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Allar | |
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Race | |
Pronunciation | Al-lar |
Classification | Gorr |
Subraces | Al-Allar, Mu-Allar, Sa-Allar, Zu-Allar, Es-Allar, Keel-Allar, Kaam-Allar, and Cro-Allar |
Common Nicknames | Slimeskins, Scalies, Scaleskins, Lizards |
Languages | Zasta |
Naming Customs | Varying vowels with double L,S and Z |
Racial Traits | |
Distinctions | Humanoid lizard people with a knack for alchemy |
Maximum Age | 130 years |
Height | 3'10 - 7' (Depends on subrace) |
Weight | Depends on subrace |
Eye Colors | Slitted pupil (some also round) with a bright yellow iris and white sclera |
Hair Colors | Not applicable |
Skin Tones | 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.
Physical and Mental Characteristics
Allar, as a people, are the least homogenous race of Aloria, meaning that there is such genetic and birth shape diversity, that sometimes members of their race can be mistaken for being an entirely different race. Allar live for 130 years, but rarely reproduce during 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. The siblings born from the eggs are rarely ever identical, in fact there can be extreme variance between the Allar. All Allar are reptilian in nature (and can have most if not any visual aspects of real life reptilians), but have an extreme variance. One sibling might be born with no horns and large feet claws, while another is born in large proportions but without a tail and opposing scale colors. These different traits are however how the Allar enforce their caste system. When an Allar hatches from an egg, they are submitted to the Soor-Al-Rassa, who measure a variety of physical traits at birth to identify which caste they will live in forever. This is reliable, because Allar have traits at birth which are fairly consistent, for example, a child that is born large will grow large, while a child born with small stubs on their crown will have horns when they grow older. This reliable predictability forms the basis of their classification, which is a caste and sub-caste. All Allar are part of a Cazz (caste) and Uz-Cazz (sub-caste). Below follows a list of the categorical traits that determine what level an Allar is placed into.
Birth determination
- Allar born with a slim or thin proportion are part of the Al-Allar caste, which is the societal and bureaucratic caste. These Allar have excellent taste, able to distinguish the components of any substance purely by tasting it.
- Al-Allar that have feathers become part of the Al-Aloz sub-caste, which are hosts, tavern owners, bartenders and theatre actors.
- Al-Allar that are social to other infants become part of the Al-Shazz sub-caste, which are the governors, administrators and mayors.
- Al-Allar that have a longer than usual tongue become part of the Al-Soor sub-caste, which are the alchemists and the shop owners.
- Al-Allar that have a longer snout than usual become part of the Al-Razz sub-caste, which are the investigators, constables and investigators.
- Allar born with an enlarged raptor claw on their feet are part of the Mu-Allar caste, which is the soldier caste. These Allar have unbreaking endurance, able to chase prey without tiring.
- Mu-Allar who have feathers become part of the Mu-Crazz sub-caste, which are ceremonial guards of the Cro-Allar caste.
- Mu-Allar who have horns become part of the Mu-Yazz sub-caste, which are the front-line shocktroopers and first responders.
- Mu-Allar that are taller than normal, between 6 feet and 6 feet and 5 inches, become security forces, acting as street guards.
- Mu-Allar that do not have any of the above traits become Mu-Ovazz sub-caste, which are general soldiers of the Allar armies.
- Allar born with external bone plating and shields on their scales are part of the Zu-Allar caste, which is the support caste. These Allar are slower, but far more durable, and are resistant to all slicing and cutting damage.
- Zu-Allar that as infants show a quiet and calm disposition, become Zu-Travv sub-caste, which are the librarians, writers and scribes.
- Zu-Allar that as infants show a loud and resisting disposition, become Zu-Chorr sub-caste, which are the ring-fighters, arena warriors and fighters for entertainment.
- Zu-Allar that show great interest in toys, become Zu-Fazza caste, which are the navigators, astronomers, inventors and technicians.
- Zu-Allar that are blind (which actually happens often for no clear reason), become Zu-Moq caste, which live in light-free tunnels and underground complexes, acting like guard dogs and silent wardens.
- Allar born without a tail are part of the Sa-Allar caste, which is the physical labour caste. These Allar gain +10 Physical Stat and can break the Physical Stat limit with this increase.
- Sa-Allar who as children become easily distracted become Sa-Suz sub-caste, which are the caretakers of cattle and other animals.
- Sal-Allar which show great interactivity and enjoy the presence of other infants, become Sa-Saz sub-caste, which are the caretakers of children, teachers and guides.
- Sa-Allar that are exceptionally tall, usually over 6 feet and 5 inches, become Sa-Soz sub-caste, which are the personal bodyguards of the Cro-Allar and Es-Allar.
- Sa-Allar that are exceptionally heavy when they are infants, become Sa-Sez sub-caste, which are the heavy burden lifters in construction and resource harvesting.
- Allar born with webbed feet are part of the Keel-Allar caste, which is the aquatic caste. These Allar are able to move rapidly underwater and can hold their breath for days. There are no sub-castes to this aquatic caste.
- Allar born with chameleon scales are part of the Kaam-Allar caste, which is the subterfuge caste. They can camouflage themselves and move around, which requires 10 Perception Skill to see through, or turn invisible completely as long as they do not move. There are no sub-castes to this subterfuge caste. The trait of chameleon scales is not one that can be had by any other caste, for balance reasons.
- Allar born with exceptional height, usually over 6 feet and 5 inches, are part of the Cro-Allar caste, which is the leadership caste. These Allar all control their own regiment, as if invested 20 points in Command Tactic Skill. This bonus can stack if points are invested, giving two personal regiments. There are no sub-castes to the leadership caste.
- Allar born as frog-like amphibians are part of the Es-Allar caste, which is the advisor caste. These Allar are the only Allar capable of casting Magic. There are no sub-castes to the leadership caste.
- If a character has for example both great height and raptor claws, then they belong to the caste that is the furthest down in the list that they could belong to. For example, if the Allar has bone plates, yet also is very tall, they become a Cro-Allar caste nonetheless, since the Cro-Allar caste is further down the list.
- Traits held in combination with other are purely aesthetic. For example if a Cro also has bone plates, they are classified as a Cro, because Cro is further down the list. However the plates become essentially non functional aesthetics. These plates could not be used in combat-rp to give the character more endurance, they would purely be aesthetic for balance reasons.
Common Traits
Despite the great variance, Allar still have similarities that can be seen as common traits shared by all. Their scales usually range from green to brown tones, though some yellow and grayish blue tones have also been observed. Black and red tones for scales are exceedingly rare. The eyes are the same for all castes, having regular eye whites and yellow irises. Most Allar have slitted eyes, though many are also born with regular round pupils by no real discernible trend. All species of Allar are cold-blooded, meaning the cold is very dangerous to them in the absence of heat. Snow can, if being exposed to for too long, give them frostbite very quickly, and it's very frequent for Allar to lose feet or hands from frost damage. Strong cold in particular slows them down, which makes them very susceptible to Elemental Mages. All Allar possess a certain pattern of scales on their forehead, between their eyes, that is consistent for families. All Allar can regenerate any body part they have lost over a period of several weeks (with only a few days for smaller pieces). Furthermore, all Allar are also immune to all pathogens and diseases, though not blood curses like Vampirism or Werebeasts.
Further Information on Allar Behavior: https://forums.massivecraft.com/threads/case-study-on-allar-behavior.67577/
Allar Regeneration
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, because their body tissue regenerates faster than the disease can destroy it. Furthermore, Allar have a set of regenerative capabilities for lost body parts. 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.
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. 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 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. The Keel-Allar sometimes fall outside of Allar society, either voluntarily or by force from the other Allar. For those who do remain within the structure of Allar Society, they end up doing odds and ends and smaller tasks between the castes that the other Allar think themselves too good for. Finally, the Kaam-Allar fulfill the clandestine roles in society, often serving as spymasters for the Cro-Allar. The Kaam-Allar fulfill roles of saboteurs, spies as well as specialists to combat forgeries or clear areas of any potential dangers to their Cro’s, such as detecting would be assassins from behind pillars or suspended from the ceiling.
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 non religious 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.
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