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[[category:races]] [[category:Naylar Races]]
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Revision as of 20:49, 27 May 2017

Allar
Allarsplash.png
Race
Pronunciation Al-lar
Classification Naylar
Subraces Sa-Allar, Al-Allar, Mu-Allar, Es-Allar (extinct) and Zu-Allar (extinct)
Common Nicknames Smileskins, 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 120 years
Body Types Usually Skinny, never above Average
Height 5’5” - 6’2” (Depends on subrace; see Racial Heights
Weight Depends on subrace
Eye Colors Slitted pupil with a bright yellow iris and light grey sclera
Hair Colors Not applicable
Skin Tones Depends on subrace

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 Characteristics

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.

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.

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.

Sa-Allar

Sa-Allar appear as larger more stupid Al-Allar

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

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.

Zu-Allar

A Mu-Allar with vibrant feathers.

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.

Mu-Allar

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

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 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.

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 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.

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

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.

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.

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.

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.

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.

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.

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.
  • 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. 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
Writers MonMarty
Artists MonMarty
Processors Aespair, MantaRey, Shayin
Last Editor Suzzie on 05/27/2017.

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