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{{Info races
{{Info races
|image = Allarsplash.png
|image = Hb42hb42h.jpg
|pronunciation = Al-lar
|pronunciation = All-lar
|classification = [[Naylar]]
|classification = [[Gorr]]
|subraces = [[Sa-Allar]], [[Al-Allar]], [[Mu-Allar]], [[Es-Allar]] (extinct) and [[Zu-Allar]] (extinct)
|subraces = Many
|nicknames = Smileskins, Scalies, Scaleskins, Lizards
|nicknames =
|languages = [[Zasta]]
*Slimescales (derogatory)
|naming = Varying vowels with double L,S and Z
*Wisescales (praising)
*Clawgnashers (Elven)
|languages = [[Pidato]]
|naming = Indonesian, not including muslim/arab names
|distinction =
|maxage = 130 years
|height =
|eye = Slitted pupil (some also round) with a yellow/orange/blue/green iris and white or dark-gray sclera
|skin =
|}}
[[File:Greve.jpg|260px|thumb|right|Ksat Allar make for excellent jungle hunters.]]
[[File:Hw34j453wn.png|260px|thumb|right|Ksat Allar however also make for excellent ring fighters, as they love of thrill of a fight.]]
[[File:K5lk6rslk.png|260px|thumb|right|White scaled Allar do exist, but are very rare.]]
[[File:Hgrwgbrew.png|260px|thumb|right|Ksat Allar claws are extremely dangerous.]]
[[File:H43hb423q.jpg|260px|thumb|right|Rama Allar are extremely vain, something that shows in the amount of accessories they use.]]
[[File:H423hb42.jpg|260px|thumb|right|Allar clothing in general is very ornate, but they clothe just as well with Ailor outfits.]]
[[File:H4b3qb3.png|260px|thumb|right|Some Allar subraces can have large horns that make them look almost Dragon-like.]]
[[File:H3qhb44.jpg|260px|thumb|right|Sang Allar look very aggressive, but are actually quite stoic and say very little.]]
[[File:H2h3jk5qw.png|260px|thumb|right|Feathers are a common sight on Ksat and Kyat Allar.]]
[[File:4hb2b.png|260px|thumb|right|Allar Scars only persist for a few days before they too heal over.]]
[[File:Eher4hjn5er.png|260px|thumb|right|Sang or Nang subrace mixing with other subraces often leads to more aquatic appearances.]]
[[File:H534qhnb3q.png|260px|thumb|right|Size has very little to do with the actual leadership skills or command of a Rama Allar.]]
[[File:Hb43qhbq3.png|260px|thumb|right|Before going to battle, Ksat Allar have warpaint painted on them by friends and loved ones.]]
[[File:J3qjn34n.jpg|260px|thumb|right|Despite being aquatic, Nang and Sang Allar still wear clothes.]]
[[File:Ejrejkmtreer.png|260px|thumb|right|Kuat Allar are very strong, and also love showing it off.]]
[[File:3jhqq3j4.png|260px|thumb|right|Kuat Allar however also really love food. What is this one looking at?]]
[[File:5wj34n4w.png|260px|thumb|right|Body piercings that may seem extreme are common among Rama and Ksat Allar to show pain tolerance.]]
[[File:Jh3jhn2.png|260px|thumb|right|Comparing an Allar to a non-sentient lizard is a sure-fire way to get one very angry.]]
[[File:Sagwshgerhew.jpg|260px|thumb|right|Not all Rama Allar have crocodile like heads, and due to subrace mixing, can also have feathers.]]
[[File:H43qh3q.png|260px|thumb|right|There is no real scale-color or pattern standard among Allar, though red is seen as an ominous color.]]
[[File:Gerhere.png|260px|thumb|right|Kuat Allar may look intimidating, but they wouldn't hurt a fly unless they had to defend another Allar's life.]]
[[File:H3qhn3q4.png|260px|thumb|right|The assumption is often that Rama Allar are fighters because of their size, but more often than not are they actually thinkers.]]
[[File:H2h42h.jpg|260px|thumb|right|Approaching a Rama from behind is considered offensive and showcasing deceitful intent towards them.]]
Originating from the mysterious and unmapped jungles of [[Sendras]], the Allar are a diverse and varied [[Race]] of reptilian humanoids known for their societal flexibility and scientific capacity, and their boundless capacity to thrive in the harshest of societal conditions. The Allar have weathered many setbacks over the centuries, surviving that which would have crushed any other race into oblivion, and turned detriment to their advantage. The most recent of these setbacks occurred during the [[Chrysant War]], in which the [[Regalia Empire]] inflicted massive damage on the Allar and reduced their homeland to a backwater colony. In the fifteen years since, the Allar have not only overcome the losses of that war, but turned public opinion on them around, and became one of the founding races of the Crown Alliance of the Regalian Empire, being some of its most prized and loyal citizens and filling government positions all the way to the top. Where other races would have faced centuries of subjugated stigma, the Allar have turned around their place in the world within even a single lifetime. Allar alchemists are the leading alchemical inventors of the world, having unrivaled skills in the identification, mixing, and application of alchemical substances. Their gladiators remain some of the fiercest and most popular ring-fighters, being able to rip even the strongest of warriors of other races to shreds. And finally, their politicians remain flexible as ever, adeptly weaving themselves through the ruling classes, aiding in their public perception and profiting from good relations with other Races.
==Origins==
Allar have existed in the world for around 1500 years, with the first record of Allar appearing on Sendras around 1200 BC, though it is possible that they existed there much earlier as tribes. The first major event after nearly 1000 years, was the [[Sendrassian Civil War]] that the [[Altalar]] only scantily wrote about. Altalar never ventured close to Sendras, as each time they did, their explorers and slavers got eaten. The Sendrassian Civil War however bled beyond Sendras and made it obvious that something big was happening, and the Altalar investigated. The exact beginnings are unknown, but the Altalar understood it at the time (around 200 BC) as a conflict between [[Magic]] using Allar and non-Magic using Allar. This was a simplified view, as in reality, the conflict was religious, and it was all based on whether or not the majority could enforce [[Void Worship]] on the other Allar. The civil war was extremely bloody, and resulted in the minority of non-Void Worshipers fleeing en-masse to [[Hadar]], which was largely infertile and uninhabited at the time save for pre-sentient species, animals, and [[Slizzar]]. The Slizzar and [[Yellow Sea Dragons]] welcomed them, helping them establish their first realms, and it was also during this time that the first forms of Kelahiran were developed, presumably to off-balance the dependence on Void Essence. It has also been theorized that instead of a civil war to avoid becoming Void-Worshipers, that instead, it was a civil war to break free from Void-Worship, but the Allar have mostly forgotten or destroyed most records from this traumatic time to just enforce the narrative of their expulsion from their homeland. The Allar blamed their loss of the civil war on lack of structure and discipline of the people, and through guidance of the Slizzar and Yellow Sea Dragons, they formed most of their ideologies by around 100 BC. Hadar was hard-hit during the Cataclysm, with many volcano islands erupting and wiping out Allar settlements, but the population quickly recovered. The Allar were one of the three major Empires to rise in the wake of the [[Cataclysm]], alongside the Regalian Empire and the [[Songaskian Masaya]]. The Essa Empire of the Allar was ruled by a Slizzar Empress called [[Mananya-Manya]], who wielded magic to summon the [[Great Sea Serpents]] for her army. Regalia eventually declared war and dismantled the Essa Empire, occupying the whole Empire and dividing it into military dictatorial puppet states. Over the following 20 years, the Allar broke free from this control, and integrated into the highest political offices of the Regalian Empire, a feat that even the [[Solvaan]] haven’t achieved in 300 years of membership in the Empire. Even with calamities inflicted on them, they (unlike the [[Dwarves]]) are thriving, and continue to grow more entwined with the Regalian Empire as the second majority race living within it.
==Core Identity==
===Introduction===
To be an Allar is to be slightly quirky, slightly violent, slightly intellectual and slightly idiosyncratic. The Allar function best when they are a little bit of everything, but can also specialize to a high degree in specific fields. While most other Races are constrained by cultural expectations, the Allar specifically exist with the notion of testing those boundaries for themselves, and constantly moving them. Allar are able to effortlessly slide into other societies and operate within the rules of said society, maintaining a social and moral flexibility to create the most beneficial situation for themselves. It is hard to truly pin down a specific core identity to the Allar, as the wide variance between their Subraces also extends to their widely flexible identity. There are however a couple of aspects that are consistent across all types of Allar.
====Progress without Ethics====
The Allar are a race strongly supported and defined by the contributions they bring to [[Alchemy]] and science in general. Every major scientific institute in the Regalian Empire has hordes of Allar scholars, and every major alchemical organization has a majority of Allar members who make up the skilled practitioners. Allar in general like pushing the boundaries of what is possible with scientific research (mostly alchemical based). Important to them as such, is the complete lack of ethical restraints. Especially in Hadar, the act of chemical experimentation on death-row or life-long prisoners is very common, and experimentation on children is also not unheard of. The Allar do not consider the limited negative impact of experimentation a reason to prevent generations of benefit and prosperity, so they generally campaign for unrestricted scientific practice.
====Everything is True====
The Allar have a curious teaching referred to as the Allteach in Common or Guru in the Allar language. Allteach, or Guru, is the idea that everything that is claimed, said, and stated as fact, has at least some factual origin and is worthy of further explanation and investigation to establish truth. What this results in, is the Allar natural inquisitiveness to know truth from falsehood, or to know the core of truth in a wild accusation or piece of gossip, and a desire to investigate. An Allar will never be found dismissing a theory or assumption out of hand, because all Allar understand that even for an assumption to be made as wild as it may be, it has to be founded on other assumptions or facts that make such an outcome seem likely. This has resulted in a fair number of conspiracy theories being proliferated among Allar who like to give them credence. However, it has also been beneficial, as Allar private investigators have also been known to permanently debunk many conspiracy theories, or even catch criminal shadow organizations in the act and helping the Regalian state in rounding them up.
====Loyalty to All====
The Allar are perhaps the most racially loyal to one another of any other Race. While the Ailor face massive internal struggles, and the [[Nelfin]] races all look at each other with distrust and disdain, the Allar are almost unbreakable in their loyalty to one another. Even if an Allar is arrested in Regalia and put on death-row for treason, many Allar will still stand up to try and argue or lawyer that person’s way out of prison in court, and failing that, plot to break them out. The ability of the Allar to bounce back from any tragedy hasn’t only arisen due to their innate flexibility, but also by a perceived belief that if one of their kind is badly treated, it could happen to all of them, and if they would fall into ruin, that they would want others to rise up to the occasion to save them too. This mutual assured assistance ensures that an Allar can always count on someone to give them food in hunger, shelter in homelessness, and support in destitution.
====Lawfulness in Hierarchy====
While many other Races have more complicated relationships with hierarchy, command, and structure, Allar genuinely believe that without any form of autocratic structure or hierarchy, the world would be one large chaos soup. Allar society is strictly divided in sub-race dominated social castes, which one can never break out of. Deviation from this standard usually leads to expulsion and ridicule. Furthermore, support for the Regalian Empire is at an all-time high in Allor society. While relations between Allar nationalism and Regalian realism remain complex, the Allar have come to realize that the Regalian Empire and the Ailor are a ladder to climb to greatness, and that the Regalian Empire perfectly connects with their desire and need to exist between the rulers and the ruled, conforming and reinforcing this structure onto minorities in the Empire. This is why Allar are frequently seen in the Regalian state offices, bureaucracy and leading military roles in the modern era. The Allar are the most integrated Race in Regalia. While racial equality is fairly high, Allar have always been cited as being ‘more equal than other Races to Ailor’.
==Design==
To call all Allar reptilians, is not accurate in the slightest. However, to state that the Allar have sub-races is not quite accurate either. The Allar as a race create an artificial structure of subraces by applying certain substances to their young that manifest the variance of subraces. The physical and mental effects of these substances are so profound however, that easy to classify sub-races essentially come into existence by circumstance. As such, all other Races (and even the Allar) recognize the different enhanced variants of Allar subraces, even if their genetic make-up does not provide for them. All Allar are born as the same somewhat generic lizard-like humanoid, but altered to fit a sub-race (or combination of two sub-races) through Kelahiran which roughly translates to Alchemical Infusion. With Kelahiran, either by direct infusion of the egg or by pill supplement of the new-born infant, a child is conformed to specific physical and mental characteristics to suit the needs of Allar society. The Allar recognizes two aspects to this practice, the Pertua which is the main sub-race, and the Kedua, which is the second sub-race. It is possible for an Allar to have a dominant sub-race, and a second sub-race addition, or to have double Pertua, so using only a single sub-race. It is important to note that Kelahiran isn’t just a societal norm, it is a necessity. Allar infants are too weak to survive childhood without Kelahiran, and so all Allar nowadays are the product of this practice.
===Subraces===
* '''Kyat''' is the most common sub-race which can best be described as the common-folk Allar. Kyat are generally more nervous and skittish, quick-spoken but highly intelligent. Within Allar society they serve a wide range of occupations, though often as alchemists, mages, bureaucrats, craftsmen, shopkeepers, farmers, scribes and librarians. Most of the scientists at the Great Council are Kyat Allar. Kyat Allar are very average, ranging from short to average height, with average broadness and a more general slim appearance. They have the general scaled skin with a reptilian prehensile tail, while their head is shaped like most lizard species, such as that of gecko, iguana, or chameleon, or sauropod species, or ornithopod species. Kyat can have horns, skull bumps, feathers, or even feather-and fur across their entire body except faces. Kyat are generally described as kind, conflict-averse, and empathetic, but can also be known to have a mean streak, be petty, and enjoy pranking others.
* '''Ksat''' is the second most common sub-race which can best be described as the warrior-folk Allar. Ksat are the opposite of Kyat, fiercely competitive, dogmatic, loyal, and willing to pick a fight with most foes they think they can defeat. Within Allar society they serve a wide range of occupations, though often as soldiers, bodyguards, trainers, guards, gladiators, hunters, practically anything or any occupation with some adrenaline. Ksat Allar are usually average in height, if not slightly taller than the Kyat and more muscular to athletic, having scaled skin with a reptilian prehensile tail (though a Ksat tail is usually larger and stronger). Ksat heads are shaped like that of medium-sized theropod species such as allosaurus, velociraptor, carnotaurus or Tyrannotitan. Ksat can have horns, feathers, and even feather-and fur across their entire body except faces, though their most notable feature is the large raptor-like claw on their feet. If a Ksat has feathers, they are usually very colorful, something they have a great deal of vanity over. They are generally also described as energetic, with a short temper, rowdy, yet also fiercely loyal and disciplined within the structure of Allar society.
* '''Kuat''' is the third most common sub-race which can best be described as the physical labor-folk Allar. Kuat are temperamentally more like Kyat, but lack the inquisitive nature in intellectual pursuit of the Kyat. This does not mean they are stupid, it however does mean they would prefer to watch a butterfly or some puppies than read a book. Kyat are carefree, easy-going, calm and subservient, having the size and strength to win a fight, but not the temperament to be able to stand the idea of hurting someone. Within Allar society the Kuat serve fairly limited functions as they do not have as much flexibility as the others, mostly serving as physical laborers, cattle-herders, construction workers, or cooks. A few rare Kuat do end up as a personal bodyguard to the ruling classes, but these are usually more for show than practice, as they abhor the idea of killing anything or anyone. Kuat are quite tall, and much bulkier or heavier-set than the other Allar sub-races. They have large meaty hands and wide shoulders, perfectly built for carrying heavy loads or pushing back heavy forces. Kuat heads are shaped like that of Thyreophora species like Ankylosauridae or Stegosauridae. Kuat cannot have feathers or horns, but do have bone-stubs, plates and sometimes bone protrusions from their head. Kuat do have a tail, though it is frequently very stubby, and they wag it around a lot when they are happy. They are described as kind-hearted, wishing well on others and wanting to take care of others, and being fiercely protective, yet trying their best not to hurt anyone emotionally or physically.
* '''Rama''' are the least seen sub-race which can best be described as the leading-folk of the Allar. Rama are temperamentally similar to the Ksat, but lack the energy and dexterity to be front-line soldiers, instead thus fulfilling the roles of commanders, generals, admirals, task-masters, foremen, governors, and most importantly, Digmaan. Digmaan is a ruling class term used that is equivalent to warlord or ruler in Common, which underscores the fact that only Pertua Rama are permitted to be the ruling classes of the Allar, and to have their own fiefs. Rama are usually average to tall in height, though often shorter than the Kuat, yet taller than all other sub-races. They can often best be described as meaty, having a combination of healthy body-fat and muscle to make them appear large and imposing, but also slow to move. Rama heads are usually shaped like crocodilian species as well as sauropterygia and mosasauridae species, but sometimes a rare large theropod like giganotosaurus or tyrannosaurus is also possible. The Rama have a scaled skin, and usually a heavy fat tail that drags behind them on the floor and has limited mobility. Rama very rarely have horns, and never have feathers or other bone protrusions. Rama are generally described as vain, proud, commandeering, decisive and sometimes even cruel or tyrannical. While Rama absolutely can answer the emotional needs of their subjects, it is always important to them to establish intimidation and rule through fear first, before providing for the needs of the people.
* '''Nang''' are the most common aquatic Allar species which can best be described as the Allar subrace most flush with social skills. Nang often fulfill the roles of translators, diplomats, merchants, public speakers, ambassadors, and representatives of the Rama they serve. Wherever a Rama exists, several Nang serve as amplifiers to the Rama’s will. Equally however, there are plenty of Nang who venture out on their own, making fortunes and collecting a large web of social contacts across the world. Nang are usually between short and average in height and average in build with a rare few becoming more athletic. Nang heads are commonly shaped like those of dolphins and most types of fish (disregarding those that look too un-fish-like). They can have fins on their arms and legs and back, and a fish or dolphin-like tail. Their skin can either be smooth like that of a dolphin, or with shimmering fish scales, and a wider color pattern than most other Allar. Nang frequently live by the oceanside (though more on dry land than Sang do), and often mingle with other races in particular in minority districts. Nang are often described as excitable, likable, sociable (though with a deceitful streak on occasion), with an interest in self-enrichment and excellent charismatic skills.
* '''Sang''' are just as the Rama a rarely seen aquatic sub-race which can best be described as a fringe-member of Allar society, the solitary hunter or traveler that only exists on the fringes of Allar customs. They fulfill the roles of scouts, explorers, deep-sea divers, large-game hunters, collectors, and sometimes guards or gladiators depending on their habitat. Sang are usually tall and quite broad, having well defined muscles and a smooth shark-like skin. Their arms, legs, and back are often covered in fins; while their tail is like that of a shark. Sang heads are exclusively that of an orca, tiger shark, dunkleosteus, or great white shark. Sang never have horns, feathers, or any other bony protrusions. They are generally described as quiet, contemplative, yet fierce in response when prompted, stoic, observant and preferring to use body language rather than speak volumes. Sang are still part of Allar society, but are equally treated as outcasts because they are unpredictable, and far less dependent on the strict caste-system of Allar society.
===Kelahiran===
Provided above was a short description of Kelahiran, the practice of adding supplements or enhancers to eggs or infants to evoke a specific sub-race inclination in the child. There are some additional concepts to explain however. While most Allar children are born with a simple one-Pertua enhancement (thus being full-Rama or full-Kyat for example) it is possible for a child to be given a second Kedua enhancement, thus becoming a sort-of mixture between two sub-races. Firstly, it is important to establish that the Perua always dictates the exact sub-race, and Kedua does not change this. Kedua can however be used to change the temperament or some physical traits of the child. Here follow some examples:
* A Pertua Kyat egg may be enhanced with a Kedua of Ksat. This means the child is still born as Kyat, but may have a more energetic and less skittish temperament. Additionally, they may have raptor-like claws on their feet about half the size of Ksat claws, and a more elongated snout, but overall appear mostly Kyat.
* A Pertua Rama egg may be enhanced with a Kedua of Sang. This means the child is still born as Rama, but may have a more quiet disposition than most vain Rama. Additionally, they may have webbed or shark-like fins on their head, back, and arms, or even a shark-like tail, but overall appear mostly Rama.
* A Pertua Kuat egg may be enhanced with a Kedua of Ksat. This means the child is less conflict-averse than a Kuat would be, and thus has a more suitable temperament to be a big bodyguard. This may also result in the Kuat having less bone plates and more feathers, which Kuat cannot have naturally, though overall appear mostly Kuat.
As mentioned, Kelahiran is not just a cultural custom, it is an absolute necessity. Without it, Allar infants are too weak to survive beyond a few months after hatching from their eggs. Scholars have theorized this is because of a mixture of dependency on the practice of Kelahiran, but also the fact that modern Allar descend from Sendrassian Allar, who may have developed the same Void-Essence dependency as the Kathar at some point. This would essentially imply that the Allar have used Alchemy to replace that Void dependency to rid themselves of the negative effects.
It should come as no surprise to note that Allar cannot procreate with any other Race (save for Slizzar, see Slizzar lore), even the (often presumed) racially related Dakkar. Allar are one of the only races that reproduces through the laying of eggs, a process that is biologically incompatible with all others.


|distinction = Humanoid lizard people with a knack for alchemy
==Racial Abilities and Specials==
|maxage = 120 years
While most Allar subraces make use of the same Abilities, each sub-race has their own Specials. Nang and Sang Allar have a unique Ability due to their aquatic nature. Being Pertua and Kedua of two different subraces grants the Allar the Specials of both subraces. However, if an Allar is pure Pertua of only a single sub-race, then the pureblood unique Special is just for them. There is no such thing as a Half-Allar, because Allar lay eggs, and cannot breed with any other Race.
|body = Usually Skinny, never above Average
===Abilities for all Allar===
|height = 5’5” - 6’2” (Depends on subrace; see [[Racial Heights#Naylar Species|Racial Heights]]
{| class="wikitable"
|weight = Depends on subrace
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|eye = Slitted pupil with a bright yellow iris and light grey sclera
! Ability Name
|hair = Not applicable
! Ability Type
|skin = Depends on subrace
! Ability Range
|}}
! Ability Description
! Modifiers
|-
| style="background-color:#bdef96;" | Ailment Immunity
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Ailment Immunity | The Character is permanently immune to any diseases, illnesses, viruses or bacteria. While they can get infected, their immune system disables it after 48 hours, though they do remain asymptomatic carriers for the normal duration of the illness. This also makes them immune to Blood Sickness or Soul Sickness, acquired from Vampires and Cahal respectively.
}}
| N/A
|-
| style="background-color:#bdef96;" | Chemical Insight
| Info Power
| Emote Distance
| Grants the user {{#simple-tooltip: Chemical Insight | The Character is able to sample any alchemical ingredient or alchemical mixture or unknown substance with their tongue, finger, or under a microscope, and deeply analyze every component. Additionally, the user is able to personally recognize any alchemy used or made by another person, even if it is being consumed or used by a third party. Any Alchemy Point Buy that is used by a person within Emote Distance of the Character, allows them to recognize the person using Alchemy Point buy, even if they are disguised, and if someone else is using a mixture from another Alchemist, the user will be able to backtrace who made the substance while it is used in Emote Distance.
}}
| N/A
|-
| style="background-color:#bdef96;" | Omniaware
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Omniaware | The user cannot be taken by surprise from any direction, even if they cannot see the direction from which an attack or Ability is coming from. While this is a constant effect, once per day the user can also use this Omniawareness to guarantee a dodge or counter attack. This does not work on Mundane Techniques or Abilities.
}}
| N/A
|-
| style="background-color:#bdef96;" | Limb Recovery
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Limb Recovery | The user has extreme body-loss replenishment. So long as their head and torso stay relatively intact, they can regrow any lost limb in 48 hours, including eyes, tails, horns, fingers, a tongue, all of it. The Character can still pass out from pain or blood loss, but cannot die from injuries unless the brain or the heart is destroyed or severed from one another. Smaller wounds like cuts and gashes close in 10 minutes, though re-open if the user enters combat again within 1 hour. After the hour has passed, those wounds heal. 
}}
| N/A
|-
| style="background-color:#bdef96;" | Social Insight
| Info Power
| Emote Distance
| Grants the user {{#simple-tooltip: Social Insight| The user is able to use their heightened social awareness and charisma to determine a Target’s true current disposition and mood, and why they are feeling this way by reading their body language and habits. Additionally, if this Ability was used on them, they become aware of it, and can send back false signals to obscure their state.
}}
| N/A
|-
| style="background-color:#bdef96;" | Domestic Insight
| Info Power
| Self
| Grants the user {{#simple-tooltip: Domestic Insight | The user is able to distinguish with this Ability whether or not a person has a pet, or a Mount (from Mount Point-Buy) and exactly what creature this is (though this Ability cannot be used to reveal a disguised person). Additionally, the user is a good boy. In fact the user is such a good boy, that all domestic animals always love the user, love being petted by the user, and generally love being around the user, and would never treat them as an unwanted stranger, trespasser, or enemy of their master. This includes domestic animals and mounts only.
}}
| N/A
|-
|}


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.
===Abilities for Nang and Sang Allar===
 
{| class="wikitable"
==Physical Characteristics==
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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.
! Ability Name
 
! Ability Type
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.  
! Ability Range
 
! Ability Description
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.
! Modifiers
|-
| style="background-color:#bdef96;" | Waterborne
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Waterborne | This Ability has several functions. Firstly, while inside (minecraft) water, the user can fight (such as slashing weapons) at normal speeds as if they were outside of the water. This does not include Firearms or Ranged weapons which do not work underwater. Secondly, user is not slowed down by armor or clothes that would normally drag while underwater, though wearing armor does force them to walk on the bottom of the body of water and prevents them from swimming around. Finally, jumping in and out of the water is near-instant for the user, meaning there is never an interruption of a chase or manuever while going in and out of water.  
}}
| N/A
|-
|}


===Sa-Allar===
===Kyat Specials===
[[File:Sa-allar.png|270px|thumb|right|Sa-Allar appear as larger more stupid Al-Allar]]
* Kyat Allar work well with other Allar in creative pursuits, and will gain +1 Wisdom whenever they are collaboratively working on a project (alchemy, research, etc.) with another Allar. This does not stack, and can only ever be +1 Wisdom, regardless of the amount of Allar present.
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.  
* When committing to Alchemical research (either player prompted or staff event), Kyat Allar have such self control and meticulous practice, that they are unable to make an outright mistake during experimentation. Even if they mixed an incorrect reagent or tried a substance that did not work, they can always try again and try again when they fail. While other alchemists might run out of testing samples or ingredients, the Kyat never do.


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.
===Ksat Specials===
* Ksat Allar know how to hype each other up, and push beyond their limits when fighting with each other. They gain +1 Strength when they are engaging in some combat-related activity with or alongside another Allar (sparring, warfare, training, etc.) This does not stack, and can only ever be +1 Strength, regardless of the amount of Allar present.
* Ksat Allar have excellent eye-sight beyond that of even the other Allar. They have night vision at night, being able to see in darkness. They can also generally see in Mundane Darkness, but not Ability based Darkness or Blindness. Their eye sight is especially functional and useful in thick shrubbery or dense nature, where their heightened senses give them better spatial awareness and the ability to drown out the noises of plant life and fauna.  
===Kuat Specials===
* Kuat Allar gain the Husbandry Point Buy Mount Pack for free, and can optionally duplicate their mount to allow someone else to use an exact copy of it in Progressions. This person must mention this duplicated Mount on their app, and where they received it from. The duplicated mount can either be the base horse, or the Racial Mount, but never the Advanced Mount, even if the Kuat Allar has it. (So a Kuat Allar with the Advanced Mount would be able to give a Racial or base Horse to another character, even if they use the Advanced Mount themselves.)
* Kuat Allar have unparalleled strength when it comes to manual labor, or aiding those in need. When physically working, the Kuat Allar can carry heavy construction materials (and throw them) with little to no effort, but can’t ever try to use them to harm others or engage in/interfere in combat. Additionally, in the case of a collapsing building or otherwise dangerous heavy falling object, a Kuat Allar is capable of holding it up on their shoulders to save others and give them time to escape. They cannot sustain this infinitely, but it is always just long enough for anyone in danger to get out safely (including the Kuat Allar themselves.)
===Rama Specials===
* Rama Allar maintain a commanding and poised presence, which impresses even the most guarded foreign diplomats. They gain +1 Charisma when engaging in any action in a World Progression Order. This does not stack, and can only ever be +1 Charisma.
* Rama Allar have a commanding presence, especially to their subordinates. While a Rama Allar is themselves not physically in a fight, commanding other Allar in a fight from a distance, they apply a +1 Strength buff to up to 2 Allar in said fight, or in a duel. This does not stack, a single Allar can only ever have their Strength increased by 1, but it can be any subrace of Allar.
===Nang Specials===
* Nang Allar are accustomed to the water, and are the fastest swimmers, bar none, only matched in their swim speed by other Aquatic Allar, or anything that says it swims as fast as an Aquatic Allar. They can breathe effortlessly underwater for any period of time, and have a special coating on their eyes that offers them perfect eyesight underwater. Additionally, they can see clearly and navigate the deep, dark depths of the ocean.
* Nang have very agile and slippery fingers, especially when on dry, and have expertly learned how to control small objects like coins, rings or necklaces with these fingers. Nang Allar can play sleight of hand games or actions on small finger-sized objects that no amount of perception or hand-tracking can compensate for. A Nang Allar will always fool someone when performing a sleight of hand trick, but also generally can do a lot of quick-fingered actions with their hands, like flicking cards or coins between their fingers. This does not include other Roguery actions (such as pickpocketing.)
===Sang Specials===
* Sang Allar are accustomed to the water, and are the fastest swimmers, bar none, only matched in their swim speed by other Aquatic Allar, or anything that says it swims as fast as an Aquatic Allar. They can breathe effortlessly underwater for any period of time, and have a special coating on their eyes that offers them perfect eyesight underwater. Additionally, they can see clearly and navigate the deep, dark depths of the ocean.
* Sang Allar have an extremely resilient digestive system, able to consume whole animals or parts of animals bone and all, where the sharp objects are safely filtered out and don’t harm the Sang from the inside. This extends itself also to toxic or caustic substances, allowing them to eat poisonous or even decaying and rotting fish without any issues. The only exception to this rule is alcohol, which still affects them like normal, as their body is unable to filter ethanol. Sang Allar can also consume substances such as Allar meat or Vampire blood without being infected with an Affliction.
===List of Pureblood Specials===
Pureblood specials can only be attained by not mixing Subraces. If a Character is of mixed-subrace, they do not get any of these Specials.
* '''Kyat pureblood:''' Even though all Allar subraces can converse with the Perpustakaan Besar, few can actually reach all the way to the top. During progressions. Kyat pureblood Allar are the only Allar allowed to interact with the council at the very top, and may release additional information denied to the other subraces, even the Rama.
* '''Ksat pureblood:''' Even while unarmed, Ksat are armed, with their rapt-claws on their feet. The raptor claws on their feet count as permanent Dagger-tier weapons, and Ksat pureblood Allar can always use their raptor claws as if they have already purchased the Short Blade Pack from the Melee Weapons Point Buy. These Claws can be broken just like daggers with heavy enough weapons, but always regrow because of Limb Recovery in 48 hours.
* '''Kuat pureblood:''' Kuat skin is both plated and strong enough to resist most superficial damage. They can still feel pain through their skin, and their skin can also bleed, but their internal organs and limbs are more strongly protected from blows, doubling as Half-plate or Chainmail armor. For the purposes of Abilities, the durability of this skin is also counted as actual Armor in case any abilities negate Armor or destroy it (it does not destroy their skin, just the armored properties)
* '''Rama pureblood:''' Rama pureblood Allar are capable of crafting and using a special type of lockbox that has a complex locking mechanism that will only ever open with their claw as a key. This lockbox is so tough that there is absolutely no other way to open it, and any weapon-sized (or smaller) item that is not an Artifact can be safely stored inside. This lockbox may be stored in a Rental region to prevent items within this lockbox from being stolen, but it may also be carried around, stolen, or given away. Whatever way the lockbox is taken, there is absolutely no way to open it without divine intervention, or the Rama who made it personally opening it, even broken-off claws do not work.  
* '''Nang pureblood:''' The Nang pureblood Special allows the Nang Allar to disguise themselves as if they have the Roguery Point-Buy Disguise Pack. This allows them to disguise themselves to appear and sound like a completely different person, convincingly so, and even with a different shaped Allar head that holds up under close-range inspection, but cannot appear as a different Race. Their voice and behavioral quirks or habits are also unrecognizable, and they appear as a completely different person (wearing a different skin and Nickname is also mandatory to pull off the disguise).
* '''Sang pureblood:''' Sang Allar may off-screen hunt and kill dangerous sea creatures currently limited to: White Fair Fin, Sharks, small Whales, large Octopuses, Squiggs Octovin, Redknob Octopus, and various ray and fish species. They may then off-screen haul these to Regalia and claim the kill, sell the parts, or use them as food themselves. The right to hunt these animals is exclusive to Sang pureblood Allar, even regular fishers cannot manage to catch these animals under normal circumstances.


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


===Zu-Allar===
When it comes to first names, the Allar use Indonesian names. However, it is important to note that Indonesian names includes a lot of Arabic or Muslim inspired names, which should specifically be dis-included from this list. Allar names are generally non-gendered, and names are more based on the predicted temperament of the child, with children that are more soft and calm having names ending in “a”, while children that are more rowdy and energetic having names ending in “i”, though this is not a strict rule so much as it is a common trend.
[[File:Mu-allar.png|270px|thumb|right|A Mu-Allar with vibrant feathers.]]
* Example of Allar names: Bayu, Budi, Resa, Aditya, Bintang, Fadhlan, Bagaskoro, Banyu, Candra, Elang, Rimba, Surya, Kartika, Dewi, Aulia, Indah, Putri, Angkasa, Bulan, Merpati, Ndari, Mega
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===
Allar do sometimes use their ancestral name as well, which is called the Namalama, based on the name of their parents. It is important to note that parents here means the people who raised the Allar, not the actual biological parents, because childhood practices may sometimes result in a child being raised by their non-biological parents. Most Regalian citizenship papers record both the first name and the Namalama, though the Namalama is only used in every-day as a way of formal introduction or as a means of showing deference to someone by including their Namalama in address. Namalama uses the following rules:
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.
* If the leading parent was male, then the Namalama begins with the father’s name, followed by ‘ayah’ (the last vowel of the name may be removed to make it sound better). So for example, if the Allar was called Surya, and their father was called Putri, their name would be Putriayah, which becomes Putrayah to make it sound easier, so Surya Putrayah.  
* If the leading parent was female, then the Namalama begins with the mother’s name, followed by ‘ibu’ (the last vowel of the name may be removed to make it sound better). So for example, if the Allar was called Angkasa, and the mother was called Bintang, their name would be Bintangibu, so Angkasa Bintangibu.  
* If the leading parent was non-binary, then the Namalama begins with the paren’t name, followed by ‘cinta’ (the last consonant of the name may be removed to make it sound better). So for example, if the Allar was called Resa, and the parent was called Fadhlan, their name would be Fadhlancinta, which becomes Fadhlacinta to make it sound easier, so Resa Fadhlacinta.  


==Mental Characteristics==
Finally to complete the Namalama, a Namasarang is added, which is the name of the ‘nest’ in a crude translation. This name is only given to those who were also parented by their biological parents (which is particularly important among Rama, who without a Namasarang are not taken seriously), as this name is a continuation of blood-line. The Namasarang is usually just a word in Pidato, so for example the Pidato words for sun (matahari), red cliffs (tebing merah), merchant (pedagang) and so forth. In the examples above, in one of the above examples, if Resa Fadhlacinta was of the sun Namasarang, they would be called Resa Fadhlacinta Matahari, but in common day to day activities simply be referred to as Resa.  
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 Tigran 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 Tigrans as well, and when asked about it, he said he didn’t really care --  he just wished to cure Miss Ssashcar, the cat.
==Religion==
 
The Allar faith is called Keyakinan and it is fairly complicated to comprehend for the other Races. At its base, Keyakinan is a so-called unignost faith, meaning that they believe all gods, all divine entities, all religious figures and symbols, and all religious preachings are true, at least to some high extent. They believe that all gods and goddesses are real, and that they all exist within the physical reality and are all owed some sort of worship or deference. They see it this way because to them, faith in a religious entity is what makes them valid, but they additionally also quantify spirituality as a basic emotional need, and look at religion more like a basic sustenance act like drinking water and eating food. Many other Races consider this a strange ‘trying to have it all’ religion where the Allar acknowledge all faiths as real, but don’t buy into the whole ‘my faith is real but yours is false’ that most other Races engage in. The outcome is that while the Allar in theory could blend into any religious community, they usually aren’t welcome for holding heretical beliefs of every religion in existence. That being said however, most Allar know the religious worship practices of all the major religions of the world, and can easily blend into these religious communities, if they aren’t aware of the actual identity of Keyakinan. Some when discovering this truth would call the Allar deceitful, but this is not the case, because the Allar do genuinely believe in these gods and their gospel.  
==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.  


What is usually more common however, is that the Allar in question acknowledge all religions as real, but only worship or praise the name of a small group of them in daily life, because praising every single deity in existence is impractical. For example, an Allar may choose one or two [[Unionist]] [[God Emperors]], a Void God from Void Worship, one of the Altalar Pantheon of [[Estel]] gods, and a Dragon from [[Dragon Worship]] to boot. This is then called their ‘Kelompok’, or their active worship group within Keyakinan. They would have these entities’s religious symbols and practices memorized, and live them through as if they are devout to all these religions, even if any of these religions contradict each other. What is just as common is that an Allar will simply pick one entity such as the [[Everwatcher]] or the [[Purple Crown Dragon]], and worship only that single entity, while still respecting and offering deference to all other Gods. The most important point to convey here, is that an Allar will never be found denouncing an entity as false, proclaiming a religion as heresy, or a particular religious practice as blasphemous, because all religions (including their sects) are always true.
==Historical Interactions==
Historical Interactions may not be relevant to each Character, but because the Allar have had a pretty violent history, the context may still change the way Allar interact with other Races.
* In most recent history, the Allar were savagely attacked by the Sendrassian Allar. The Sendrassian Allar may be their racial cousins, but are so far removed from them ideologically that they might as well be Aliens. The Sendrassians are deeply hated by the Allar of Hadar, not only because the Sendrassians kicked them out of Sendras (or more accurately, forced them to flee for their lives), but also because Sendrassians frequently abduct Hadar Allar for Void related sacrifice.
* In the last 25 years, the Allar had a very destructive war with the Ailor, in the so-called Chrysant War. While this was ostensibly launched by Regalia to crack the Essa Empire (what the unified Allar state was called) the Ailor were excessive in their indiscriminate bombardments and civilian killing. It is commonly established that the Ailor committed genocide on the Allar, a fact which the Regalian state still has not apologized for, but the Allar have equally bounced back from within years, and captured some of the highest government positions in the Empire as loyal citizens. Still, the division of their homeland into demilitarized puppet states remains a sore-point for many of the Allar who long for the day that Regalia sees Hadar more as an equal partner instead of a colony.
* The Allar had some interactions with the [[Allorn Empire]], but were mostly very guarded. The Altalar did not enslave many Allar, but did frequently purge Allar from their islands if valuable rare earth metals were found in the volcanic rocks.
* The Allar have a very complicated relationship with the Slizzar. The Slizzar city of [[Sassrakkand]] exists right in the middle of Hadar, and the Slizzar are very active in most Digmaan courts across Hadar, to the point one might even think that Slizzar are an Allar subrace. Equally however, many Allar recognize that the Slizzar made a couple of geo-political errors when founding the Essa Empire and engaging with the Regalian Empire. The sacking of the Hadarian capital Huallo is generally blamed on the Slizzar who refused to surrender to Regalia immediately when war broke out, despite knowing they were badly outgunned and outmanned.
* The Allar are very suspicious and distrustful of the [[Maraya]]. The Maraya recently purged a series of islands of Allar inhabitants, declaring their own state on it. The Digmaan have not been able to reclaim these islands yet, as the Maraya use superior technology to prevent their ships from approaching. Even though most Maraya in Regalia are not from the Home Swarm or this state, most Allar still treat them as subversive attackers.
==Families==
Allar families are fairly flexible. Allar do not often mate for the sake of procreation, but when they do, it results in anywhere between 8 to 14 eggs. These are essentially all siblings, but not all family units end up raising all eggs together. It is very common in Allar society to take care of eggs only insofar a family can afford to raise them (as Allar don’t have any child support services or communal care) and it is very common to just give eggs away to neighbors in the same street for raising if they do not have any. This is not even considered an emotionally taxing act for the parents, and a very normal thing to do. Furthermore, Allar parenting never requires 2 parents, but only the single parent. Allar recognize the dominant parent as the one who actually parents them, while the absent parent is usually around but offers very little personal steering and raising. As such, it can also be the case that within the same family, several children are mainly parented by the father, and the rest by the mother, resulting in varied parentage for the same siblings. That being said, because mental characteristics between Allar subspecies are usually very predictable, nurture contributes very little to a child’s behavior in adult life. Allar childhood is fairly standard like that of an Ailor child, especially because most Allar live in the Regalian Empire and have the same education standards, if not somewhat better due to their apprenticeships in Hadar.
===Romance and Gender Norms===
Allar romance is generally similar to Ailor society, with the vast majority of them operating in a monogamous relationship, though open relationships are just as well common. Allar do not have a form of marriage, engaging more in unofficial civil unions where two partners simply agree to be together. An Allar rarely stays monogamous with the same partner for their entire life, and separation of two partners is in most cases very amicable, continuing on as friends after. It should be noted that Allar romance can both be very romantic and calm, and very violent and aggressive. Especially the more dominant or feisty Allar engage in the act of Berkelahi which is a form of actual fighting to establish dominance in a partnership. Both partners usually walk away bruised and bleeding from this, as claws and jaws are fair-game in the process. Allar gender norms are fairly loose, especially because Allar society encourages experimentation with gender expression. Alchemy is frequently used for Allar to experiment with sex and gender, and even most comfortable-in-gender people experiment with the opposite or a different gender at least once, just to be sure. As for gender norms in society, while the biological sex of Allar is definitely defined between male and female, these don’t impart any occupational or societal impact in their lives. In fact, it should be noted that even on the matter of reproduction they do not matter, because in some cases a male Allar may spontaneously develop the means to lay eggs, and vice versa for female Allar. As such, while Allar society absolutely has a definition of male and female, these things do not matter.
==Politics==
Allar society has an extremely strict caste system that is absolute and unavoidable. Any Allar who tries to fulfill roles of their subrace outside of the niche of their birthright, is usually outcast as a pariah. There are absolutes, such as: only Kyat may take care of the paperwork, only Rama may rule the land, only Ksat may be the soldiers and royal guard, only Sang may manage the finances of the Rama, and only the Kuat may handle the bison cattle, and so forth. Any Allar trying to operate outside of these absolutes is considered scandalous and embarrassing, and trying to subvert the natural order of things in Allar society, quickly to be expelled. At the very top of Allar society are always the Rama. The Rama rule as Digmaan (leader) over similarly named fiefs. There are no priests in Allar society, because Allar society practices complete religious freedom even for immigrants, and does not consider the need for religious teachers or preachers, stating that religion is a private matter. Local small scale governance is often done by so called Diwa-Digmaan, which are Rama, but Rama who do not rule at the very top. For example, a neighborhood may be controlled by a Diwa-Digmaan, who is subservient and pays tribute to a Digmaan who rules over the entire island. Hadar has hundreds if not thousands of islands, and usually each island or island chain has a unique digmaan and a city on it, constantly competing with other Digmaan for dominance. Sometimes they wage war, but more often than not do they use Juara, or champions, to fight in duels that determine whether one Digmaan will become subservient under another.
===The Perpustakaan Besar===
The Perpustakaan Besar sometimes also shortened to Perpusta or just Library, is an organization of highly skilled Alchemists that exists in Allar society as a pseudo government of sorts that regulates scientific experimentation and investigation as well as central houses of learning, and reliable publication sources for scientists. The Perpusta is the only organization of its kind in the world that fact-checks research papers and provides peer-reviews for new theories, meaning it is one of the most reliable centers of learning in the world. It has offices in all the major Allar cities, and several across other places in the Regalian Empire, such as the chapters in [[Ithania]], the [[Rim Isles]] in the Archipelago, the [[City of Regalia]] itself, [[Nordskag]], [[Etosil]], and [[Kilarallis]]. Each of these chapter houses has a vast alchemical library, and storage for most known alchemical ingredients under the sun, including samples of mixtures and lessons on how to produce them. The Perpusta has soft power in Allar society even over the Digmaan, purely because they control the flow of information and also ensure that no Digmaan hoards any scientific research for their own political purposes (even though the entire council is made up of Kyat Allar who would normally cower before a Rama). The Perpustakaan Besar also has a very important place in the Imperial Palace and the Scholar’s Court of the Regalian Empire, having integrated into their structure, and frequently seeing the Pembaca (name for the Kyat leading Council members of the Perpusta) travel in and out of the Palace to discuss scientific matters with the court scholars and the Emperor.
==Fashion==
Allar fashion is dominated by bright colors and tropical styles, reflecting the extravagant tastes from the Rama aristocracy down to the expressive nature of the Ksat. Within Hadar, many of the Allar go topless (which is also not strictly an issue for modesty since Allar don’t have breasts). Though in present times the Allar start dressing more and more like the Ailor, with full-body outfits, especially in Regalia, where the mild to cold climate can be considered unpleasant to the Allar, especially during winter. Colored glass is also very common both in clothing pieces as well as decorations, even the poorest of Allar has at least one colored glass bead bracelet or necklace. Fabrics are imported from all over the world to Hadar, as the Allar are known to like to experiment with fabrics of all different kinds, and have excellent craftsmen who fix up clothes to fit their proportions and horns or fins. Especially Elastaan has proven very popular among the Allar, especially the aquatic Allar. Kyat, Rama, Nang, and Sang are the castes most commonly seen wearing jewelry. For Rama, it is a show of opulence and power, with intricately crafted gold piercings and metal perfectly shaped to fit their body and accentuate their features. Kyat usually wear smaller bracelets, rings, and face piercings, with the former being easily remove-able for when they must work with Alchemy. Nang will most commonly wear whatever jewelry is most popular at any given time, and Sang will exclusively wear hand-crafted adornments out of bone or coral they have harvested from the sea, or scavenged parts of jewelry from other races found at the bottom of the seafloor.
==World View==
World View is optional content that helps give Allar flavor and depth.
* Allar are a mostly carnivorous race that eats a combination of fish, meat and insects, either roasted or raw. They are capable of also digesting vegetables, nuts, and roots, but only see these as condiments and additions to their main course.
* It is rarely seen, but it is actually possible for Allar to have their scales tattooed. Allar don’t shed their scales or skin, so ink that penetrates deep enough can be used to dye their scales or add additional patterns.
* In states of frustration or aggression or anger, Allar produce a reptilian growl in the back of their throat that sounds like a hiss and a growl at the same time. This is usually meant as a warning sign before leaping to attack or encouraging someone to back off.
* Rama, even when each other’s lovers or siblings, will continue to make public appearances of competition. Even if they deeply care for one another, they cannot stand being seen as the inferior partner in public, and will publicly argue and fight for appearances sake.
* A form of showing subservience, obedience or submission among the Allar is to tip the nose upwards and expose the throat to those who are worthy of being respected as above one’s self. This is to emulate exposing the neck, the most vulnerable spot on an Allar’s body in trust or subservience.
* While crime occurs in Allar society, an Allar’s personal alchemical stash is never stolen, both due to a mixture of superstitious beliefs, as well as the emotional value of an alchemical stash. They are considered part of an Allar’s identity, like stealing one of their body parts.
* Allar do not consider the usage of their own body parts in alchemy as cannibalism or gross. In fact, many Allar donate body parts that regrow anyway as a means of making a bit of extra money.
* Engineering has a somewhat complicated place in Allar society. Among the Allar, technology and alchemy constantly compete over what is the superior scientific craft, and the majority of Allar society supports alchemy in this endeavor. Engineering is seen as a crude and unsophisticated craft among the Allar, even if the military does use engineering for weapons of war.
* Allar have a specific gesture for showing romantic interest that can sometimes result in a positive response, and sometimes in a fist fight. The act is to gently caress the underside of another Allar’s chin. Rejection is expressed by a baring of the teeth, acceptance by a cat-like purring sound. This act is equivalent to asking for romantic interest, though some Allar may also interpret it as personal as actual kissing.
* Magic, just like [[Engineering]], has a complicated place in Allar society. While they hold Magic as some sort of divine blessing within their Unignost faith, many of the intellectuals also acknowledge the inherent dangers of Magic. As such, Magic is practiced, but only by a very small group of Allar commonly referred to as the Penyhir, an unofficial union of any Allar who practices Magic, though this group is very controlling in how the Mages ply their craft to prevent them from abusing Magic for evil purposes. Mages who are not part of the Penyhir in Allar society are expelled as caste-less pariahs.
* The best gift to be given to an Allar is a basket of rare alchemical ingredients. Save for the most combat or solitary hunter of Allar, alchemical ingredients have a value beyond money. Even if an Allar does not do alchemy themselves, giving them ingredients allows them to give these valuable gifts to someone else, an act in itself that is valuable.
* While Allar do not sweat or blush, in the rare cases they are in climates hotter than Hadar (or if they are flustered), they will vent heat via panting, or fluttering gills (if they have them.)
* Many wealthy Allar keep small ponds of fish in their estates and homes, to show off to visitors. The types of fish are usually determined by their Kelahiran: with Kyats keeping large schools of smaller, colorful fish, Ksat keeping one or two carnivorous fish, Kuat keeping whatever fish are most amicable to petting, and Rama keeping one very large and rare fish with smaller schools of fish that accentuate the presence of the rarest fish. Nang tend to replace these ponds with pools for swimming.
* A common social gathering among Kyat Allar is to bring a number of small unmarked alchemical vials that they have crafted, usually two to three per Kyat, and play a game of roulette in imbibing or drinking them to witness their effects. Part of the game is determining who made what, based on their skill level, personal tastes, and preferences.
* It is generally considered deeply offensive to refer to an Allar as a “Lizard” or any variant of Reptile or Animal comparison, especially Snakes. Some Allar will usually quickly turn this comparison back on the accuser, trying to find the closest animal to bite back with, while others are equally as likely to respond with a threat, or with direct physical retaliation.
* Allar do not record birth-days like most others do, but self-assign name-days based on their Caste. Rama always pick a day in January or December, Kyat in March, Ksat in July, Kuat in April, Nang in August, and Sang in October. It is most common for Allar to pick the closest number date to the original day they hatched on.
* While it is exceptionally rare for Allar to act outside of the caste system, those who do are usually shunned and completely avoided and ignored by other Allar. If an Allar must ever explain why they do so to a non-Allar, they will usually say something along the lines of “not seeing those who choose to wallow outside of order.”
* Allar highly value second opinions on research and their work, and many Kyat Allar especially will compete with each other by trying to attain the largest peer-review listing to flaunt to others. It is a common saying that an Kyat will only be happy when their list of references circles Aloria.
* Allar have no social stigmas about using medicines, drugs, or other alchemies to improve or change one’s body. They do, however, generally caution against things that are detrimental or purely weaken someone’s body, as they believe the express purpose of Alchemy and Drugs is to better oneself.
* Allar society is the only known society in the world that takes mental illnesses, and in fact depression in particular, very seriously. Allar society has developed a number of alchemical mixtures and tinctures to combat the negative effects of such ailments, and has developed a very wide treatment for Allar who suffer from depression by combining medical treatments with therapy. This practice is however very slow to catch on in other societies due to the inherent stigma. Post traumatic stress is for example barely recognized in Regalia, simply referred to as ‘Knight’s Disease’, which is left untreated outside of a whorehouse.
* A combination of their unique biology and the hot, humid climate of Hadar led to the Allar developing a very unique relationship with Music. Allar mostly prefer singing and vocal arts, but uniquely also use an instrument they developed called the “Thermin.” The Thermin uses a combination of freshly mixed alchemy and engineering to create a small wall of alchemical vapor that the Allar can wave their hands through, with the disruptions creating unique sounds. This allows for ‘hands free’ music, and produces a unique set of sounds unheard of by any other instrument. It is usually shaped like a delicate metallic box, with slits at the top, and is propped up waist-height in front of the Allar who is playing it.
* Dragon Worship is frequently picked by Allar within the framework of Keyakinan as their dominant religion, due to the deep folklore of the Yellow Sea Dragons. The Allar have many stories of their arrival in Hadar, and how it was mostly inhabited by critters, Slizzar, and more notably, Yellow Sea Dragons. They say that the Yellow Sea Dragons (who were about the size of dogs) were extremely playful, and helped them establish the first irrigation systems to make their islands green and fertile. The Yellow Sea Dragons continued to live alongside the Allar and play with them, until a mysterious disease wiped them out several decades before the Cataclysm. The Allar tried with all their might to cure the disease through alchemy, but failed in the end, and the loss of the Yellow Sea Dragons still exists in the psyche of the Allar as a deep social trauma. The Perpustakaan was founded after the Dragons were lost to the Allar, to make up for the shortcomings in communication between the various efforts to cure them, to ensure that in the future there would always be an answer to calamities of this nature.
* The Allar, despite Keyakinan allowing for Void Worship, generally and by far and large avoid things that are Void infested. Vampires in particular are seen as vile, but any form of Void Worship involving sacrifice or blood offerings is considered taboo and of great evil to the Allar.
==Lexicon==
Due to this lore being extensively rewritten with a new language format, some of the old terms players have gotten used to for years may be lost. This Lexicon exists as a means to bridge that gap for old players, but all players should absolutely learn the new terms.
* Als-Allar are the Kyat Allar
* Maz-Allar are the Ksat Allar
* Izu-Allar do not exist anymore in the new lore
* Sa-Allar have returned as the Kuat Allar
* Cro-Allar are the Rama Allar
* Mai-Allar have been split into Sang (shark) and Nang (fish/dolphin) Allar.
* Soor-Rassa-Allar is now The Perpustakaan Besar
* The Great Alchzech is now called Keyakinan and changed a bit
* Digmaan remains the same both as a term for ruler, and landmass
* Qar-Digmaan is a term with pseudo-canon status because it’s not part of Allar language.
* Local rule positions like Lazzai, Rhax, and Ghizzal do not exist anymore.
* The Zasta language is now called Pidato
==Trivia==
==Trivia==
*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.
* Each member of the leading council of the Perpustakaan Besar is one of 24, the 24 brightest and most successful alchemists of the Allar at any given time. Each member invented a great alchemical mixture that advanced the Allar race as a whole.
*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 were once badly treated in the Regalian Empire, however their luck swiveled due to the so called Satrillian accords. The rumor goes that Emperor [[Cedromar]] named the accords as such, after an Allar he grew familiar with in the times when he was not yet on the throne, called Satril Meray. The story goes that the Emperor was touched by the obedience and loyalty that Satril showed, despite being spat on by Ailor customers of the tavern, and would always clean without complaint, believing that all Allar would be so loyal and dedicated to service in the Empire.
*Allar 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 are the only race in the Empire that does not have an embassy in the Regalian capital, or some form of consulate. This is because the Allar are so deeply integrated in the Regalian state apparatus, that they are basically considered on the same level as Ailor in terms of civil rights, and have no need for consulates to fight for their rights.  
*The Allar 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:Allar]] [[category:Naylar]]
[[category:races]] [[category:Gorr Races]]

Revision as of 19:19, 26 June 2022

Allar
Hb42hb42h.jpg
Race
Pronunciation All-lar
Classification Gorr
Subraces Many
Common Nicknames
  • Slimescales (derogatory)
  • Wisescales (praising)
  • Clawgnashers (Elven)
Languages Pidato
Naming Customs Indonesian, not including muslim/arab names
Racial Traits
Maximum Age 130 years
Eye Colors Slitted pupil (some also round) with a yellow/orange/blue/green iris and white or dark-gray sclera
Ksat Allar make for excellent jungle hunters.
Ksat Allar however also make for excellent ring fighters, as they love of thrill of a fight.
White scaled Allar do exist, but are very rare.
Ksat Allar claws are extremely dangerous.
Rama Allar are extremely vain, something that shows in the amount of accessories they use.
Allar clothing in general is very ornate, but they clothe just as well with Ailor outfits.
Some Allar subraces can have large horns that make them look almost Dragon-like.
Sang Allar look very aggressive, but are actually quite stoic and say very little.
Feathers are a common sight on Ksat and Kyat Allar.
Allar Scars only persist for a few days before they too heal over.
Sang or Nang subrace mixing with other subraces often leads to more aquatic appearances.
Size has very little to do with the actual leadership skills or command of a Rama Allar.
Before going to battle, Ksat Allar have warpaint painted on them by friends and loved ones.
Despite being aquatic, Nang and Sang Allar still wear clothes.
Kuat Allar are very strong, and also love showing it off.
Kuat Allar however also really love food. What is this one looking at?
Body piercings that may seem extreme are common among Rama and Ksat Allar to show pain tolerance.
Comparing an Allar to a non-sentient lizard is a sure-fire way to get one very angry.
Not all Rama Allar have crocodile like heads, and due to subrace mixing, can also have feathers.
There is no real scale-color or pattern standard among Allar, though red is seen as an ominous color.
Kuat Allar may look intimidating, but they wouldn't hurt a fly unless they had to defend another Allar's life.
The assumption is often that Rama Allar are fighters because of their size, but more often than not are they actually thinkers.
Approaching a Rama from behind is considered offensive and showcasing deceitful intent towards them.

Originating from the mysterious and unmapped jungles of Sendras, the Allar are a diverse and varied Race of reptilian humanoids known for their societal flexibility and scientific capacity, and their boundless capacity to thrive in the harshest of societal conditions. The Allar have weathered many setbacks over the centuries, surviving that which would have crushed any other race into oblivion, and turned detriment to their advantage. The most recent of these setbacks occurred during the Chrysant War, in which the Regalia Empire inflicted massive damage on the Allar and reduced their homeland to a backwater colony. In the fifteen years since, the Allar have not only overcome the losses of that war, but turned public opinion on them around, and became one of the founding races of the Crown Alliance of the Regalian Empire, being some of its most prized and loyal citizens and filling government positions all the way to the top. Where other races would have faced centuries of subjugated stigma, the Allar have turned around their place in the world within even a single lifetime. Allar alchemists are the leading alchemical inventors of the world, having unrivaled skills in the identification, mixing, and application of alchemical substances. Their gladiators remain some of the fiercest and most popular ring-fighters, being able to rip even the strongest of warriors of other races to shreds. And finally, their politicians remain flexible as ever, adeptly weaving themselves through the ruling classes, aiding in their public perception and profiting from good relations with other Races.

Origins

Allar have existed in the world for around 1500 years, with the first record of Allar appearing on Sendras around 1200 BC, though it is possible that they existed there much earlier as tribes. The first major event after nearly 1000 years, was the Sendrassian Civil War that the Altalar only scantily wrote about. Altalar never ventured close to Sendras, as each time they did, their explorers and slavers got eaten. The Sendrassian Civil War however bled beyond Sendras and made it obvious that something big was happening, and the Altalar investigated. The exact beginnings are unknown, but the Altalar understood it at the time (around 200 BC) as a conflict between Magic using Allar and non-Magic using Allar. This was a simplified view, as in reality, the conflict was religious, and it was all based on whether or not the majority could enforce Void Worship on the other Allar. The civil war was extremely bloody, and resulted in the minority of non-Void Worshipers fleeing en-masse to Hadar, which was largely infertile and uninhabited at the time save for pre-sentient species, animals, and Slizzar. The Slizzar and Yellow Sea Dragons welcomed them, helping them establish their first realms, and it was also during this time that the first forms of Kelahiran were developed, presumably to off-balance the dependence on Void Essence. It has also been theorized that instead of a civil war to avoid becoming Void-Worshipers, that instead, it was a civil war to break free from Void-Worship, but the Allar have mostly forgotten or destroyed most records from this traumatic time to just enforce the narrative of their expulsion from their homeland. The Allar blamed their loss of the civil war on lack of structure and discipline of the people, and through guidance of the Slizzar and Yellow Sea Dragons, they formed most of their ideologies by around 100 BC. Hadar was hard-hit during the Cataclysm, with many volcano islands erupting and wiping out Allar settlements, but the population quickly recovered. The Allar were one of the three major Empires to rise in the wake of the Cataclysm, alongside the Regalian Empire and the Songaskian Masaya. The Essa Empire of the Allar was ruled by a Slizzar Empress called Mananya-Manya, who wielded magic to summon the Great Sea Serpents for her army. Regalia eventually declared war and dismantled the Essa Empire, occupying the whole Empire and dividing it into military dictatorial puppet states. Over the following 20 years, the Allar broke free from this control, and integrated into the highest political offices of the Regalian Empire, a feat that even the Solvaan haven’t achieved in 300 years of membership in the Empire. Even with calamities inflicted on them, they (unlike the Dwarves) are thriving, and continue to grow more entwined with the Regalian Empire as the second majority race living within it.

Core Identity

Introduction

To be an Allar is to be slightly quirky, slightly violent, slightly intellectual and slightly idiosyncratic. The Allar function best when they are a little bit of everything, but can also specialize to a high degree in specific fields. While most other Races are constrained by cultural expectations, the Allar specifically exist with the notion of testing those boundaries for themselves, and constantly moving them. Allar are able to effortlessly slide into other societies and operate within the rules of said society, maintaining a social and moral flexibility to create the most beneficial situation for themselves. It is hard to truly pin down a specific core identity to the Allar, as the wide variance between their Subraces also extends to their widely flexible identity. There are however a couple of aspects that are consistent across all types of Allar.

Progress without Ethics

The Allar are a race strongly supported and defined by the contributions they bring to Alchemy and science in general. Every major scientific institute in the Regalian Empire has hordes of Allar scholars, and every major alchemical organization has a majority of Allar members who make up the skilled practitioners. Allar in general like pushing the boundaries of what is possible with scientific research (mostly alchemical based). Important to them as such, is the complete lack of ethical restraints. Especially in Hadar, the act of chemical experimentation on death-row or life-long prisoners is very common, and experimentation on children is also not unheard of. The Allar do not consider the limited negative impact of experimentation a reason to prevent generations of benefit and prosperity, so they generally campaign for unrestricted scientific practice.

Everything is True

The Allar have a curious teaching referred to as the Allteach in Common or Guru in the Allar language. Allteach, or Guru, is the idea that everything that is claimed, said, and stated as fact, has at least some factual origin and is worthy of further explanation and investigation to establish truth. What this results in, is the Allar natural inquisitiveness to know truth from falsehood, or to know the core of truth in a wild accusation or piece of gossip, and a desire to investigate. An Allar will never be found dismissing a theory or assumption out of hand, because all Allar understand that even for an assumption to be made as wild as it may be, it has to be founded on other assumptions or facts that make such an outcome seem likely. This has resulted in a fair number of conspiracy theories being proliferated among Allar who like to give them credence. However, it has also been beneficial, as Allar private investigators have also been known to permanently debunk many conspiracy theories, or even catch criminal shadow organizations in the act and helping the Regalian state in rounding them up.

Loyalty to All

The Allar are perhaps the most racially loyal to one another of any other Race. While the Ailor face massive internal struggles, and the Nelfin races all look at each other with distrust and disdain, the Allar are almost unbreakable in their loyalty to one another. Even if an Allar is arrested in Regalia and put on death-row for treason, many Allar will still stand up to try and argue or lawyer that person’s way out of prison in court, and failing that, plot to break them out. The ability of the Allar to bounce back from any tragedy hasn’t only arisen due to their innate flexibility, but also by a perceived belief that if one of their kind is badly treated, it could happen to all of them, and if they would fall into ruin, that they would want others to rise up to the occasion to save them too. This mutual assured assistance ensures that an Allar can always count on someone to give them food in hunger, shelter in homelessness, and support in destitution.

Lawfulness in Hierarchy

While many other Races have more complicated relationships with hierarchy, command, and structure, Allar genuinely believe that without any form of autocratic structure or hierarchy, the world would be one large chaos soup. Allar society is strictly divided in sub-race dominated social castes, which one can never break out of. Deviation from this standard usually leads to expulsion and ridicule. Furthermore, support for the Regalian Empire is at an all-time high in Allor society. While relations between Allar nationalism and Regalian realism remain complex, the Allar have come to realize that the Regalian Empire and the Ailor are a ladder to climb to greatness, and that the Regalian Empire perfectly connects with their desire and need to exist between the rulers and the ruled, conforming and reinforcing this structure onto minorities in the Empire. This is why Allar are frequently seen in the Regalian state offices, bureaucracy and leading military roles in the modern era. The Allar are the most integrated Race in Regalia. While racial equality is fairly high, Allar have always been cited as being ‘more equal than other Races to Ailor’.

Design

To call all Allar reptilians, is not accurate in the slightest. However, to state that the Allar have sub-races is not quite accurate either. The Allar as a race create an artificial structure of subraces by applying certain substances to their young that manifest the variance of subraces. The physical and mental effects of these substances are so profound however, that easy to classify sub-races essentially come into existence by circumstance. As such, all other Races (and even the Allar) recognize the different enhanced variants of Allar subraces, even if their genetic make-up does not provide for them. All Allar are born as the same somewhat generic lizard-like humanoid, but altered to fit a sub-race (or combination of two sub-races) through Kelahiran which roughly translates to Alchemical Infusion. With Kelahiran, either by direct infusion of the egg or by pill supplement of the new-born infant, a child is conformed to specific physical and mental characteristics to suit the needs of Allar society. The Allar recognizes two aspects to this practice, the Pertua which is the main sub-race, and the Kedua, which is the second sub-race. It is possible for an Allar to have a dominant sub-race, and a second sub-race addition, or to have double Pertua, so using only a single sub-race. It is important to note that Kelahiran isn’t just a societal norm, it is a necessity. Allar infants are too weak to survive childhood without Kelahiran, and so all Allar nowadays are the product of this practice.

Subraces

  • Kyat is the most common sub-race which can best be described as the common-folk Allar. Kyat are generally more nervous and skittish, quick-spoken but highly intelligent. Within Allar society they serve a wide range of occupations, though often as alchemists, mages, bureaucrats, craftsmen, shopkeepers, farmers, scribes and librarians. Most of the scientists at the Great Council are Kyat Allar. Kyat Allar are very average, ranging from short to average height, with average broadness and a more general slim appearance. They have the general scaled skin with a reptilian prehensile tail, while their head is shaped like most lizard species, such as that of gecko, iguana, or chameleon, or sauropod species, or ornithopod species. Kyat can have horns, skull bumps, feathers, or even feather-and fur across their entire body except faces. Kyat are generally described as kind, conflict-averse, and empathetic, but can also be known to have a mean streak, be petty, and enjoy pranking others.
  • Ksat is the second most common sub-race which can best be described as the warrior-folk Allar. Ksat are the opposite of Kyat, fiercely competitive, dogmatic, loyal, and willing to pick a fight with most foes they think they can defeat. Within Allar society they serve a wide range of occupations, though often as soldiers, bodyguards, trainers, guards, gladiators, hunters, practically anything or any occupation with some adrenaline. Ksat Allar are usually average in height, if not slightly taller than the Kyat and more muscular to athletic, having scaled skin with a reptilian prehensile tail (though a Ksat tail is usually larger and stronger). Ksat heads are shaped like that of medium-sized theropod species such as allosaurus, velociraptor, carnotaurus or Tyrannotitan. Ksat can have horns, feathers, and even feather-and fur across their entire body except faces, though their most notable feature is the large raptor-like claw on their feet. If a Ksat has feathers, they are usually very colorful, something they have a great deal of vanity over. They are generally also described as energetic, with a short temper, rowdy, yet also fiercely loyal and disciplined within the structure of Allar society.
  • Kuat is the third most common sub-race which can best be described as the physical labor-folk Allar. Kuat are temperamentally more like Kyat, but lack the inquisitive nature in intellectual pursuit of the Kyat. This does not mean they are stupid, it however does mean they would prefer to watch a butterfly or some puppies than read a book. Kyat are carefree, easy-going, calm and subservient, having the size and strength to win a fight, but not the temperament to be able to stand the idea of hurting someone. Within Allar society the Kuat serve fairly limited functions as they do not have as much flexibility as the others, mostly serving as physical laborers, cattle-herders, construction workers, or cooks. A few rare Kuat do end up as a personal bodyguard to the ruling classes, but these are usually more for show than practice, as they abhor the idea of killing anything or anyone. Kuat are quite tall, and much bulkier or heavier-set than the other Allar sub-races. They have large meaty hands and wide shoulders, perfectly built for carrying heavy loads or pushing back heavy forces. Kuat heads are shaped like that of Thyreophora species like Ankylosauridae or Stegosauridae. Kuat cannot have feathers or horns, but do have bone-stubs, plates and sometimes bone protrusions from their head. Kuat do have a tail, though it is frequently very stubby, and they wag it around a lot when they are happy. They are described as kind-hearted, wishing well on others and wanting to take care of others, and being fiercely protective, yet trying their best not to hurt anyone emotionally or physically.
  • Rama are the least seen sub-race which can best be described as the leading-folk of the Allar. Rama are temperamentally similar to the Ksat, but lack the energy and dexterity to be front-line soldiers, instead thus fulfilling the roles of commanders, generals, admirals, task-masters, foremen, governors, and most importantly, Digmaan. Digmaan is a ruling class term used that is equivalent to warlord or ruler in Common, which underscores the fact that only Pertua Rama are permitted to be the ruling classes of the Allar, and to have their own fiefs. Rama are usually average to tall in height, though often shorter than the Kuat, yet taller than all other sub-races. They can often best be described as meaty, having a combination of healthy body-fat and muscle to make them appear large and imposing, but also slow to move. Rama heads are usually shaped like crocodilian species as well as sauropterygia and mosasauridae species, but sometimes a rare large theropod like giganotosaurus or tyrannosaurus is also possible. The Rama have a scaled skin, and usually a heavy fat tail that drags behind them on the floor and has limited mobility. Rama very rarely have horns, and never have feathers or other bone protrusions. Rama are generally described as vain, proud, commandeering, decisive and sometimes even cruel or tyrannical. While Rama absolutely can answer the emotional needs of their subjects, it is always important to them to establish intimidation and rule through fear first, before providing for the needs of the people.
  • Nang are the most common aquatic Allar species which can best be described as the Allar subrace most flush with social skills. Nang often fulfill the roles of translators, diplomats, merchants, public speakers, ambassadors, and representatives of the Rama they serve. Wherever a Rama exists, several Nang serve as amplifiers to the Rama’s will. Equally however, there are plenty of Nang who venture out on their own, making fortunes and collecting a large web of social contacts across the world. Nang are usually between short and average in height and average in build with a rare few becoming more athletic. Nang heads are commonly shaped like those of dolphins and most types of fish (disregarding those that look too un-fish-like). They can have fins on their arms and legs and back, and a fish or dolphin-like tail. Their skin can either be smooth like that of a dolphin, or with shimmering fish scales, and a wider color pattern than most other Allar. Nang frequently live by the oceanside (though more on dry land than Sang do), and often mingle with other races in particular in minority districts. Nang are often described as excitable, likable, sociable (though with a deceitful streak on occasion), with an interest in self-enrichment and excellent charismatic skills.
  • Sang are just as the Rama a rarely seen aquatic sub-race which can best be described as a fringe-member of Allar society, the solitary hunter or traveler that only exists on the fringes of Allar customs. They fulfill the roles of scouts, explorers, deep-sea divers, large-game hunters, collectors, and sometimes guards or gladiators depending on their habitat. Sang are usually tall and quite broad, having well defined muscles and a smooth shark-like skin. Their arms, legs, and back are often covered in fins; while their tail is like that of a shark. Sang heads are exclusively that of an orca, tiger shark, dunkleosteus, or great white shark. Sang never have horns, feathers, or any other bony protrusions. They are generally described as quiet, contemplative, yet fierce in response when prompted, stoic, observant and preferring to use body language rather than speak volumes. Sang are still part of Allar society, but are equally treated as outcasts because they are unpredictable, and far less dependent on the strict caste-system of Allar society.

Kelahiran

Provided above was a short description of Kelahiran, the practice of adding supplements or enhancers to eggs or infants to evoke a specific sub-race inclination in the child. There are some additional concepts to explain however. While most Allar children are born with a simple one-Pertua enhancement (thus being full-Rama or full-Kyat for example) it is possible for a child to be given a second Kedua enhancement, thus becoming a sort-of mixture between two sub-races. Firstly, it is important to establish that the Perua always dictates the exact sub-race, and Kedua does not change this. Kedua can however be used to change the temperament or some physical traits of the child. Here follow some examples:

  • A Pertua Kyat egg may be enhanced with a Kedua of Ksat. This means the child is still born as Kyat, but may have a more energetic and less skittish temperament. Additionally, they may have raptor-like claws on their feet about half the size of Ksat claws, and a more elongated snout, but overall appear mostly Kyat.
  • A Pertua Rama egg may be enhanced with a Kedua of Sang. This means the child is still born as Rama, but may have a more quiet disposition than most vain Rama. Additionally, they may have webbed or shark-like fins on their head, back, and arms, or even a shark-like tail, but overall appear mostly Rama.
  • A Pertua Kuat egg may be enhanced with a Kedua of Ksat. This means the child is less conflict-averse than a Kuat would be, and thus has a more suitable temperament to be a big bodyguard. This may also result in the Kuat having less bone plates and more feathers, which Kuat cannot have naturally, though overall appear mostly Kuat.

As mentioned, Kelahiran is not just a cultural custom, it is an absolute necessity. Without it, Allar infants are too weak to survive beyond a few months after hatching from their eggs. Scholars have theorized this is because of a mixture of dependency on the practice of Kelahiran, but also the fact that modern Allar descend from Sendrassian Allar, who may have developed the same Void-Essence dependency as the Kathar at some point. This would essentially imply that the Allar have used Alchemy to replace that Void dependency to rid themselves of the negative effects. It should come as no surprise to note that Allar cannot procreate with any other Race (save for Slizzar, see Slizzar lore), even the (often presumed) racially related Dakkar. Allar are one of the only races that reproduces through the laying of eggs, a process that is biologically incompatible with all others.

Racial Abilities and Specials

While most Allar subraces make use of the same Abilities, each sub-race has their own Specials. Nang and Sang Allar have a unique Ability due to their aquatic nature. Being Pertua and Kedua of two different subraces grants the Allar the Specials of both subraces. However, if an Allar is pure Pertua of only a single sub-race, then the pureblood unique Special is just for them. There is no such thing as a Half-Allar, because Allar lay eggs, and cannot breed with any other Race.

Abilities for all Allar

Ability Name Ability Type Ability Range Ability Description Modifiers
Ailment Immunity Constant Passive Self Grants the user Ailment Immunity

N/A
Chemical Insight Info Power Emote Distance Grants the user Chemical Insight

N/A
Omniaware Constant Passive Self Grants the user Omniaware

N/A
Limb Recovery Constant Passive Self Grants the user Limb Recovery

N/A
Social Insight Info Power Emote Distance Grants the user Social Insight

N/A
Domestic Insight Info Power Self Grants the user Domestic Insight

N/A

Abilities for Nang and Sang Allar

Ability Name Ability Type Ability Range Ability Description Modifiers
Waterborne Constant Passive Self Grants the user Waterborne

N/A

Kyat Specials

  • Kyat Allar work well with other Allar in creative pursuits, and will gain +1 Wisdom whenever they are collaboratively working on a project (alchemy, research, etc.) with another Allar. This does not stack, and can only ever be +1 Wisdom, regardless of the amount of Allar present.
  • When committing to Alchemical research (either player prompted or staff event), Kyat Allar have such self control and meticulous practice, that they are unable to make an outright mistake during experimentation. Even if they mixed an incorrect reagent or tried a substance that did not work, they can always try again and try again when they fail. While other alchemists might run out of testing samples or ingredients, the Kyat never do.

Ksat Specials

  • Ksat Allar know how to hype each other up, and push beyond their limits when fighting with each other. They gain +1 Strength when they are engaging in some combat-related activity with or alongside another Allar (sparring, warfare, training, etc.) This does not stack, and can only ever be +1 Strength, regardless of the amount of Allar present.
  • Ksat Allar have excellent eye-sight beyond that of even the other Allar. They have night vision at night, being able to see in darkness. They can also generally see in Mundane Darkness, but not Ability based Darkness or Blindness. Their eye sight is especially functional and useful in thick shrubbery or dense nature, where their heightened senses give them better spatial awareness and the ability to drown out the noises of plant life and fauna.

Kuat Specials

  • Kuat Allar gain the Husbandry Point Buy Mount Pack for free, and can optionally duplicate their mount to allow someone else to use an exact copy of it in Progressions. This person must mention this duplicated Mount on their app, and where they received it from. The duplicated mount can either be the base horse, or the Racial Mount, but never the Advanced Mount, even if the Kuat Allar has it. (So a Kuat Allar with the Advanced Mount would be able to give a Racial or base Horse to another character, even if they use the Advanced Mount themselves.)
  • Kuat Allar have unparalleled strength when it comes to manual labor, or aiding those in need. When physically working, the Kuat Allar can carry heavy construction materials (and throw them) with little to no effort, but can’t ever try to use them to harm others or engage in/interfere in combat. Additionally, in the case of a collapsing building or otherwise dangerous heavy falling object, a Kuat Allar is capable of holding it up on their shoulders to save others and give them time to escape. They cannot sustain this infinitely, but it is always just long enough for anyone in danger to get out safely (including the Kuat Allar themselves.)

Rama Specials

  • Rama Allar maintain a commanding and poised presence, which impresses even the most guarded foreign diplomats. They gain +1 Charisma when engaging in any action in a World Progression Order. This does not stack, and can only ever be +1 Charisma.
  • Rama Allar have a commanding presence, especially to their subordinates. While a Rama Allar is themselves not physically in a fight, commanding other Allar in a fight from a distance, they apply a +1 Strength buff to up to 2 Allar in said fight, or in a duel. This does not stack, a single Allar can only ever have their Strength increased by 1, but it can be any subrace of Allar.

Nang Specials

  • Nang Allar are accustomed to the water, and are the fastest swimmers, bar none, only matched in their swim speed by other Aquatic Allar, or anything that says it swims as fast as an Aquatic Allar. They can breathe effortlessly underwater for any period of time, and have a special coating on their eyes that offers them perfect eyesight underwater. Additionally, they can see clearly and navigate the deep, dark depths of the ocean.
  • Nang have very agile and slippery fingers, especially when on dry, and have expertly learned how to control small objects like coins, rings or necklaces with these fingers. Nang Allar can play sleight of hand games or actions on small finger-sized objects that no amount of perception or hand-tracking can compensate for. A Nang Allar will always fool someone when performing a sleight of hand trick, but also generally can do a lot of quick-fingered actions with their hands, like flicking cards or coins between their fingers. This does not include other Roguery actions (such as pickpocketing.)

Sang Specials

  • Sang Allar are accustomed to the water, and are the fastest swimmers, bar none, only matched in their swim speed by other Aquatic Allar, or anything that says it swims as fast as an Aquatic Allar. They can breathe effortlessly underwater for any period of time, and have a special coating on their eyes that offers them perfect eyesight underwater. Additionally, they can see clearly and navigate the deep, dark depths of the ocean.
  • Sang Allar have an extremely resilient digestive system, able to consume whole animals or parts of animals bone and all, where the sharp objects are safely filtered out and don’t harm the Sang from the inside. This extends itself also to toxic or caustic substances, allowing them to eat poisonous or even decaying and rotting fish without any issues. The only exception to this rule is alcohol, which still affects them like normal, as their body is unable to filter ethanol. Sang Allar can also consume substances such as Allar meat or Vampire blood without being infected with an Affliction.

List of Pureblood Specials

Pureblood specials can only be attained by not mixing Subraces. If a Character is of mixed-subrace, they do not get any of these Specials.

  • Kyat pureblood: Even though all Allar subraces can converse with the Perpustakaan Besar, few can actually reach all the way to the top. During progressions. Kyat pureblood Allar are the only Allar allowed to interact with the council at the very top, and may release additional information denied to the other subraces, even the Rama.
  • Ksat pureblood: Even while unarmed, Ksat are armed, with their rapt-claws on their feet. The raptor claws on their feet count as permanent Dagger-tier weapons, and Ksat pureblood Allar can always use their raptor claws as if they have already purchased the Short Blade Pack from the Melee Weapons Point Buy. These Claws can be broken just like daggers with heavy enough weapons, but always regrow because of Limb Recovery in 48 hours.
  • Kuat pureblood: Kuat skin is both plated and strong enough to resist most superficial damage. They can still feel pain through their skin, and their skin can also bleed, but their internal organs and limbs are more strongly protected from blows, doubling as Half-plate or Chainmail armor. For the purposes of Abilities, the durability of this skin is also counted as actual Armor in case any abilities negate Armor or destroy it (it does not destroy their skin, just the armored properties)
  • Rama pureblood: Rama pureblood Allar are capable of crafting and using a special type of lockbox that has a complex locking mechanism that will only ever open with their claw as a key. This lockbox is so tough that there is absolutely no other way to open it, and any weapon-sized (or smaller) item that is not an Artifact can be safely stored inside. This lockbox may be stored in a Rental region to prevent items within this lockbox from being stolen, but it may also be carried around, stolen, or given away. Whatever way the lockbox is taken, there is absolutely no way to open it without divine intervention, or the Rama who made it personally opening it, even broken-off claws do not work.
  • Nang pureblood: The Nang pureblood Special allows the Nang Allar to disguise themselves as if they have the Roguery Point-Buy Disguise Pack. This allows them to disguise themselves to appear and sound like a completely different person, convincingly so, and even with a different shaped Allar head that holds up under close-range inspection, but cannot appear as a different Race. Their voice and behavioral quirks or habits are also unrecognizable, and they appear as a completely different person (wearing a different skin and Nickname is also mandatory to pull off the disguise).
  • Sang pureblood: Sang Allar may off-screen hunt and kill dangerous sea creatures currently limited to: White Fair Fin, Sharks, small Whales, large Octopuses, Squiggs Octovin, Redknob Octopus, and various ray and fish species. They may then off-screen haul these to Regalia and claim the kill, sell the parts, or use them as food themselves. The right to hunt these animals is exclusive to Sang pureblood Allar, even regular fishers cannot manage to catch these animals under normal circumstances.

Language

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

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

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

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

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

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

Religion

The Allar faith is called Keyakinan and it is fairly complicated to comprehend for the other Races. At its base, Keyakinan is a so-called unignost faith, meaning that they believe all gods, all divine entities, all religious figures and symbols, and all religious preachings are true, at least to some high extent. They believe that all gods and goddesses are real, and that they all exist within the physical reality and are all owed some sort of worship or deference. They see it this way because to them, faith in a religious entity is what makes them valid, but they additionally also quantify spirituality as a basic emotional need, and look at religion more like a basic sustenance act like drinking water and eating food. Many other Races consider this a strange ‘trying to have it all’ religion where the Allar acknowledge all faiths as real, but don’t buy into the whole ‘my faith is real but yours is false’ that most other Races engage in. The outcome is that while the Allar in theory could blend into any religious community, they usually aren’t welcome for holding heretical beliefs of every religion in existence. That being said however, most Allar know the religious worship practices of all the major religions of the world, and can easily blend into these religious communities, if they aren’t aware of the actual identity of Keyakinan. Some when discovering this truth would call the Allar deceitful, but this is not the case, because the Allar do genuinely believe in these gods and their gospel.

What is usually more common however, is that the Allar in question acknowledge all religions as real, but only worship or praise the name of a small group of them in daily life, because praising every single deity in existence is impractical. For example, an Allar may choose one or two Unionist God Emperors, a Void God from Void Worship, one of the Altalar Pantheon of Estel gods, and a Dragon from Dragon Worship to boot. This is then called their ‘Kelompok’, or their active worship group within Keyakinan. They would have these entities’s religious symbols and practices memorized, and live them through as if they are devout to all these religions, even if any of these religions contradict each other. What is just as common is that an Allar will simply pick one entity such as the Everwatcher or the Purple Crown Dragon, and worship only that single entity, while still respecting and offering deference to all other Gods. The most important point to convey here, is that an Allar will never be found denouncing an entity as false, proclaiming a religion as heresy, or a particular religious practice as blasphemous, because all religions (including their sects) are always true.

Historical Interactions

Historical Interactions may not be relevant to each Character, but because the Allar have had a pretty violent history, the context may still change the way Allar interact with other Races.

  • In most recent history, the Allar were savagely attacked by the Sendrassian Allar. The Sendrassian Allar may be their racial cousins, but are so far removed from them ideologically that they might as well be Aliens. The Sendrassians are deeply hated by the Allar of Hadar, not only because the Sendrassians kicked them out of Sendras (or more accurately, forced them to flee for their lives), but also because Sendrassians frequently abduct Hadar Allar for Void related sacrifice.
  • In the last 25 years, the Allar had a very destructive war with the Ailor, in the so-called Chrysant War. While this was ostensibly launched by Regalia to crack the Essa Empire (what the unified Allar state was called) the Ailor were excessive in their indiscriminate bombardments and civilian killing. It is commonly established that the Ailor committed genocide on the Allar, a fact which the Regalian state still has not apologized for, but the Allar have equally bounced back from within years, and captured some of the highest government positions in the Empire as loyal citizens. Still, the division of their homeland into demilitarized puppet states remains a sore-point for many of the Allar who long for the day that Regalia sees Hadar more as an equal partner instead of a colony.
  • The Allar had some interactions with the Allorn Empire, but were mostly very guarded. The Altalar did not enslave many Allar, but did frequently purge Allar from their islands if valuable rare earth metals were found in the volcanic rocks.
  • The Allar have a very complicated relationship with the Slizzar. The Slizzar city of Sassrakkand exists right in the middle of Hadar, and the Slizzar are very active in most Digmaan courts across Hadar, to the point one might even think that Slizzar are an Allar subrace. Equally however, many Allar recognize that the Slizzar made a couple of geo-political errors when founding the Essa Empire and engaging with the Regalian Empire. The sacking of the Hadarian capital Huallo is generally blamed on the Slizzar who refused to surrender to Regalia immediately when war broke out, despite knowing they were badly outgunned and outmanned.
  • The Allar are very suspicious and distrustful of the Maraya. The Maraya recently purged a series of islands of Allar inhabitants, declaring their own state on it. The Digmaan have not been able to reclaim these islands yet, as the Maraya use superior technology to prevent their ships from approaching. Even though most Maraya in Regalia are not from the Home Swarm or this state, most Allar still treat them as subversive attackers.

Families

Allar families are fairly flexible. Allar do not often mate for the sake of procreation, but when they do, it results in anywhere between 8 to 14 eggs. These are essentially all siblings, but not all family units end up raising all eggs together. It is very common in Allar society to take care of eggs only insofar a family can afford to raise them (as Allar don’t have any child support services or communal care) and it is very common to just give eggs away to neighbors in the same street for raising if they do not have any. This is not even considered an emotionally taxing act for the parents, and a very normal thing to do. Furthermore, Allar parenting never requires 2 parents, but only the single parent. Allar recognize the dominant parent as the one who actually parents them, while the absent parent is usually around but offers very little personal steering and raising. As such, it can also be the case that within the same family, several children are mainly parented by the father, and the rest by the mother, resulting in varied parentage for the same siblings. That being said, because mental characteristics between Allar subspecies are usually very predictable, nurture contributes very little to a child’s behavior in adult life. Allar childhood is fairly standard like that of an Ailor child, especially because most Allar live in the Regalian Empire and have the same education standards, if not somewhat better due to their apprenticeships in Hadar.

Romance and Gender Norms

Allar romance is generally similar to Ailor society, with the vast majority of them operating in a monogamous relationship, though open relationships are just as well common. Allar do not have a form of marriage, engaging more in unofficial civil unions where two partners simply agree to be together. An Allar rarely stays monogamous with the same partner for their entire life, and separation of two partners is in most cases very amicable, continuing on as friends after. It should be noted that Allar romance can both be very romantic and calm, and very violent and aggressive. Especially the more dominant or feisty Allar engage in the act of Berkelahi which is a form of actual fighting to establish dominance in a partnership. Both partners usually walk away bruised and bleeding from this, as claws and jaws are fair-game in the process. Allar gender norms are fairly loose, especially because Allar society encourages experimentation with gender expression. Alchemy is frequently used for Allar to experiment with sex and gender, and even most comfortable-in-gender people experiment with the opposite or a different gender at least once, just to be sure. As for gender norms in society, while the biological sex of Allar is definitely defined between male and female, these don’t impart any occupational or societal impact in their lives. In fact, it should be noted that even on the matter of reproduction they do not matter, because in some cases a male Allar may spontaneously develop the means to lay eggs, and vice versa for female Allar. As such, while Allar society absolutely has a definition of male and female, these things do not matter.

Politics

Allar society has an extremely strict caste system that is absolute and unavoidable. Any Allar who tries to fulfill roles of their subrace outside of the niche of their birthright, is usually outcast as a pariah. There are absolutes, such as: only Kyat may take care of the paperwork, only Rama may rule the land, only Ksat may be the soldiers and royal guard, only Sang may manage the finances of the Rama, and only the Kuat may handle the bison cattle, and so forth. Any Allar trying to operate outside of these absolutes is considered scandalous and embarrassing, and trying to subvert the natural order of things in Allar society, quickly to be expelled. At the very top of Allar society are always the Rama. The Rama rule as Digmaan (leader) over similarly named fiefs. There are no priests in Allar society, because Allar society practices complete religious freedom even for immigrants, and does not consider the need for religious teachers or preachers, stating that religion is a private matter. Local small scale governance is often done by so called Diwa-Digmaan, which are Rama, but Rama who do not rule at the very top. For example, a neighborhood may be controlled by a Diwa-Digmaan, who is subservient and pays tribute to a Digmaan who rules over the entire island. Hadar has hundreds if not thousands of islands, and usually each island or island chain has a unique digmaan and a city on it, constantly competing with other Digmaan for dominance. Sometimes they wage war, but more often than not do they use Juara, or champions, to fight in duels that determine whether one Digmaan will become subservient under another.

The Perpustakaan Besar

The Perpustakaan Besar sometimes also shortened to Perpusta or just Library, is an organization of highly skilled Alchemists that exists in Allar society as a pseudo government of sorts that regulates scientific experimentation and investigation as well as central houses of learning, and reliable publication sources for scientists. The Perpusta is the only organization of its kind in the world that fact-checks research papers and provides peer-reviews for new theories, meaning it is one of the most reliable centers of learning in the world. It has offices in all the major Allar cities, and several across other places in the Regalian Empire, such as the chapters in Ithania, the Rim Isles in the Archipelago, the City of Regalia itself, Nordskag, Etosil, and Kilarallis. Each of these chapter houses has a vast alchemical library, and storage for most known alchemical ingredients under the sun, including samples of mixtures and lessons on how to produce them. The Perpusta has soft power in Allar society even over the Digmaan, purely because they control the flow of information and also ensure that no Digmaan hoards any scientific research for their own political purposes (even though the entire council is made up of Kyat Allar who would normally cower before a Rama). The Perpustakaan Besar also has a very important place in the Imperial Palace and the Scholar’s Court of the Regalian Empire, having integrated into their structure, and frequently seeing the Pembaca (name for the Kyat leading Council members of the Perpusta) travel in and out of the Palace to discuss scientific matters with the court scholars and the Emperor.

Fashion

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

World View

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

  • Allar are a mostly carnivorous race that eats a combination of fish, meat and insects, either roasted or raw. They are capable of also digesting vegetables, nuts, and roots, but only see these as condiments and additions to their main course.
  • It is rarely seen, but it is actually possible for Allar to have their scales tattooed. Allar don’t shed their scales or skin, so ink that penetrates deep enough can be used to dye their scales or add additional patterns.
  • In states of frustration or aggression or anger, Allar produce a reptilian growl in the back of their throat that sounds like a hiss and a growl at the same time. This is usually meant as a warning sign before leaping to attack or encouraging someone to back off.
  • Rama, even when each other’s lovers or siblings, will continue to make public appearances of competition. Even if they deeply care for one another, they cannot stand being seen as the inferior partner in public, and will publicly argue and fight for appearances sake.
  • A form of showing subservience, obedience or submission among the Allar is to tip the nose upwards and expose the throat to those who are worthy of being respected as above one’s self. This is to emulate exposing the neck, the most vulnerable spot on an Allar’s body in trust or subservience.
  • While crime occurs in Allar society, an Allar’s personal alchemical stash is never stolen, both due to a mixture of superstitious beliefs, as well as the emotional value of an alchemical stash. They are considered part of an Allar’s identity, like stealing one of their body parts.
  • Allar do not consider the usage of their own body parts in alchemy as cannibalism or gross. In fact, many Allar donate body parts that regrow anyway as a means of making a bit of extra money.
  • Engineering has a somewhat complicated place in Allar society. Among the Allar, technology and alchemy constantly compete over what is the superior scientific craft, and the majority of Allar society supports alchemy in this endeavor. Engineering is seen as a crude and unsophisticated craft among the Allar, even if the military does use engineering for weapons of war.
  • Allar have a specific gesture for showing romantic interest that can sometimes result in a positive response, and sometimes in a fist fight. The act is to gently caress the underside of another Allar’s chin. Rejection is expressed by a baring of the teeth, acceptance by a cat-like purring sound. This act is equivalent to asking for romantic interest, though some Allar may also interpret it as personal as actual kissing.
  • Magic, just like Engineering, has a complicated place in Allar society. While they hold Magic as some sort of divine blessing within their Unignost faith, many of the intellectuals also acknowledge the inherent dangers of Magic. As such, Magic is practiced, but only by a very small group of Allar commonly referred to as the Penyhir, an unofficial union of any Allar who practices Magic, though this group is very controlling in how the Mages ply their craft to prevent them from abusing Magic for evil purposes. Mages who are not part of the Penyhir in Allar society are expelled as caste-less pariahs.
  • The best gift to be given to an Allar is a basket of rare alchemical ingredients. Save for the most combat or solitary hunter of Allar, alchemical ingredients have a value beyond money. Even if an Allar does not do alchemy themselves, giving them ingredients allows them to give these valuable gifts to someone else, an act in itself that is valuable.
  • While Allar do not sweat or blush, in the rare cases they are in climates hotter than Hadar (or if they are flustered), they will vent heat via panting, or fluttering gills (if they have them.)
  • Many wealthy Allar keep small ponds of fish in their estates and homes, to show off to visitors. The types of fish are usually determined by their Kelahiran: with Kyats keeping large schools of smaller, colorful fish, Ksat keeping one or two carnivorous fish, Kuat keeping whatever fish are most amicable to petting, and Rama keeping one very large and rare fish with smaller schools of fish that accentuate the presence of the rarest fish. Nang tend to replace these ponds with pools for swimming.
  • A common social gathering among Kyat Allar is to bring a number of small unmarked alchemical vials that they have crafted, usually two to three per Kyat, and play a game of roulette in imbibing or drinking them to witness their effects. Part of the game is determining who made what, based on their skill level, personal tastes, and preferences.
  • It is generally considered deeply offensive to refer to an Allar as a “Lizard” or any variant of Reptile or Animal comparison, especially Snakes. Some Allar will usually quickly turn this comparison back on the accuser, trying to find the closest animal to bite back with, while others are equally as likely to respond with a threat, or with direct physical retaliation.
  • Allar do not record birth-days like most others do, but self-assign name-days based on their Caste. Rama always pick a day in January or December, Kyat in March, Ksat in July, Kuat in April, Nang in August, and Sang in October. It is most common for Allar to pick the closest number date to the original day they hatched on.
  • While it is exceptionally rare for Allar to act outside of the caste system, those who do are usually shunned and completely avoided and ignored by other Allar. If an Allar must ever explain why they do so to a non-Allar, they will usually say something along the lines of “not seeing those who choose to wallow outside of order.”
  • Allar highly value second opinions on research and their work, and many Kyat Allar especially will compete with each other by trying to attain the largest peer-review listing to flaunt to others. It is a common saying that an Kyat will only be happy when their list of references circles Aloria.
  • Allar have no social stigmas about using medicines, drugs, or other alchemies to improve or change one’s body. They do, however, generally caution against things that are detrimental or purely weaken someone’s body, as they believe the express purpose of Alchemy and Drugs is to better oneself.
  • Allar society is the only known society in the world that takes mental illnesses, and in fact depression in particular, very seriously. Allar society has developed a number of alchemical mixtures and tinctures to combat the negative effects of such ailments, and has developed a very wide treatment for Allar who suffer from depression by combining medical treatments with therapy. This practice is however very slow to catch on in other societies due to the inherent stigma. Post traumatic stress is for example barely recognized in Regalia, simply referred to as ‘Knight’s Disease’, which is left untreated outside of a whorehouse.
  • A combination of their unique biology and the hot, humid climate of Hadar led to the Allar developing a very unique relationship with Music. Allar mostly prefer singing and vocal arts, but uniquely also use an instrument they developed called the “Thermin.” The Thermin uses a combination of freshly mixed alchemy and engineering to create a small wall of alchemical vapor that the Allar can wave their hands through, with the disruptions creating unique sounds. This allows for ‘hands free’ music, and produces a unique set of sounds unheard of by any other instrument. It is usually shaped like a delicate metallic box, with slits at the top, and is propped up waist-height in front of the Allar who is playing it.
  • Dragon Worship is frequently picked by Allar within the framework of Keyakinan as their dominant religion, due to the deep folklore of the Yellow Sea Dragons. The Allar have many stories of their arrival in Hadar, and how it was mostly inhabited by critters, Slizzar, and more notably, Yellow Sea Dragons. They say that the Yellow Sea Dragons (who were about the size of dogs) were extremely playful, and helped them establish the first irrigation systems to make their islands green and fertile. The Yellow Sea Dragons continued to live alongside the Allar and play with them, until a mysterious disease wiped them out several decades before the Cataclysm. The Allar tried with all their might to cure the disease through alchemy, but failed in the end, and the loss of the Yellow Sea Dragons still exists in the psyche of the Allar as a deep social trauma. The Perpustakaan was founded after the Dragons were lost to the Allar, to make up for the shortcomings in communication between the various efforts to cure them, to ensure that in the future there would always be an answer to calamities of this nature.
  • The Allar, despite Keyakinan allowing for Void Worship, generally and by far and large avoid things that are Void infested. Vampires in particular are seen as vile, but any form of Void Worship involving sacrifice or blood offerings is considered taboo and of great evil to the Allar.

Lexicon

Due to this lore being extensively rewritten with a new language format, some of the old terms players have gotten used to for years may be lost. This Lexicon exists as a means to bridge that gap for old players, but all players should absolutely learn the new terms.

  • Als-Allar are the Kyat Allar
  • Maz-Allar are the Ksat Allar
  • Izu-Allar do not exist anymore in the new lore
  • Sa-Allar have returned as the Kuat Allar
  • Cro-Allar are the Rama Allar
  • Mai-Allar have been split into Sang (shark) and Nang (fish/dolphin) Allar.
  • Soor-Rassa-Allar is now The Perpustakaan Besar
  • The Great Alchzech is now called Keyakinan and changed a bit
  • Digmaan remains the same both as a term for ruler, and landmass
  • Qar-Digmaan is a term with pseudo-canon status because it’s not part of Allar language.
  • Local rule positions like Lazzai, Rhax, and Ghizzal do not exist anymore.
  • The Zasta language is now called Pidato

Trivia

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

Accreditation
Writers MonMarty, Birdsfoot_Violet
Artists MonMarty
Processors Carlit0o, FireFan96
Last Editor Birdsfoot violet on 06/26/2022.

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