for world domination and lust for power eventually drove them to taunt and actively compete with the Regalian Empire, the Allar all the while complicit to it without even knowing. The xenophobia of the Ailor at the time (and present) did not allow for them to distinguish the difference between the snake-like Slizzar and lizard-like Allar. This situation eventually devolved over the decades that followed until, in 286, the Regalian Empire launched a surprise invasion into Hadar. The Allar were sorely unprepared, their naval capacity was laughable compared to Regalia and some actually theorize that the war was encouraged even in the Regalian Empire by rival Slizzar that wished to oust the Slizzar in control of the Essa Empire. Regardless of the true nature, the Allar were hard pressed to defend themselves in a conflict started by the Slizzar. Hordes of Sa-Allar were used to form the front line, bearing the brunt of the invasion forces and dying in vast numbers. About 90% of the Sa-Allar died in the opening year of the war, leaving the Allar as the only main force to defend Hadar. As fleeing was no longer an option, tens of thousands of Allar were pressed into the navy and army as cannon fodder. The Slizzar mages attempted to turn the tide, but this quickly became a very one-sided genocide. Tens of thousands of Allar were massacred by the bloodthirsty Ailor, until the end of the war in 291 AC at the battle of Fessa Huallo. Even after the war, thousands of Allar would die at the hands of Ailor until the vast majority of them would become a subject of the Empire after the division of Hadar. The Regalians also took the Soor-Rassa-Allar captive and transported them to Regalia, where they remained to this day. With the Soor-Rassa-Allar captive, many Allar eventually followed them to Regalia, becoming unofficial Regalian subjects through conquest and subjugation.
 
In time, however, the Allar were able to cleverly be of use to the Humans. No more than 10 years after the war, in 301, even while many veterans still dominated the political landscape of Regalia, did the Soor-Rassa-Allar become a respected council of Alchemists to the Imperial Court of Regalia. With the improving situation of the court of Allar Alchemists, so did the lot of the Allar improve. Allar were permitted to own alchemy shops across Regalia and the first few Allar were granted citizenship. If anything the tale of the Allar is one of repeated tragedy, but also great resilience and the ever persistent ability to improve their own lot in life by carefully maneuvering variables into their favor. The Allar have learned a lesson from both the Zu-Allar and Slizzar however: never put your blind trust in another race, no matter how innocent, kind, weak, or susceptible they might appear.  
 
==Society==
==Society==
Allar society is very flatly oriented, meaning that there is no nobility, aristocracy or social-political figures that are more important. They enjoy a very open society as well, largely existing within the borders of the Regalian Empire where they are permitted to trial their own people by their own customs. Allar society is often seen as a model society for cooperation between creatures of the same race, as Allar are the race with the lowest crime rate in Regalia. Gender roles in Allar culture are very simple also, owing largely to the fact that there is nearly no physical difference between male and female Allar. Children are often cared for equally by both parents though child sharing often occurs where one couple produces too many eggs and gives some away to another couple that has none or very few.
Allar society is remarkably complex due to the caste structure that has been observed in practically every era of their existence. Every subrace of Allar exists on a separate caste that grants them specific rights and duties. While there is no real discrimination between the castes, all Allar are expected to fulfill the roles within their casts, and those who refuse to do so become outcasts. The Allar caste system is extremely strict and is mostly centered around occupations and life ambitions. Al-Allar are the general craftsmen and civilian population of the Allar caste system. They are responsible not only for the creation of common goods but also food production and alchemical business. Mu-Allar are the general military population of the Allar caste system. They are almost exclusively soldiers, though in peace time they are permitted to engage in other professions. The Zu-Allar are the historians and bookkeepers of the Allar caste system, also having developed the Allar writing system. During war time, however, they are also called into the military. Sa-Allar (while being a caste of their own) don’t formally have a working expectation since they just attach themselves to whatever employment they can usually. The Es-Allar are the magical caste, covering mages and advisors to the ruling class of the Allar, while finally, the Cro-Allar are the ruling class of nobility. Like some other races, Allar are extremely cooperative within their own race, to the point of having some sort of positive disposition towards even stranger Allar that never met before.
 
===Politics===
===Politics===
The Allar do not formally exist in the form of a state anymore, in fact, the vast majority of them are subject to the Regalian Empire, thus to the Regalian nobility. However, all Allar, no matter where they live, are subject to the Soor-Rassa-Allar, the great Alchemical court of Alchemists. This 24 member council (where members are members for life) divines projects and objectives for the race as a whole by dictating certain requests for alchemical research as well as spreading alchemical research volumes to the far reaches of the Allar race around Aloria. They do not have any technical power over the Allar, but many foreign nations, including Regalia, see this court of alchemists as the central Allar authority and treat it as such. Certainly, the council has great executive power over the Allar, though does not do so out of blind obedience from the people. Rather, the council is always filled with the most intelligent, diplomatic and rational Allar. The council elects its own members who then argue in favor of a certain objective or plan based on its argumentative merit, which is often so compelling to the other Allar that their directives are usually instantly accepted. This makes Allar politics effectively the most streamlined political system in the world with the lowest rate of corruption, error, or wrongdoing. The Soor-Rassa-Allar in their own terms admits to the Empire and the Regalian Emperor as their great leader, though only because it makes living for them so much easier. The Empire itself provides certain resources to the alchemical court to benefit from their out-of-house research which is then shared with the court of Alchemists at the Imperial Palace.
Allar politics is dominated by the three pillars of Rassa-Allar (a term used to describe their politics). The first and most obvious pillar, the Soor-Rassa-Allar, has a complex power structure. While formally being the weakest and having no actual say in governance on a local level, the Soor-Rassa-Allar is commonly considered to represent the civilian races of Allar society: The Al-Allar, the Zu-Allar, and the Sa-Allar. The Soor-Rassa-Allar is an intellectual court of twenty-four great alchemists that predict and determine the course of Allar policy in the context of the Great Alchzech, their fallen Dragon Faith, and general logic. Decisions made by the Soor-Rassa-Allar are not legally binding for the entire race, though the ruling classes tend to heed their word carefully, as they represent the Al-Allar, who are still the most numerous subspecies of their race. Above the Soor-Rassa-Allar exist the Digmaan-Rassa-Allar and the Eszul-Rassa-Allar, the former being a collective of great Digmaan Cro-Allar warlords who each have their own Mu-Allar army, and the latter being a general collective of Es-Allar Mages that have unified into a so-called Mage Triangle. The Digmaan-Rassa-Allar barely ever convene and don’t formally even agree on many things. The Cro-Allar frequently engage in conflicts with one another, though in many ways they do tend to agree on foreign military policy. The Digmaan-Rassa-Allar usually elect a representative from among them, either a really powerful Cro-Allar or a really wise and old one that acts as their elected monarch in a way. This elected monarch then decides the future military pursuits of the Cro-Allar and Mu-Allar. The Eszul-Rassa-Allar meanwhile form the advisory body that supports both the Digmaan-Rassa-Allar and the Soor-Rassa-Allar, being entirely comprised of all Es-Allar who are alive at any point in time. The Eszul-Rassa-Allar rarely convenes, as any one of their members can often act as a dignitary with valuable magical advice, or just general sagely advice. In certain emergency situations, however, this group convenes in the hall of Eszul. This hall is normally used to train all the Es-Allar Mages but hosts their conventions in case of an emergency.  
 
===Culture===
===Culture===
Allar culture is all about the natural sciences and Alchemy, especially Alchemy. Even if an Allar is not knowledgeable in alchemy, they spend most of their time in life gathering alchemical ingredients, plants, liquids, and metals and storing them for later use. These could then be gifted to friends, family, or even traded to acquire food, clothes, and other goods. An Allar could become as rich or affluent as they had the ability to gather materials people needed or were fond of. The Alchemists held a special role in society as healers, analysts, teachers, mathematicians, and much more. By general assumption, the gatherers are what empowered Allar society, while the alchemists are what made it progress. Allar clothe themselves in green or blue or white colored fabrics, usually made from the finer cloths and furs produced by Regalia, dressing in local styles with comfortable adaptations for their tails and scales. Most, if not all, Allar consume almost exclusively agricultural products, which may often come as a surprise to many other races due to their teeth. Allar have developed such a keen sense of taste in agricultural consumption that they can effectively taste and identify nearly any plant-like ingredient just by chewing on a leaf. Allar life is very communal, as they often flock together to socialize with one another in awkward ways, though one must always understand that an Allar’s alchemical stash is always private and never shared. In fact, one of the few ways to draw the ire of the Allar is to either impede on their Alchemical stash, or to re-order the ingredients in a non-alphabetical order. Every Allar residence as such has a room dedicates specifically to Alchemical ingredients. Another major cultural aspect of the Allar is their glassworking. Allar were in fact the first race to use glass for windows of their houses in the early centuries after the Cataclysm. In fact, glass window making was not popular in the Regalian Empire until 220 AC, most houses still using the old traditional wooden shutters. The Allar in Regalia did so well both due to their Alchemy and their unrivaled glassworking skill. With the power of Alchemy, the Allar developed secret mixtures and acids that colored glass in certain ways. Certain other powders and additives also gave their products superior shine and durability, with added properties like resistance to soot residue or increased transparancy brilliance. Allar glass making is highly prized among the nobility of Regalia and most colored and stained glass windows in all major Regalian buildings have been crafted by Allar. Even the workplace of the Allar themselves where they brew alchemical recipies is often filled with a variety of colorful glass alchemical tools, dispensers, pots, and other containers. To Allar, glass crafting is an art, and it is often also their only manner of artistic expression. Despite the general xenophobia against the Allar, they are financially very well off in Regalia, setting them apart from the other subjegated or integrated races which often end up living in slums or poor districts. This in and of itself is against a testament to their sheer intellect and resilience and their ability to manuever in arguably dangerous environments to make the most out of their lives.  
Allar culture is all about the natural sciences and [[Alchemy]], especially Alchemy, which dominantly domes over their caste system. Even if an Allar is not knowledgeable in alchemy, they spend most of their time in life gathering alchemical ingredients, plants, liquids, and metals and storing them for later use or at least aiding in the acquisition of such goods as military escorts or other support services. Allar clothe themselves in green, blue, or white colored fabrics, usually made from the finer cloths and furs produced by Regalia, dressing in local styles with comfortable adaptations for their tails and scales. In fact, since the integration of Allar into Ailor society, many Ailor tailor shops have started to produce special clothing fitting for Allar. Most Al-Allar, Zu-Allar, and Es-Allar consume almost exclusively agricultural products, which may often come as a surprise to many other races due to their teeth. The Cro-Allar, Sa-Allar, and Mu-Allar however consume exclusively raw meat. Allar life is very communal, as they often flock together to socialize with one another in awkward ways, though one must always understand that an Allar’s alchemical stash is always private and never shared. In fact, one of the few ways to draw the ire of the Allar is to either impede on their Alchemical stash, or to re-order the ingredients in a non-alphabetical order. An even more dangerous way to aggravate Allar, is by either endangering them (which draws the ire of the Sa-Allar) or by insulting the sense of style of a Cro-Allar (which is considered extremely dangerous).  
 
Another major cultural aspect of the Allar is their glassworking. Allar were, in fact, the first race to use glass for windows of their houses in the early centuries after the Cataclysm. In fact, glass window making was not popular in the Regalian Empire until 220 AC, most houses still using the old traditional wooden shutters. The early Allar immigrants in Regalia did well both due to their Alchemy and their unrivaled glassworking skill. With the power of Alchemy, the Allar developed secret mixtures and acids that colored glass in certain ways. Certain other powders and additives also gave their products superior shine and durability, with added properties like resistance to soot residue or increased transparency brilliance. Allar glass making is highly prized among the nobility of Regalia, and most colored and stained glass windows in all major Regalian buildings have been crafted by Allar. Even the workplace of the Allar themselves where they brew alchemical recipes is often filled with a variety of colorful glass alchemical tools, dispensers, pots, and other containers. To Allar, glass crafting is an art, and it is often also their only manner of artistic expression.
Allar distinguish no difference between gender, and in many cases, they also do not distinguish between age (though some military castes prefer older Allar for experience sake). Allar have romantic relations between castes, there are no specific rules against this, though most Allar stick to their own subspecies due to the impracticality of a bulky male Cro-Allar mating with a small female Al-Allar. Despite the strong relation between Allar mates (which, in their society, makes no distinction between same-sex and opposite-sex relations), parent and child relation is often a bit odd. Any Allar mating pair that can produce offspring are told not to attach themselves to the eggs they lay early on. Female Allar that have completed their carrying period and are ready to lay eggs do so in a specific building where the egg birth is properly recorded. Eggs that do not fit either the caste of the father or the mother are removed from the offspring and placed with another couple to be raised in the proper caste. Fittingly enough, despite the infrequency of birth, Allar couples tend to produce enough eggs never to require an adoption. As such, adopted eggs usually end up in same-sex couple’s care, meaning the Allar are the only race with a functional system for same-sex adoption. Allar still retain a sense of family towards their biological family, however, even if they are of a different subspecies. Throughout their raising, adopted Allar are informed of their parentage and sometimes their biological family is even directly exposed to their upbringing. This in many ways helped foster the very strong bond Allar have with one another, even strangers.
===Religion===
===Religion===
Allar don’t formally believe in a god, but rather hold that every being, thing, and an event is a part of a greater mixture that has a certain result - which is existence, itself. Variables factor into an outcome with a certain weight, and it was up to the alchemists to interpret the value and outcome of these factors. It could be reasoned that, in a way, the Allar believed every god and pantheon ever espoused truly existed and every belief is right. For example, they believe Ailors are once destined to rule over all. They universally accept Unionism as a true factor in life. They also accept the fact that the sun is divine, as dictated by the Qadir, and that there is a living Elven goddess statue for the Elves. The Allar factor in all these things and consider reality with the following phrase: “Nothing is untrue, every spoken truth is a variable with a degree of value in life.” This furthermore makes it easy for Allar to integrate into other societies. They have no trouble accepting or adapting to new norms or peoples because they accept their beliefs to be as true as that of others. Allar religion thus is not active, but rather passive. They observe events and reason about them but make very little effort to change them.  
Allar don’t formally believe in a god, but rather hold that every being, thing, and an event is a part of a greater mixture that has a certain result - which is existence, itself. They refer to this concept or philosophy as The Great Alchzech. Variables factor into an outcome with a certain weight, and it was up to the alchemists to interpret the value and outcome of these factors. It could be reasoned that, in a way, the Allar believed every god and pantheon ever espoused truly existed, and every belief is right. For example, they believe Ailors are destined to rule over all. They universally accept [[Unionism]] as a true factor in life. They also accept the fact that the sun is divine, as dictated by the Songaskians, and that there is a living Elven goddess statue for the Elves. The Allar factor in all these things and consider reality with the following phrase: “Nothing is untrue, every spoken truth is a variable with a degree of value in life.” This furthermore makes it easy for Allar to integrate into other societies. They have no trouble accepting or adapting to new norms or peoples because they accept their beliefs to be as true as that of others. Allar religion thus is not active, but rather passive. They observe events and reason about them but make very little effort to change them. This does not necessarily mean that Allar religion has always been absent. The Allar recognize their old faith, that of [[Dragon Worship]], as a baseline through which to approach the world. In their version of Dragon Worship, the Allar are seen as the children of the Dragons, each caste fulfilling a certain role. In the recognition of their old faith, they see that each caste (and subspecies subsequently) inherited an aspect of the Dragon’s might and that in many ways, all castes combined represent the Dragons in unity. In many ways, this reinforces their caste system (even without the Cro-Allar enforcing it by military might). Allar still observe reverence of Dragons in a nonreligious sense, even if they believe the Dragons have long gone extinct in the world, they look up to them with great wonder and awe.
 
===Combat and Warfare===  
===Combat and Warfare===  
Allar have never been formally good at warfare. During the Regalian invasion, most Allar had never used a weapon, though many were taught by the Slizzar. The majority of the Allar military capability was hidden in their alchemical ability and the deployment of the Sa-Allar. The Allar used mixtures to daze, confuse or outright poison their enemies. This made them deadly on land, taking out many Regalians, though useless on the oceans. The Regalian fleet was able to take out any approaching Allar and bombard their coastal cities into submission. After the Chrysant War was over, the majority of the Allar returned to their pacifistic ways.  
Allar combat and warfare is surprisingly similar to Regalia, though their military structure could even be called superior. At the head of an Allar army stands a Cro-Allar general, though they frequently fight on the front lines also. Underneath them is a complex ranking system of Mu-Allar, far more complex than any other army in Aloria. Allar armies are almost entirely made up out of Mu-Allar with supporting shock trooper roles of Sa and Zu-Allar, and with additional Al-Allar alchemical powered artillery units or skirmishers. Es-Allar remain the only subspecies of Allar that do not formally take part in armed conflicts, largely because they are considered too frail to face a battlefield. Even though Mu-Allar armies can sometimes act savage and disorganized on the field due to their bloodlust, they are actually far more disciplined than meets the eye, and these episodes of bloodthirst tend to be referred to as “organized chaos,” and entirely intended.  
 
===Economy and Technology===
===Economy and Technology===
The entire Allar economy and technology was driven by Alchemy. They had alchemical solutions for most problems, which made them little reliant on magic or metallurgy. Their economy was driven through bartering for alchemical ingredients, most of which were simply foraged from the land around them, but in many situations also traded externally with the other races of Aloria in exchange for much desired alchemical mixtures. Most of the knowledge and Allar technology was lost during the Chrysant War, leaving many of the Allar in present day scraping by to attempt to rebuild their lost knowledge.  
Allar economy and technology is practically entirely centered around Alchemy. Not only does nearly every non-essential employment (such as food production) serve Alchemy one way or another, the Allar have no actual use for many of the medical services they create, thus providing a massive export base. Allar can be found in practically all alchemical organizations everywhere around the world, especially in Regalia. Resource gatherers scour the world for new ingredients that are rigorously tested before the Alchemical organizations release new products onto the global market. Especially in Regalia, Allar medical concoctions are extremely popular and make some Allar exceptionally wealthy.  
 
==Trivia==
==Trivia==
*The Soor-Rassa-Allar is filled with 24 members of varying ages, the only thing they all have in common is that they are considered to be the most skilled alchemists of the Allar race as a whole at any given time. Each member invented a certain alchemical composition that strongly contributed to their wellbeing, either in the Regalian Empire or before.
*The Soor-Rassa-Allar is filled with 24 members of varying ages, the only thing they all have in common is that they are considered to be the most skilled alchemists of the Allar race as a whole at any given time. Each member invented a certain alchemical composition that strongly contributed to their wellbeing, either in the Regalian Empire or before.
*It is not often spoken about, but Allar bone and skin is a much-used ingredient in Allar alchemy. Dried tails and eyeballs made some Allar very “rich” through immoral means.
*Allar are, racially speaking, distant cousins of the much more different Dakkar, which have since been forced underground forever. They see the Dakkar as little more than alchemical ingredients; however, the difference in intellect between the Allar and the Dakkar results in the Allar denouncing the Dakkar as animals.
*Allar are, racially speaking, distant cousins of the much more different Dakkar. They see the Dakkar as little more than alchemical ingredients; however, the difference in intellect between the Allar and the Dakkar results in the Allar denouncing the Dakkar as animals.
*The Allar were at risk of going extinct in 214 AC due to a terrible contagious disease that no amount of effort could halt. Through the work of one highly skilled Alchemist that made a cure called Eyssrokz, the race was not only saved, but the disease completely eradicated before it claimed more than 30,000 lives, ensuring the future of the Allar as a whole.
*The Allar were at risk of going extinct in 214 AC due to a terrible contagious disease that no amount of effort could halt. Through the work of one highly skilled Alchemist that made a cure called Eyssrokz, the race was not only saved, but the disease completely eradicated before it claimed more than 30,000 lives, ensuring the future of the Allar as a whole.
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[[category:races]] [[category:Gorr Races]]
[[category:races]] [[category:Gorr Races]]

Revision as of 04:03, 19 January 2018

Allar
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Race
PronunciationAl-lar
ClassificationGorr
SubracesAl-Allar, Mu-Allar, Sa-Allar, Zu-Allar, Es-Allar, Cro-Allar
Common NicknamesSmileskins, Scalies, Scaleskins, Lizards
LanguagesZasta
Naming CustomsVarying vowels with double L,S and Z
Racial Traits
DistinctionsHumanoid lizard people with a knack for alchemy
Maximum Age130 years
Body TypesVarying per subspecies
Height5’5” - 7’ (Depends on subrace)
WeightDepends on subrace
Eye ColorsSlitted pupil (some also round) with a bright yellow iris and white sclera
Hair ColorsNot applicable
Skin TonesDepends on subrace, mostly scales varying browns, greens and some grayish blue.

Originating from the mysterious and unmapped jungles of Sendras, the Allar are a diverse and varied race of reptilian humanoids known for their towering intellect and scientific capacity, their long-term defiance of the Regalian Empire, and their world-renowned glassworking skills. A lesser point of renown for the Allar is their ability to bounce back; even after facing centuries of attacks and being misled by other races. Despite this, the Allar have weathered these setbacks, surviving that which would have crushed any other race into oblivion, and turned detriment to their advantage. The most recent of these setbacks occurred during the Chrysant War, in which the Humans of Regalia attempted to inflict genocide upon the Allar. In only fifteen years, the Allar became first-class citizens of the Regalian Empire, in spite of the fact that the Humans wanted to utterly wipe them out earlier. While many other races still have disdain for the foreign looking Allar, their influence on global events as shrewd, capable and flexible people cannot be denied. With their diverse cultural caste system and specialized sub species all fulfilling a specific role in their society, Allar have quickly risen to become an intricate race rivalling even the complexity of Human society in the Regalian Empire and eclipsing the Elves in their unity and recovery of past glory.

Physical and Mental Characteristics

Allar, as a people, are the least homogenous on Aloria; they are diversified among many subspecies that look very different from one another. Even though the differences between Allar subspecies is more defined than those of the Songaskian race, they are all still classified as Allar and are born from the same lineage. Allar live a long time, nearly 130 years, but rarely reproduce over this period. A couple of Allar may only lay eggs once every ten years, though when they do, a female Allar can produce anywhere between five and thirteen eggs after a carrying period of about a month. These eggs aren’t ever the same subspecies; there is no pattern in the eggs they lay, and a female Allar of any subspecies may randomly lay an egg that belongs to another subspecies. These subspecies all have their role in Allar society, as their bodies and minds are uniquely suited for specific tasks and specializations. Below are the various subspecies of Allar and their Physical and Mental Characteristics combined into one segment to make an easy differentiation between the subspecies. There are also some common traits shared by all Allar species, which are mentioned further below.

Al-Allar

The Al-Allar are what could be considered the “default” Allar; their plain scales and horns help differentiate them from their perhaps more eccentric counterparts. They have tall necks, long fingers with sharp nails, and digitigrade legs. Their head is lizard-shaped with a snout. Adorning their skulls, jaws, and brows are smooth, ivory-colored spike-like horns of varying sizes that stick out of the scaled skin, though there is no real common trend for the quantity of the horns and spikes, and they vary greatly from Al-Allar to Al-Allar. Their irises are slitted (though round irises sometimes also occur), and are always a vibrant yellow color with a darker eye white. Al-Allar bodies are always on the frail side, weaker than even that of a Cielothar. They lack strong muscle definition or density, and their ribcage can occasionally be seen through their scales. Al-Allar also have a prehensile tail, meaning they can control it with the same fine motoric degree as their arms, essentially using their tail as a third arm with some capacity to grab things. What the Al-Allar lose in physical prowess is easily made up by their towering intellect. Al-Allar think fast, concisely, and decisively, capable of completing complex calculations in their head within mere moments, and storing a vast collection of memories that they can recall much faster than other races can. It should come as no surprise that the Al-Allar often work as the brain of the Allar species, and fulfill most intellectual roles within their society. Their small stature is also paired with their rather skittish persona: Al-Allar are considered cowards by the standards of other races, riddled with anxiety and insecurity. Al-Allar are calculated, and while capable of emotions, often end up reasoning them away with logic and calculations. It can often be said that Al-Allar are submissive and have a servant mindset, and strictly speaking this is true, but largely because Al-Allar thrive when protected by a larger more capable species and race. The Al-Allar certainly are not bottom feeders, as they represent the foundations of Allar society and ingenuity, and larger groups of Al-Allar are capable of overcoming their fear complexities and collectivizing for a common goal. Finally, one of the more curious skills Al-Allar have is their acute substance smell. If they have identified a smell of a substance before, they can smell it again, anywhere and anytime, almost akin to the ability of a hunting dog. This means that for example, if an Al-Allar has smelled a certain poison before, which has then been inserted into a rootbeer, they are capable of both identifying the root beer ingredients, but also the poison mixed within, no matter how miniscule the fragrance is. This has led to Ailor nobility enlisting some Al-Allar as cupbearers and has drastically reduced the number of assassinations via poisoning.

Mu-Allar

The Mu-Allar represent the second most numerous subspecies of the Allar, and look very similar to the Al-Allar. Mu-Allar represent the warrior caste of Allar society, or what they call the hunters. They are taller than the Al-Allar, and possess a more muscular frame that ranges on the Athletic side. Their claws are larger and stronger, and they also possess a large claw on each foot that is frequently used in combat to great shredding effect. Mu-Allar have a prehensile tail like the Al-Allar, though it is far less flexible, used only to slap foes with in combat. Mu-Allar snouts also tend to be longer, their eyes smaller and their horns smaller and aimed backwards away from their face. Perhaps the most obvious difference between the Mu-Allar and the Al-Allar are the feathers that Mu-Allar have, ranging from the crown of their head down to their neck and some on their back also. These feathers are flexible and often come in very vibrant color hues, though avoiding pastel colors. Mu-Allar are not typically less intelligent than Al-Allar, but rather tend to have a shorter attention span and are a lot more physically active. They are boisterous, daring, and competitive, but always retain a very strong sense of camaraderie, making them excellent friends and drinking partners to carous with. While the Mu-Allar serve the Cro-Allar, their identity as the hunter caste has led them to develop a sense of righteous superiority over the other Allar, like they are what stands between their destruction and survival, and hold an innate sense of honor and self value. Mu-Allar as such tend not to heed the warnings and caution of the Al-Allar and jump into action unprepared, often to their own detriment unless tempered by the wisdom of the Es-Allar and the leadership of the Cro-Allar. Within their families, Mu-Allar are very passionate, and are known to have a convoluted mating dance involving the grooming of their feathers and displaying them in all their wild color ranges. While Al-Allar possess an acute smell for substances, Mu-Allar possess that same smell, but for drawn blood. Mu-Allar can smell blood from several streets away, making escaping from a Mu-Allar while bleeding exceptionally difficult, almost as difficult as escaping a shark.

Zu-Allar

The Zu-Allar are a relatively rare sight among the Allar, not only because of their low birthrate, but also because of their stoic, isolated and solemn characteristics. The Zu-Allar are taller than both the Al-Allar and Mu-Allar, yet shorter than an average Ailor. They have a stubbier snout than either Mu-Allar and Al-Allar and have no feathers, spikes, or horns anywhere on their body. Instead, their skin is covered in thick, armored scales that deflect most cutting and slicing weaponry to the point where they can receive a surprising amount of physical punishment before feeling any pain. Their tail is even less flexible than that of the Mu-Allar, remaining mostly rigid, but also being armored and having a single rounded bone protrusion at the end that they use to slam into the ground when they are angry, but severely restricts combat use. Despite their defensive capacity, Zu-Allar are not particularly strong (they range just around an average Ailor), superbly intelligent or fast (they move slowly due to the inflexibility of their scales). Their natural defensive capacity means they are the often unsung defensive troops of the Allar military, though frequently also labor in harsh conditions that would otherwise be too dangerous for Al-Allar such as quarries and mines. Zu-Allar personalities are very stoic and silent, often preferring to remain quiet and solemn, a stark contrast from the Mu-Allar that flank them in military formations and thirst for battle. Zu-Allar, outside of the military, can often be found in libraries or places of knowledge. While they lack the towering intellect of the Al-Allar, they love listening to Al-Allar ramble about scientific theories, and find comfort in the bustle of the quick-tempered Al-Allar around them, to contrast their own rather sluggish demeanor. Zu-Allar often don’t form relations of companionship with other Allar because they find such attachments to give them anxiety. In many ways, Zu-Allar have both a physical and figurative armor that they feel keeps them safe, but makes them fear exposing themselves to the outside world.

Sa-Allar

The Sa-Allar are an equally rare sight to the Zu-Allar, and can best be described as the dumb muscle of the Allar species. Sa-Allar are slightly taller than an average Ailor, and possess a muscular body frame, though completely lack a tail. Their heads are often more pointier and angular than that of the Al- and Mu-Allar, featuring a head that is reminiscent of Dragons, while they usually only have two horns. Their teeth are larger, and practically all Sa-Allar have an underbite that gives them a perpetual silly and rather fierce appearance. Sa-Allar can best be described as gentle giants, being by far the least intelligent of the Allar species and often lacking the capacity to even stop themselves from being distracted by a near butterfly. They appear in a constant state of wonder about the world around them, whether it is the first time witnessing snow (and then suffering hypothermia as they forget about their cold weakness) or seeing a waterfall and wanting to swim in it (subsequently nearly drowning as they forget how to swim). Despite their predisposition to comical neglect for their own wellbeing, Sa-Allar can become strong and loyal defenders of the Allar species in the blink of an eye if they sense that any of them are at risk. Sa-Allar turn seemingly abruptly and completely unexpectedly in a difference that is like night and day from a gentle giant to a rampaging bulk of anger. It should thus come to no surprise that Sa-Allar are fiercely loyal to all of the other Allar subspecies and set aside their generally distracted and neglectful behavior to ensuring the safety of those they consider friends. Sa-Allar are also easy to befriend as such, mostly to other Allar, since even the remotest of Al-Allar is a friend in their eyes. In daily life, the Sa-Allar don’t really serve a purpose, but are often used as bodyguards to the Es-Allar whom they consider “cute”, or the Cro-Allar, to who they look up to and admire. Sa-Allar can sometimes also be witnessed acting as the dumb muscle sidekick of a Mu-Allar, or a protective friend of an Al-Allar. While alone, Sa-Allar usually wander aimlessly, being distracted by the color of flowers or the smell of a freshly baked bread, instilling hunger before naptime.

Es-Allar

The Es-Allar are, together with the Cro-Allar, the rarest sight among Allar, so rare that presumably only a few hundred of them exist at any time around the world. Es-Allar are also the strangest of the Allar species in that they do not conform to the looks of the others at all, and represent a far more amphibian appearance, lacking a tail as well. The most notable aspect about the Es-Allar is that they are short, extremely short, barely being three feet tall. The vast majority of their body is their torso that is somehow set on two stubby legs with webbed feet. They have essentially no neck, meaning their mouth and eyes and nostrils are set on their torso in a way that makes them look like a walking barrel with arms. Their arms are almost as long as their whole body, with hands that seem disproportionately large, are webbed, and usually drag along the floor. Es-Allar eyes are large and black while their facial expression is usually that of a frown, while their skin is completely smooth and their body lacks any kind of bone or spike or horn protrusions. The Es-Allar are generally laughed at by other races, and even among the Allar they are sometimes misunderstood as cute and needing of protection, notably by the Sa-Allar. The fact that they always have a child-like appearance also doesn’t help to that end, though comically enough, Es-Allar are the most sagely and wise species of the Allar. Completely contrary to their cute small appearance, Es-Allar have a deep groggy voice and speak with prose and poetry, laced with wise and insightful words about the world and their own society. What they lack in physical prowess (given that they cannot even run on land due to the stubbiness of their legs), they make up for by being the only Allar subspecies that is able to cast Magic. In fact, they are often underestimated and mistaken for Allar children, when in reality they are the world’s most proficient spellcasters, capable of learning Magic at twice the rate of any other Alorian race. This makes them dangerous, but not invincible. They are frail and small, and can barely escape from an attacker without the help from others, which is why Es-Allar are often protected by Sa-Allar or squads of Mu-Allar. Es-Allar can often also be found in the company of Cro-Allar, acting as their advisors. Es-Allar are a grumpy species of Allar, having a rather cynical world view, and burying anything they say under layers of sarcasm and passive aggressiveness that would make one think they are perpetually angry at everyone. That being said, when situations get tough, the Es-Allar are capable of offering the most practical and sagely advice, formed from years of engaging in meditation and philosophical thought. Every Es-Allar in Allar society is a mage of some kind, and while the Al-Allar mostly ignore their magical input, they wield considerable power in Allar society due to their proximity to the Cro-Allar, and also act as the social guardians of order and law among the Allar. Note: Due to the permission requirement for Magic casters, and because Es-Allar are Mages, in order to play an Es-Allar Mage, a player will need to possess a Trustee Permission. Es-Allar that are not Mages are exceptionally rare but do not require a Trustee Permission.

Cro-Allar

Cro-Allar represent the pinnacle of Allar power within their society. They are the rarest of Allar species, along with the Es-Allar, and form the Allar nobility and leaders, ranging both from military to civilian leaders. Cro-Allar are large, larger than even Orcs with bulk in muscle to compete with them. They stand hunched over due to their large frame, their head set on a short, thick neck. The shapes of their heads resemble those of crocodiles, though they lack the usual Allar horns and spikes. Their large, strong, and meaty hands and arms mean they are not capable of wielding any conventional weapon, not that they would have to since their claws and strong grip are plenty deadly already. They possess sharp rows of teeth in their jaw and strong legs upon which their large frame is supported, with a thick tail that often drags along the floor behind them. Cro-Allar are, by virtue of their deadly size, the leaders of Allar society (and probably the most lethal race on Aloria). Whether this has had any other reason than the fact that they crushed all other species resisting their rule in earlier times is unclear, but all other Allar species in modern times are fiercely loyal to the Cro-Allar. Despite their size and bulky stature, Cro-Allar tend to be very pensive like the Zu-Allar, and equally slow acting. They are terrifying combat opponents, but often prefer to delegate military pursuits to the Mu-Allar that act as their soldiers, and the Sa-Allar that act as their bodyguards. Cro-Allar are frequently surrounded or flanked by Es-Allar as their advisors, but also just because between the two species, they rule the Allar race, and maintain that control due to their unique relation of sage input and brute power. Cro-Allar are proud creatures, often donning themselves in jewelry and gold plating their scales and teeth for appearance. In many ways, their vanity could be compared to that of the Elves, except they can snap bones of anyone who goes out of their way to insult their sense of style. Cro-Allar also fulfill a curious role in Allar society under the umbrella of the Regalian Empire, acting as Allar Nobility to the Ailor. Cro-Allar are seen as representatives of the Allar structure within the Regalian federation, and as such are deferred to with respect within the Regalian capital, even by the Ailor Nobility, as a revered ally and a powerful caste of ruler warriors in and of themselves. Note: Due to the permission requirement for the overbearing strength of the Cro-Allar, in order to play a Cro-Allar, a player will need to possess a Trustee Permission. Furthermore, Cro-Allar need to be registered as a Noble Family as per usual, and due to the complexities of playing a Digmaan, it is recommended to contact a Noble Manager before even considering the creation of a Cro-Allar.

Common Traits

Allar are described to be a reptilian race with varying subspecies that have scales instead of skin. Their scales usually range from green to brown tones, though some yellow and grayish blue tones have also been observed. The eyes are the same for all species, having regular eye whites and yellow irises. Most Allar have slitted eyes, though many are also born with regular round pupils by no real discernable trend. Cro-Allar, however, all have slitted eyes, while Es-Allar always have round eyes. Allar also have a number of common traits that aid in their survival on Aloria. The most obvious trait that they developed from Sendras is their natural resistance to poison and toxins as well as disease. While they can still be affected by certain diseases, Allar have natural protection against most harmful substances that need to be ingested or applied to skin that could normally prove fatal to Humans. Furthermore, Allar have a set of regenerative capabilities. As long as their head and torso remain attached, they can slowly regrow lost hands, feet, limbs and tails, and also scales, teeth and even eyes over longer periods of time. Scales and teeth are regrown in a matter of days, while hands and feet may take some weeks and tails and limbs may finally take up to two months. These two traits often mean that Allar spend almost no time in healthcare, thus making them able to transfer all their medical knowledge on the other races within the Regalian Empire with great effect. All Allar possess a certain pattern of scales on their forehead, between their eyes, that is consistent for families. When an Al-Allar couple gives birth, it might, for example, lay four Al-Allar eggs, four Mu-Allar eggs, two Zu-Allar eggs and a single Cro-Allar egg. Due to the societal beliefs of the caste system, eggs that do not belong to the same species of parents are removed, thus leaving the parent with only four Al-Allar eggs. The other eggs are then given to couples of the corresponding species to be raised in their proper caste. Despite being separated from birth, however, all Allar no matter what species can still recognize their birth family by the pattern of scale orientation between their eyes. The top row of scales represents the father, while the lower set of scales represents the mother. The differences are very miniscule, so small in fact that most Ailor won’t be able to tell the difference (though Qadir can, due to their Meticulous Precision), as some scales are angled a few degrees to the left or the right, causing a distinct and unique pattern to form. This pattern is often called the Scale-Bond and gives Allar who share the same parents but grew up in different households an unusual relation of friendship or loyalty to one another. The only species of Allar that does not have this is the Es-Allar, though they hardly ever care about their heritage anyway since they are raised by a set of teachers, not parents, and never form family units.

History

The earliest records of Allar appearing in Aloria are through various snippets from Elven Explorers around 1200 BC. At this time, Elven explorers labeled this land dangerous and uninhabitable, mostly due to the unfavorable climate, but also partially due to the frequency of tropical illnesses striking foreigners in the dense jungles of Sendras. As such, there is very minimal historical writing on the Allar in their early days, though what can be told from Elven sources, is that the Allar subspecies all existed around this time in lesser kingdoms. Somewhere around 800 BC, the Allar seem to have unified into one massive spanning Empire, though the exact circumstances that led to this unification remain unknown to this day. Comparatively speaking, the Allar developed a system of writing far later than any other race, and in many ways, what alternative methods of historical recording they did have were lost to time. It is assumed that in many ways, early Sendrassian civilization (while unified) resembled primitive Ceardia with numerous fledgeling kingdoms and warlords controlling local areas in a very rudimentary pre-feudalism manner. Allar civilization did not truly civilize (the way Regalians understand it, with formal writing, governance, and culture) until after the Sendrassian Civil War, an event that has marked the development of the Allar as a whole greatly. The Sendrassian Civil War was an event in Sendras that occurred between 73 BC and 22 BC, making it one of the longest, if not the longest, military conflicts in Alorian history. The civil war started over religious differences as the Allar had long held the faith of the Dragons in high regard, but the growing influence of Void Worship caused social unrest. Important distinctions should be made in contrasting the rise of Void Worship among the Allar in comparison to the Elves, however. While the general population of the Elves was converted at a steady pace, such a thing did not occur among the Allar. Due to the pyramid structure of Allar society, it took only a few Es- and Cro-Allar to convert, for vast swathes of their population to fall in line without necessarily converting. As such, it was possible for only a handful of leading Allar to convert to Void Worship, while thousands of their subjects remained loyal to the old faith, but simply went along with their rebellion because of their docile attitude to their leaders. Small skirmishes between loyalists and Void converts eventually broke into open rebellion, which culminated into the civil war which is marked to have started with the Void convert attack on the capital of the Sendrassian Empire, the Golden Soor. From very early on, the Void converts (largely by act of the Es-Allar) engaged in magical terrorism to shock and awe the loyalist Al-Allar into line. The capital of the Sendrassian Empire, led by a strong loyalist Digmaan (Cro-Allar Noble), was completely eradicated when a group of Es-Allar used magic to create a massive acid cloud that killed every living being in the city. The rival Es-Allar and Cro-Allar continued to wage their civil war for decades in a conflict where the death toll has never been fully recorded, though often assumed to be in the hundreds of thousands. Towards the later years of the civil war, the void converts appeared to be losing the war, as the Digmaans of the loyalists and their Mu-Allar armies seemed to be gaining the upper hand. This turn of fortunes caused the Es-Allar who worked for the Void Worshipers to increase their magical terrorism, which would prove the final blow in the Civil War. While the loyalist Digmaan and Mu-Allar were prepared to continue the fight, the civilian Soor-Rassa-Allar (which was entirely comprised of Al-Allar) made plans to flee the continent. Many of the Cro-Allar lineage and Mu-Allar loyalists still resent the Soor-Rassa-Allar to this day for essentially betraying the military castes of the Allar Empire, as they were of the belief that they were winning, but only fled because of the cowardice of the Al-Allar. Regardless of the circumstances of the loyalists losing the civil war, The Soor-Rassa-Allar organized a massive flight of loyalists out of Sendras, of all subspecies of Allar, fleeing north to the sparse continent of Hadaria which at the time was barely populated save for a few wandering groups of Slizzar and some Elven outposts. While the Cro-Allar and Mu-Allar originally resented the flight from their homeland, their overriding protective nature of the other Allar species eventually took the upper hand, and they escorted the flight out of Sendras. To many, after the flight of January 12th 22 BC, Sendras became a dark continent, both in a literal and figurative sense. The Void Worship Allar won the Civil War and shut off the continent from the prying eyes of outsiders. To this day, few adventurers have ventured to the shorelines, and even fewer have returned with tales of abominations and savagery in the dark jungles to the south. The Regalian Empire, in fact, has a general bar on anyone approaching the continent, and likely with good reason, as no state that has allowed to fester in Void Worship for as long as Sendras has, could reasonably maintain normality. The Allar settling in Hadaria eventually splintered into the lesser kingdoms often called the Chrysant Kingdoms by the Regalians, though they often maintained a unified aspect despite the implication that they were separate kingdoms. The Soor-Rassa-Allar remained an organization that loosely tied the Allar together, even if individual Digmaan would continue to wage war against each other over land squabbles. The move to Hadaria caused the Allar to be more frequently exposed to the rising Regalian Empire and the collapsing Elven Empire. Contact to civilized states in this manner (largely through trade and diplomacy) caused the Allar to rapidly standardize their language, writing, and historical recounting. While much was lost in the flight from Sendras, the Allar who lived in Hadaria quickly recovered and even managed to thrive in their new environment no less than twenty years after arriving. Hadaria, however, was already natively inhabited by the Slizzar. Over decades that turned into centuries, the Slizzar slowly integrated into Allar society and managed to infiltrate every level of politics. From the lowest caste of the Soor-Rassa-Allar, Slizzars seduced the timid Al-Allar, up to the highest ranks where Slizzar became consorts to the Cro-Allar. This slow and steady seduction of Allar leadership is what many today consider the reason why the Allar never fully unified in a way other Empires did. Eventually, this led to one particularly successful Slizzar called Miko Missa seizing power over all the Chrysant Kingdoms by seducing the strongest Digmaan and using them to force the others in line. This sudden and dangerous skirmishing with the power balance of the region caused aggravation of the Regalian Empire, which would soon declare war on the Essa Empire (the Allar name of their new realm in Hadaria) in 286 AC. While the Mu-Allar and Cro-Allar proved competent on the field of battle against the inferior Regalian troops, the Ailor were far too numerous and outclassed the Allar navies to a laughable extent. Furthermore, the Ailor were also aided by the aquatic Maiar in their war against the Allar, and from the jungles, even Circci (while not related to Regalia or the Maiar) assailed the Allar from behind their supply lines. Attacked from all sides, the Allar military eventually cracked, and the war changed from military conflict to a civilian genocide, fueled by Ailor racism. By the time Fessa Huallo (the new capital) fell, the Allar were completely at the mercy of the Ailor. Surprisingly, however, unlike other races, the Soor-Rassa-Allar quickly subjected itself in a very submissive manner, even if the Cro-Allar and Mu-Allar resisted. This quick submission and docile compliance to Regalian overlordship would later prove to be the greatest boon the Allar could have employed to secure their future. Immediately following the Chrysant War, Hadaria was divided into numerous Ailor led governorates, subject states and puppet kingdoms that continued to wage war on one another for various reasons. While Allar sovereignty was crushed, they were released from the Slizzar grasp who were eradicated with a much higher degree of efficiency than the Allar were and retreated to the far corners of the world. The subservient attitude of the Soor-Rassa-Allar turned around Regalian attitudes to the Allar in record time. It was their loyalty, their silent public relations struggle, and willful obedience that turned the Allar into a valuable ally. This eventually culminated into the Allar collectively integrating into Ailor society, becoming the first non-Ailor race to become first-class citizens in the Regalian Empire, and even having the Digmaan recognized as non-Human nobility in their own right. Needless to say, out of all races, Allar have suffered the most in terms of setbacks against their race, yet overcome all of them. Furthermore, they are also classified as the second most successful race in Aloria, having created a strong working relation with the Ailor (though racism against them still exists), and being present in nearly all layers of Ailor governance of the Empire.

Society

Allar society is remarkably complex due to the caste structure that has been observed in practically every era of their existence. Every subrace of Allar exists on a separate caste that grants them specific rights and duties. While there is no real discrimination between the castes, all Allar are expected to fulfill the roles within their casts, and those who refuse to do so become outcasts. The Allar caste system is extremely strict and is mostly centered around occupations and life ambitions. Al-Allar are the general craftsmen and civilian population of the Allar caste system. They are responsible not only for the creation of common goods but also food production and alchemical business. Mu-Allar are the general military population of the Allar caste system. They are almost exclusively soldiers, though in peace time they are permitted to engage in other professions. The Zu-Allar are the historians and bookkeepers of the Allar caste system, also having developed the Allar writing system. During war time, however, they are also called into the military. Sa-Allar (while being a caste of their own) don’t formally have a working expectation since they just attach themselves to whatever employment they can usually. The Es-Allar are the magical caste, covering mages and advisors to the ruling class of the Allar, while finally, the Cro-Allar are the ruling class of nobility. Like some other races, Allar are extremely cooperative within their own race, to the point of having some sort of positive disposition towards even stranger Allar that never met before.

Politics

Allar politics is dominated by the three pillars of Rassa-Allar (a term used to describe their politics). The first and most obvious pillar, the Soor-Rassa-Allar, has a complex power structure. While formally being the weakest and having no actual say in governance on a local level, the Soor-Rassa-Allar is commonly considered to represent the civilian races of Allar society: The Al-Allar, the Zu-Allar, and the Sa-Allar. The Soor-Rassa-Allar is an intellectual court of twenty-four great alchemists that predict and determine the course of Allar policy in the context of the Great Alchzech, their fallen Dragon Faith, and general logic. Decisions made by the Soor-Rassa-Allar are not legally binding for the entire race, though the ruling classes tend to heed their word carefully, as they represent the Al-Allar, who are still the most numerous subspecies of their race. Above the Soor-Rassa-Allar exist the Digmaan-Rassa-Allar and the Eszul-Rassa-Allar, the former being a collective of great Digmaan Cro-Allar warlords who each have their own Mu-Allar army, and the latter being a general collective of Es-Allar Mages that have unified into a so-called Mage Triangle. The Digmaan-Rassa-Allar barely ever convene and don’t formally even agree on many things. The Cro-Allar frequently engage in conflicts with one another, though in many ways they do tend to agree on foreign military policy. The Digmaan-Rassa-Allar usually elect a representative from among them, either a really powerful Cro-Allar or a really wise and old one that acts as their elected monarch in a way. This elected monarch then decides the future military pursuits of the Cro-Allar and Mu-Allar. The Eszul-Rassa-Allar meanwhile form the advisory body that supports both the Digmaan-Rassa-Allar and the Soor-Rassa-Allar, being entirely comprised of all Es-Allar who are alive at any point in time. The Eszul-Rassa-Allar rarely convenes, as any one of their members can often act as a dignitary with valuable magical advice, or just general sagely advice. In certain emergency situations, however, this group convenes in the hall of Eszul. This hall is normally used to train all the Es-Allar Mages but hosts their conventions in case of an emergency.

Culture

Allar culture is all about the natural sciences and Alchemy, especially Alchemy, which dominantly domes over their caste system. Even if an Allar is not knowledgeable in alchemy, they spend most of their time in life gathering alchemical ingredients, plants, liquids, and metals and storing them for later use or at least aiding in the acquisition of such goods as military escorts or other support services. Allar clothe themselves in green, blue, or white colored fabrics, usually made from the finer cloths and furs produced by Regalia, dressing in local styles with comfortable adaptations for their tails and scales. In fact, since the integration of Allar into Ailor society, many Ailor tailor shops have started to produce special clothing fitting for Allar. Most Al-Allar, Zu-Allar, and Es-Allar consume almost exclusively agricultural products, which may often come as a surprise to many other races due to their teeth. The Cro-Allar, Sa-Allar, and Mu-Allar however consume exclusively raw meat. Allar life is very communal, as they often flock together to socialize with one another in awkward ways, though one must always understand that an Allar’s alchemical stash is always private and never shared. In fact, one of the few ways to draw the ire of the Allar is to either impede on their Alchemical stash, or to re-order the ingredients in a non-alphabetical order. An even more dangerous way to aggravate Allar, is by either endangering them (which draws the ire of the Sa-Allar) or by insulting the sense of style of a Cro-Allar (which is considered extremely dangerous). Another major cultural aspect of the Allar is their glassworking. Allar were, in fact, the first race to use glass for windows of their houses in the early centuries after the Cataclysm. In fact, glass window making was not popular in the Regalian Empire until 220 AC, most houses still using the old traditional wooden shutters. The early Allar immigrants in Regalia did well both due to their Alchemy and their unrivaled glassworking skill. With the power of Alchemy, the Allar developed secret mixtures and acids that colored glass in certain ways. Certain other powders and additives also gave their products superior shine and durability, with added properties like resistance to soot residue or increased transparency brilliance. Allar glass making is highly prized among the nobility of Regalia, and most colored and stained glass windows in all major Regalian buildings have been crafted by Allar. Even the workplace of the Allar themselves where they brew alchemical recipes is often filled with a variety of colorful glass alchemical tools, dispensers, pots, and other containers. To Allar, glass crafting is an art, and it is often also their only manner of artistic expression. Allar distinguish no difference between gender, and in many cases, they also do not distinguish between age (though some military castes prefer older Allar for experience sake). Allar have romantic relations between castes, there are no specific rules against this, though most Allar stick to their own subspecies due to the impracticality of a bulky male Cro-Allar mating with a small female Al-Allar. Despite the strong relation between Allar mates (which, in their society, makes no distinction between same-sex and opposite-sex relations), parent and child relation is often a bit odd. Any Allar mating pair that can produce offspring are told not to attach themselves to the eggs they lay early on. Female Allar that have completed their carrying period and are ready to lay eggs do so in a specific building where the egg birth is properly recorded. Eggs that do not fit either the caste of the father or the mother are removed from the offspring and placed with another couple to be raised in the proper caste. Fittingly enough, despite the infrequency of birth, Allar couples tend to produce enough eggs never to require an adoption. As such, adopted eggs usually end up in same-sex couple’s care, meaning the Allar are the only race with a functional system for same-sex adoption. Allar still retain a sense of family towards their biological family, however, even if they are of a different subspecies. Throughout their raising, adopted Allar are informed of their parentage and sometimes their biological family is even directly exposed to their upbringing. This in many ways helped foster the very strong bond Allar have with one another, even strangers.

Religion

Allar don’t formally believe in a god, but rather hold that every being, thing, and an event is a part of a greater mixture that has a certain result - which is existence, itself. They refer to this concept or philosophy as The Great Alchzech. Variables factor into an outcome with a certain weight, and it was up to the alchemists to interpret the value and outcome of these factors. It could be reasoned that, in a way, the Allar believed every god and pantheon ever espoused truly existed, and every belief is right. For example, they believe Ailors are destined to rule over all. They universally accept Unionism as a true factor in life. They also accept the fact that the sun is divine, as dictated by the Songaskians, and that there is a living Elven goddess statue for the Elves. The Allar factor in all these things and consider reality with the following phrase: “Nothing is untrue, every spoken truth is a variable with a degree of value in life.” This furthermore makes it easy for Allar to integrate into other societies. They have no trouble accepting or adapting to new norms or peoples because they accept their beliefs to be as true as that of others. Allar religion thus is not active, but rather passive. They observe events and reason about them but make very little effort to change them. This does not necessarily mean that Allar religion has always been absent. The Allar recognize their old faith, that of Dragon Worship, as a baseline through which to approach the world. In their version of Dragon Worship, the Allar are seen as the children of the Dragons, each caste fulfilling a certain role. In the recognition of their old faith, they see that each caste (and subspecies subsequently) inherited an aspect of the Dragon’s might and that in many ways, all castes combined represent the Dragons in unity. In many ways, this reinforces their caste system (even without the Cro-Allar enforcing it by military might). Allar still observe reverence of Dragons in a nonreligious sense, even if they believe the Dragons have long gone extinct in the world, they look up to them with great wonder and awe.

Combat and Warfare

Allar combat and warfare is surprisingly similar to Regalia, though their military structure could even be called superior. At the head of an Allar army stands a Cro-Allar general, though they frequently fight on the front lines also. Underneath them is a complex ranking system of Mu-Allar, far more complex than any other army in Aloria. Allar armies are almost entirely made up out of Mu-Allar with supporting shock trooper roles of Sa and Zu-Allar, and with additional Al-Allar alchemical powered artillery units or skirmishers. Es-Allar remain the only subspecies of Allar that do not formally take part in armed conflicts, largely because they are considered too frail to face a battlefield. Even though Mu-Allar armies can sometimes act savage and disorganized on the field due to their bloodlust, they are actually far more disciplined than meets the eye, and these episodes of bloodthirst tend to be referred to as “organized chaos,” and entirely intended.

Economy and Technology

Allar economy and technology is practically entirely centered around Alchemy. Not only does nearly every non-essential employment (such as food production) serve Alchemy one way or another, the Allar have no actual use for many of the medical services they create, thus providing a massive export base. Allar can be found in practically all alchemical organizations everywhere around the world, especially in Regalia. Resource gatherers scour the world for new ingredients that are rigorously tested before the Alchemical organizations release new products onto the global market. Especially in Regalia, Allar medical concoctions are extremely popular and make some Allar exceptionally wealthy.

Trivia

  • The Soor-Rassa-Allar is filled with 24 members of varying ages, the only thing they all have in common is that they are considered to be the most skilled alchemists of the Allar race as a whole at any given time. Each member invented a certain alchemical composition that strongly contributed to their wellbeing, either in the Regalian Empire or before.
  • Allar are, racially speaking, distant cousins of the much more different Dakkar, which have since been forced underground forever. They see the Dakkar as little more than alchemical ingredients; however, the difference in intellect between the Allar and the Dakkar results in the Allar denouncing the Dakkar as animals.
  • The Allar were at risk of going extinct in 214 AC due to a terrible contagious disease that no amount of effort could halt. Through the work of one highly skilled Alchemist that made a cure called Eyssrokz, the race was not only saved, but the disease completely eradicated before it claimed more than 30,000 lives, ensuring the future of the Allar as a whole.

Accreditation
WritersMonMarty
ArtistsMonMarty
ProcessorsPercuriam, Scribbe, Aespair, SupremeCripple, HydraLana
Last EditorMonMarty on 01/19/2018.

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