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{{Info races
{{Info races
|image = Allarsplashy.png
|image = Hb42hb42h.jpg
|pronunciation = Al-lar
|pronunciation = All-lar
|classification = [[Gorr]]
|classification = [[Gorr]]
|subraces = Al-Allar, Mu-Allar, Sa-Allar, Zu-Allar, Es-Allar, Cro-Allar
|subraces = Many
|nicknames = Smileskins, Scalies, Scaleskins, Lizards
|nicknames =  
|languages = [[Zasta]]
*Slimescales (derogatory)
|naming = Varying vowels with double L,S and Z
*Wisescales (praising)
|distinction = Humanoid lizard people with a knack for alchemy
*Clawgnashers (Elven)
|languages = [[Pidato]]
|naming = Indonesian, not including muslim/arab names
|distinction =  
|maxage = 130 years
|maxage = 130 years
|body = Varying per subspecies
|height =  
|height = 5’5” - 7’ (Depends on subrace)
|eye = Slitted pupil (some also round) with a yellow/orange/blue/green iris and white or dark-gray sclera
|weight = Depends on subrace
|skin =  
|eye = Slitted pupil (some also round) with a bright yellow iris and white sclera
|}}
|hair = Not applicable
[[File:Greve.jpg|260px|thumb|right|Ksat Allar make for excellent jungle hunters.]]
|skin = Depends on subrace, mostly scales varying browns, greens and some grayish blue.
[[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.]]
Originating from the mysterious and unmapped jungles of [[Sendras]], the Allar are a diverse and varied race of reptilian humanoids known for their towering intellect and scientific capacity,  their long-term defiance of the [[Regalian Empire]], and their world-renowned glassworking skills. A lesser point of renown for the Allar is their ability to bounce back; even after facing centuries of attacks and being misled by other races. Despite this, the Allar have weathered these setbacks, surviving that which would have crushed any other race into oblivion, and turned detriment to their advantage. The most recent of these setbacks occurred during the [[Chrysant War]], in which the [[Humans]] of [[Regalia]] attempted to inflict genocide upon the Allar. In only fifteen years, the Allar became first-class citizens of the Regalian Empire, in spite of the fact that the Humans wanted to utterly wipe them out earlier. While many other races still have disdain for the foreign looking Allar, their influence on global events as shrewd, capable and flexible people cannot be denied. With their diverse cultural caste system and specialized sub species all fulfilling a specific role in their society, Allar have quickly risen to become an intricate race rivalling even the complexity of Human society in the Regalian Empire and eclipsing the [[Elves]] in their unity and recovery of past glory.
[[File:Hgrwgbrew.png|260px|thumb|right|Ksat Allar claws are extremely dangerous.]]
==Physical and Mental Characteristics==
[[File:H43hb423q.jpg|260px|thumb|right|Rama Allar are extremely vain, something that shows in the amount of accessories they use.]]
Allar, as a people, are the least homogenous on Aloria; they are diversified among many subspecies that look very different from one another. Even though the differences between Allar subspecies is more defined than those of the [[Songaskian]] race, they are all still classified as Allar and are born from the same lineage. Allar live a long time, nearly 130 years, but rarely reproduce over this period. A couple of Allar may only lay eggs once every ten years, though when they do, a female Allar can produce anywhere between five and thirteen eggs after a carrying period of about a month. These eggs aren’t ever the same subspecies; there is no pattern in the eggs they lay, and a female Allar of any subspecies may randomly lay an egg that belongs to another subspecies. These subspecies all have their role in Allar society, as their bodies and minds are uniquely suited for specific tasks and specializations. Below are the various subspecies of Allar and their Physical and Mental Characteristics combined into one segment to make an easy differentiation between the subspecies. There are also some common traits shared by all Allar species, which are mentioned further below.
[[File:H423hb42.jpg|260px|thumb|right|Allar clothing in general is very ornate, but they clothe just as well with Ailor outfits.]]
===Al-Allar===
[[File:H4b3qb3.png|260px|thumb|right|Some Allar subraces can have large horns that make them look almost Dragon-like.]]
The Al-Allar are what could be considered the “default” Allar; their plain scales and horns help differentiate them from their perhaps more eccentric counterparts. They have tall necks, long fingers with sharp nails, and digitigrade legs. Their head is lizard-shaped with a snout. Adorning their skulls, jaws, and brows are smooth, ivory-colored spike-like horns of varying sizes that stick out of the scaled skin, though there is no real common trend for the quantity of the horns and spikes, and they vary greatly from Al-Allar to Al-Allar. Their irises are slitted (though round irises sometimes also occur), and are always a vibrant yellow color with a darker eye white. Al-Allar bodies are always on the frail side, weaker than even that of a [[Cielothar]]. They lack strong muscle definition or density, and their ribcage can occasionally be seen through their scales. Al-Allar also have a prehensile tail, meaning they can control it with the same fine motoric degree as their arms, essentially using their tail as a third arm with some capacity to grab things. What the Al-Allar lose in physical prowess is easily made up by their towering intellect. Al-Allar think fast, concisely, and decisively, capable of completing complex calculations in their head within mere moments, and storing a vast collection of memories that they can recall much faster than other races can. It should come as no surprise that the Al-Allar often work as the brain of the Allar species, and fulfill most intellectual roles within their society. Their small stature is also paired with their rather skittish persona: Al-Allar are considered cowards by the standards of other races, riddled with anxiety and insecurity. Al-Allar are calculated, and while capable of emotions, often end up reasoning them away with logic and calculations. It can often be said that Al-Allar are submissive and have a servant mindset, and strictly speaking this is true, but largely because Al-Allar thrive when protected by a larger more capable species and race. The Al-Allar certainly are not bottom feeders, as they represent the foundations of Allar society and ingenuity, and larger groups of Al-Allar are capable of overcoming their fear complexities and collectivizing for a common goal. Finally, one of the more curious skills Al-Allar have is their acute substance smell. If they have identified a smell of a substance before, they can smell it again, anywhere and anytime, almost akin to the ability of a hunting dog. This means that for example, if an Al-Allar has smelled a certain poison before, which has then been inserted into a rootbeer, they are capable of both identifying the root beer ingredients, but also the poison mixed within, no matter how miniscule the fragrance is. This has led to Ailor nobility enlisting some Al-Allar as cupbearers and has drastically reduced the number of assassinations via poisoning.
[[File:H3qhb44.jpg|260px|thumb|right|Sang Allar look very aggressive, but are actually quite stoic and say very little.]]
===Mu-Allar===
[[File:H2h3jk5qw.png|260px|thumb|right|Feathers are a common sight on Ksat and Kyat Allar.]]
The Mu-Allar represent the second most numerous subspecies of the Allar, and look very similar to the Al-Allar. Mu-Allar represent the warrior caste of Allar society, or what they call the hunters. They are taller than the Al-Allar, and possess a more muscular frame that ranges on the [[Athletic]] side. Their claws are larger and stronger, and they also possess a large claw on each foot that is frequently used in combat to great shredding effect. Mu-Allar have a prehensile tail like the Al-Allar, though it is far less flexible, used only to slap foes with in combat. Mu-Allar snouts also tend to be longer, their eyes smaller and their horns smaller and aimed backwards away from their face. Perhaps the most obvious difference between the Mu-Allar and the Al-Allar are the feathers that Mu-Allar have, ranging from the crown of their head down to their neck and some on their back also. These feathers are flexible and often come in very vibrant color hues, though avoiding pastel colors. Mu-Allar are not typically less intelligent than Al-Allar, but rather tend to have a shorter attention span and are a lot more physically active. They are boisterous, daring, and competitive, but always retain a very strong sense of camaraderie, making them excellent friends and drinking partners to carous with. While the Mu-Allar serve the Cro-Allar, their identity as the hunter caste has led them to develop a sense of righteous superiority over the other Allar, like they are what stands between their destruction and survival, and hold an innate sense of honor and self value. Mu-Allar as such tend not to heed the warnings and caution of the Al-Allar and jump into action unprepared, often to their own detriment unless tempered by the wisdom of the Es-Allar and the leadership of the Cro-Allar. Within their families, Mu-Allar are very passionate, and are known to have a convoluted mating dance involving the grooming of their feathers and displaying them in all their wild color ranges. While Al-Allar possess an acute smell for substances, Mu-Allar possess that same smell, but for drawn blood. Mu-Allar can smell blood from several streets away, making escaping from a Mu-Allar while bleeding exceptionally difficult, almost as difficult as escaping a shark.  
[[File:4hb2b.png|260px|thumb|right|Allar Scars only persist for a few days before they too heal over.]]
===Zu-Allar===
[[File:Eher4hjn5er.png|260px|thumb|right|Sang or Nang subrace mixing with other subraces often leads to more aquatic appearances.]]
The Zu-Allar are a relatively rare sight among the Allar, not only because of their low birthrate, but also because of their stoic, isolated and solemn characteristics. The Zu-Allar are taller than both the Al-Allar and Mu-Allar, yet shorter than an average Ailor. They have a stubbier snout than either Mu-Allar and Al-Allar and have no feathers, spikes, or horns anywhere on their body. Instead, their skin is covered in thick, armored scales that deflect most cutting and slicing weaponry to the point where they can receive a surprising amount of physical punishment before feeling any pain. Their tail is even less flexible than that of the Mu-Allar, remaining mostly rigid, but also being armored and having a single rounded bone protrusion at the end that they use to slam into the ground when they are angry, but severely restricts combat use. Despite their defensive capacity, Zu-Allar are not particularly strong (they range just around an average Ailor), superbly intelligent or fast (they move slowly due to the inflexibility of their scales). Their natural defensive capacity means they are the often unsung defensive troops of the Allar military, though frequently also labor in harsh conditions that would otherwise be too dangerous for Al-Allar such as quarries and mines. Zu-Allar personalities are very stoic and silent, often preferring to remain quiet and solemn, a stark contrast from the Mu-Allar that flank them in military formations and thirst for battle. Zu-Allar, outside of the military, can often be found in libraries or places of knowledge. While they lack the towering intellect of the Al-Allar, they love listening to Al-Allar ramble about scientific theories, and find comfort in the bustle of the quick-tempered Al-Allar around them, to contrast their own rather sluggish demeanor. Zu-Allar often don’t form relations of companionship with other Allar because they find such attachments to give them anxiety. In many ways, Zu-Allar have both a physical and figurative armor that they feel keeps them safe, but makes them fear exposing themselves to the outside world.
[[File:H534qhnb3q.png|260px|thumb|right|Size has very little to do with the actual leadership skills or command of a Rama Allar.]]
===Sa-Allar===
[[File:Hb43qhbq3.png|260px|thumb|right|Before going to battle, Ksat Allar have warpaint painted on them by friends and loved ones.]]
The Sa-Allar are an equally rare sight to the Zu-Allar, and can best be described as the dumb muscle of the Allar species. Sa-Allar are slightly taller than an average Ailor, and possess a muscular body frame, though completely lack a tail. Their heads are often more pointier and angular than that of the Al- and Mu-Allar, featuring a head that is reminiscent of [[Dragons]], while they usually only have two horns. Their teeth are larger, and practically all Sa-Allar have an underbite that gives them a perpetual silly and rather fierce appearance. Sa-Allar can best be described as gentle giants, being by far the least intelligent of the Allar species and often lacking the capacity to even stop themselves from being distracted by a near butterfly. They appear in a constant state of wonder about the world around them, whether it is the first time witnessing snow (and then suffering hypothermia as they forget about their cold weakness) or seeing a waterfall and wanting to swim in it (subsequently nearly drowning as they forget how to swim). Despite their predisposition to comical neglect for their own wellbeing, Sa-Allar can become strong and loyal defenders of the Allar species in the blink of an eye if they sense that any of them are at risk. Sa-Allar turn seemingly abruptly and completely unexpectedly in a difference that is like night and day from a gentle giant to a rampaging bulk of anger. It should thus come to no surprise that Sa-Allar are fiercely loyal to all of the other Allar subspecies and set aside their generally distracted and neglectful behavior to ensuring the safety of those they consider friends. Sa-Allar are also easy to befriend as such, mostly to other Allar, since even the remotest of Al-Allar is a friend in their eyes. In daily life, the Sa-Allar don’t really serve a purpose, but are often used as bodyguards to the Es-Allar whom they consider “cute”, or the Cro-Allar, to who they look up to and admire. Sa-Allar can sometimes also be witnessed acting as the dumb muscle sidekick of a Mu-Allar, or a protective friend of an Al-Allar. While alone, Sa-Allar usually wander aimlessly, being distracted by the color of flowers or the smell of a freshly baked bread, instilling hunger before naptime.  
[[File:J3qjn34n.jpg|260px|thumb|right|Despite being aquatic, Nang and Sang Allar still wear clothes.]]
===Es-Allar===
[[File:Ejrejkmtreer.png|260px|thumb|right|Kuat Allar are very strong, and also love showing it off.]]
The Es-Allar are, together with the Cro-Allar, the rarest sight among Allar, so rare that presumably only a few hundred of them exist at any time around the world. Es-Allar are also the strangest of the Allar species in that they do not conform to the looks of the others at all, and represent a far more amphibian appearance, lacking a tail as well. The most notable aspect about the Es-Allar is that they are short, extremely short, barely being three feet tall. The vast majority of their body is their torso that is somehow set on two stubby legs with webbed feet. They have essentially no neck, meaning their mouth and eyes and nostrils are set on their torso in a way that makes them look like a walking barrel with arms. Their arms are almost as long as their whole body, with hands that seem disproportionately large, are webbed, and usually drag along the floor. Es-Allar eyes are large and black while their facial expression is usually that of a frown, while their skin is completely smooth and their body lacks any kind of bone or spike or horn protrusions. The Es-Allar are generally laughed at by other races, and even among the Allar they are sometimes misunderstood as cute and needing of protection, notably by the Sa-Allar. The fact that they always have a child-like appearance also doesn’t help to that end, though comically enough, Es-Allar are the most sagely and wise species of the Allar. Completely contrary to their cute small appearance, Es-Allar have a deep groggy voice and speak with prose and poetry, laced with wise and insightful words about the world and their own society. What they lack in physical prowess (given that they cannot even run on land due to the stubbiness of their legs), they make up for by being the only Allar subspecies that is able to cast [[Magic]]. In fact, they are often underestimated and mistaken for Allar children, when in reality they are the world’s most proficient spellcasters, capable of learning Magic at twice the rate of any other Alorian race. This makes them dangerous, but not invincible. They are frail and small, and can barely escape from an attacker without the help from others, which is why Es-Allar are often protected by Sa-Allar or squads of Mu-Allar. Es-Allar can often also be found in the company of Cro-Allar, acting as their advisors. Es-Allar are a grumpy species of Allar, having a rather cynical world view, and burying anything they say under layers of sarcasm and passive aggressiveness that would make one think they are perpetually angry at everyone. That being said, when situations get tough, the Es-Allar are capable of offering the most practical and sagely advice, formed from years of engaging in meditation and philosophical thought. Every Es-Allar in Allar society is a mage of some kind, and while the Al-Allar mostly ignore their magical input, they wield considerable power in Allar society due to their proximity to the Cro-Allar, and also act as the social guardians of order and law among the Allar.
[[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.


'''Note:''' Due to the permission requirement for Magic casters, and because Es-Allar are Mages, in order to play an Es-Allar Mage, a player will need to possess a Trustee Permission. Es-Allar that are not Mages are exceptionally rare but do not require a Trustee Permission.
==Racial Abilities and Specials==
===Cro-Allar===
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.
Cro-Allar represent the pinnacle of Allar power within their society. They are the rarest of Allar species, along with the Es-Allar, and form the Allar nobility and leaders, ranging both from military to civilian leaders. Cro-Allar are large, larger than even [[Orcs]] with bulk in muscle to compete with them. They stand hunched over due to their large frame, their head set on a short, thick neck. The shapes of their heads resemble those of crocodiles, though they lack the usual Allar horns and spikes. Their large, strong, and meaty hands and arms mean they are not capable of wielding any conventional weapon, not that they would have to since their claws and strong grip are plenty deadly already. They possess sharp rows of teeth in their jaw and strong legs upon which their large frame is supported, with a thick tail that often drags along the floor behind them. Cro-Allar are, by virtue of their deadly size, the leaders of Allar society (and probably the most lethal race on Aloria). Whether this has had any other reason than the fact that they crushed all other species resisting their rule in earlier times is unclear, but all other Allar species in modern times are fiercely loyal to the Cro-Allar. Despite their size and bulky stature, Cro-Allar tend to be very pensive like the Zu-Allar, and equally slow acting. They are terrifying combat opponents, but often prefer to delegate military pursuits to the Mu-Allar that act as their soldiers, and the Sa-Allar that act as their bodyguards. Cro-Allar are frequently surrounded or flanked by Es-Allar as their advisors, but also just because between the two species, they rule the Allar race, and maintain that control due to their unique relation of sage input and brute power. Cro-Allar are proud creatures, often donning themselves in jewelry and gold plating their scales and teeth for appearance. In many ways, their vanity could be compared to that of the Elves, except they can snap bones of anyone who goes out of their way to insult their sense of style. Cro-Allar also fulfill a curious role in Allar society under the umbrella of the Regalian Empire, acting as Allar Nobility to the Ailor. Cro-Allar are seen as representatives of the Allar structure within the Regalian federation, and as such are deferred to with respect within the Regalian capital, even by the Ailor Nobility, as a revered ally and a powerful caste of ruler warriors in and of themselves.  
===Abilities for all Allar===
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! 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
|-
|}


'''Note:''' Due to the permission requirement for the overbearing strength of the Cro-Allar, in order to play a Cro-Allar, a player will need to possess a Trustee Permission. Furthermore, Cro-Allar need to be registered as a Noble Family as per usual, and due to the complexities of playing a Digmaan, it is recommended to contact a Noble Manager before even considering the creation of a Cro-Allar.
===Abilities for Nang and Sang Allar===
===Common Traits===
{| class="wikitable"
Allar are described to be a reptilian race with varying subspecies that have scales instead of skin. Their scales usually range from green to brown tones, though some yellow and grayish blue tones have also been observed. The eyes are the same for all species, having regular eye whites and yellow irises. Most Allar have slitted eyes, though many are also born with regular round pupils by no real discernable trend. Cro-Allar, however, all have slitted eyes, while Es-Allar always have round eyes. Allar also have a number of common traits that aid in their survival on Aloria. The most obvious trait that they developed from Sendras is their natural resistance to poison and toxins as well as disease. While they can still be affected by certain diseases, Allar have natural protection against most harmful substances that need to be ingested or applied to skin that could normally prove fatal to Humans. Furthermore, Allar have a set of regenerative capabilities. As long as their head and torso remain attached, they can slowly regrow lost hands, feet, limbs and tails, and also scales, teeth and even eyes over longer periods of time. Scales and teeth are regrown in a matter of days, while hands and feet may take some weeks and tails and limbs may finally take up to two months. These two traits often mean that Allar spend almost no time in healthcare, thus making them able to transfer all their medical knowledge on the other races within the Regalian Empire with great effect. All Allar possess a certain pattern of scales on their forehead, between their eyes, that is consistent for families. When an Al-Allar couple gives birth, it might, for example, lay four Al-Allar eggs, four Mu-Allar eggs, two Zu-Allar eggs and a single Cro-Allar egg. Due to the societal beliefs of the caste system, eggs that do not belong to the same species of parents are removed, thus leaving the parent with only four Al-Allar eggs. The other eggs are then given to couples of the corresponding species to be raised in their proper caste. Despite being separated from birth, however, all Allar no matter what species can still recognize their birth family by the pattern of scale orientation between their eyes. The top row of scales represents the father, while the lower set of scales represents the mother. The differences are very miniscule, so small in fact that most Ailor won’t be able to tell the difference (though Qadir can, due to their Meticulous Precision), as some scales are angled a few degrees to the left or the right, causing a distinct and unique pattern to form. This pattern is often called the Scale-Bond and gives Allar who share the same parents but grew up in different households an unusual relation of friendship or loyalty to one another. The only species of Allar that does not have this is the Es-Allar, though they hardly ever care about their heritage anyway since they are raised by a set of teachers, not parents, and never form family units.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
==History==
! Ability Name
The earliest records of Allar appearing in [[Aloria]] are through various snippets from Elven Explorers around 1200 BC. At this time, Elven explorers labeled this land dangerous and uninhabitable, mostly due to the unfavorable climate, but also partially due to the frequency of tropical illnesses striking foreigners in the dense jungles of Sendras. As such, there is very minimal historical writing on the Allar in their early days, though what can be told from Elven sources, is that the Allar subspecies all existed around this time in lesser kingdoms. Somewhere around 800 BC, the Allar seem to have unified into one massive spanning Empire, though the exact circumstances that led to this unification remain unknown to this day. Comparatively speaking, the Allar developed a system of writing far later than any other race, and in many ways, what alternative methods of historical recording they did have were lost to time. It is assumed that in many ways, early Sendrassian civilization (while unified) resembled primitive [[Ceardia]] with numerous fledgeling kingdoms and warlords controlling local areas in a very rudimentary pre-feudalism manner.
! Ability Type
! Ability Range
! Ability Description
! 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
|-
|}


Allar civilization did not truly civilize (the way Regalians understand it, with formal writing, governance, and culture) until after the [[Sendrassian Civil War]], an event that has marked the development of the Allar as a whole greatly. The Sendrassian Civil War was an event in Sendras that occurred between 73 BC and 22 BC, making it one of the longest, if not the longest, military conflicts in Alorian history. The civil war started over religious differences as the Allar had long held the faith of the Dragons in high regard, but the growing influence of [[Void Worship]] caused social unrest. Important distinctions should be made in contrasting the rise of Void Worship among the Allar in comparison to the Elves, however. While the general population of the Elves was converted at a steady pace, such a thing did not occur among the Allar. Due to the pyramid structure of Allar society, it took only a few Es- and Cro-Allar to convert, for vast swathes of their population to fall in line without necessarily converting. As such, it was possible for only a handful of leading Allar to convert to Void Worship, while thousands of their subjects remained loyal to the old faith, but simply went along with their rebellion because of their docile attitude to their leaders.  
===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.


Small skirmishes between loyalists and Void converts eventually broke into open rebellion, which culminated into the civil war which is marked to have started with the Void convert attack on the capital of the Sendrassian Empire, the Golden Soor. From very early on, the Void converts (largely by act of the Es-Allar) engaged in magical terrorism to shock and awe the loyalist Al-Allar into line. The capital of the Sendrassian Empire, led by a strong loyalist Digmaan (Cro-Allar Noble), was completely eradicated when a group of Es-Allar used magic to create a massive acid cloud that killed every living being in the city. The rival Es-Allar and Cro-Allar continued to wage their civil war for decades in a conflict where the death toll has never been fully recorded, though often assumed to be in the hundreds of thousands. Towards the later years of the civil war, the void converts appeared to be losing the war, as the Digmaans of the loyalists and their Mu-Allar armies seemed to be gaining the upper hand. This turn of fortunes caused the Es-Allar who worked for the Void Worshipers to increase their magical terrorism, which would prove the final blow in the Civil War. While the loyalist Digmaan and Mu-Allar were prepared to continue the fight, the civilian Soor-Rassa-Allar (which was entirely comprised of Al-Allar) made plans to flee the continent. Many of the Cro-Allar lineage and Mu-Allar loyalists still resent the Soor-Rassa-Allar to this day for essentially betraying the military castes of the Allar Empire, as they were of the belief that they were winning, but only fled because of the cowardice of the Al-Allar.
===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.


Regardless of the circumstances of the loyalists losing the civil war, The Soor-Rassa-Allar organized a massive flight of loyalists out of Sendras, of all subspecies of Allar, fleeing north to the sparse continent of [[Hadaria]] which at the time was barely populated save for a few wandering groups of [[Slizzar]] and some Elven outposts. While the Cro-Allar and Mu-Allar originally resented the flight from their homeland, their overriding protective nature of the other Allar species eventually took the upper hand, and they escorted the flight out of Sendras. To many, after the flight of January 12th 22 BC, Sendras became a dark continent, both in a literal and figurative sense. The Void Worship Allar won the Civil War and shut off the continent from the prying eyes of outsiders. To this day, few adventurers have ventured to the shorelines, and even fewer have returned with tales of abominations and savagery in the dark jungles to the south. The Regalian Empire, in fact, has a general bar on anyone approaching the continent, and likely with good reason, as no state that has allowed to fester in Void Worship for as long as Sendras has, could reasonably maintain normality.  
==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.  


The Allar settling in Hadaria eventually splintered into the lesser kingdoms often called the Chrysant Kingdoms by the Regalians, though they often maintained a unified aspect despite the implication that they were separate kingdoms. The Soor-Rassa-Allar remained an organization that loosely tied the Allar together, even if individual Digmaan would continue to wage war against each other over land squabbles. The move to Hadaria caused the Allar to be more frequently exposed to the rising Regalian Empire and the collapsing Elven Empire. Contact to civilized states in this manner (largely through trade and diplomacy) caused the Allar to rapidly standardize their language, writing, and historical recounting. While much was lost in the flight from Sendras, the Allar who lived in Hadaria quickly recovered and even managed to thrive in their new environment no less than twenty years after arriving.  
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.  
Hadaria, however, was already natively inhabited by the Slizzar. Over decades that turned into centuries, the Slizzar slowly integrated into Allar society and managed to infiltrate every level of politics. From the lowest caste of the Soor-Rassa-Allar, Slizzars seduced the timid Al-Allar, up to the highest ranks where Slizzar became consorts to the Cro-Allar. This slow and steady seduction of Allar leadership is what many today consider the reason why the Allar never fully unified in a way other Empires did. Eventually, this led to one particularly successful Slizzar called [[Miko Missa]] seizing power over all the Chrysant Kingdoms by seducing the strongest Digmaan and using them to force the others in line. This sudden and dangerous skirmishing with the power balance of the region caused aggravation of the Regalian Empire, which would soon declare war on the Essa Empire (the Allar name of their new realm in Hadaria) in 286 AC.
* 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


While the Mu-Allar and Cro-Allar proved competent on the field of battle against the inferior Regalian troops, the Ailor were far too numerous and outclassed the Allar navies to a laughable extent. Furthermore, the Ailor were also aided by the aquatic [[Maiar]] in their war against the Allar, and from the jungles, even [[Circci]] (while not related to Regalia or the Maiar) assailed the Allar from behind their supply lines. Attacked from all sides, the Allar military eventually cracked, and the war changed from military conflict to a civilian genocide, fueled by Ailor racism. By the time Fessa Huallo (the new capital) fell, the Allar were completely at the mercy of the Ailor. Surprisingly, however, unlike other races, the Soor-Rassa-Allar quickly subjected itself in a very submissive manner, even if the Cro-Allar and Mu-Allar resisted. This quick submission and docile compliance to Regalian overlordship would later prove to be the greatest boon the Allar could have employed to secure their future.
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.  


Immediately following the Chrysant War, Hadaria was divided into numerous Ailor led governorates, subject states and puppet kingdoms that continued to wage war on one another for various reasons. While Allar sovereignty was crushed, they were released from the Slizzar grasp who were eradicated with a much higher degree of efficiency than the Allar were and retreated to the far corners of the world. The subservient attitude of the Soor-Rassa-Allar turned around Regalian attitudes to the Allar in record time. It was their loyalty, their silent public relations struggle, and willful obedience that turned the Allar into a valuable ally. This eventually culminated into the Allar collectively integrating into Ailor society, becoming the first non-Ailor race to become first-class citizens in the Regalian Empire, and even having the Digmaan recognized as non-Human nobility in their own right. Needless to say, out of all races, Allar have suffered the most in terms of setbacks against their race, yet overcome all of them. Furthermore, they are also classified as the second most successful race in Aloria, having created a strong working relation with the Ailor (though racism against them still exists), and being present in nearly all layers of Ailor governance of the Empire.
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.  
==Society==
==Religion==
Allar society is remarkably complex due to the caste structure that has been observed in practically every era of their existence. Every subrace of Allar exists on a separate caste that grants them specific rights and duties. While there is no real discrimination between the castes, all Allar are expected to fulfill the roles within their casts, and those who refuse to do so become outcasts. The Allar caste system is extremely strict and is mostly centered around occupations and life ambitions. Al-Allar are the general craftsmen and civilian population of the Allar caste system. They are responsible not only for the creation of common goods but also food production and alchemical business. Mu-Allar are the general military population of the Allar caste system. They are almost exclusively soldiers, though in peace time they are permitted to engage in other professions. The Zu-Allar are the historians and bookkeepers of the Allar caste system, also having developed the Allar writing system. During war time, however, they are also called into the military. Sa-Allar (while being a caste of their own) don’t formally have a working expectation since they just attach themselves to whatever employment they can usually. The Es-Allar are the magical caste, covering mages and advisors to the ruling class of the Allar, while finally, the Cro-Allar are the ruling class of nobility. Like some other races, Allar are extremely cooperative within their own race, to the point of having some sort of positive disposition towards even stranger Allar that never met before.
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.  
===Politics===
Allar politics is dominated by the three pillars of Rassa-Allar (a term used to describe their politics). The first and most obvious pillar, the Soor-Rassa-Allar, has a complex power structure. While formally being the weakest and having no actual say in governance on a local level, the Soor-Rassa-Allar is commonly considered to represent the civilian races of Allar society: The Al-Allar, the Zu-Allar, and the Sa-Allar. The Soor-Rassa-Allar is an intellectual court of twenty-four great alchemists that predict and determine the course of Allar policy in the context of the Great Alchzech, their fallen Dragon Faith, and general logic. Decisions made by the Soor-Rassa-Allar are not legally binding for the entire race, though the ruling classes tend to heed their word carefully, as they represent the Al-Allar, who are still the most numerous subspecies of their race. Above the Soor-Rassa-Allar exist the Digmaan-Rassa-Allar and the Eszul-Rassa-Allar, the former being a collective of great Digmaan Cro-Allar warlords who each have their own Mu-Allar army, and the latter being a general collective of Es-Allar Mages that have unified into a so-called Mage Triangle. The Digmaan-Rassa-Allar barely ever convene and don’t formally even agree on many things. The Cro-Allar frequently engage in conflicts with one another, though in many ways they do tend to agree on foreign military policy. The Digmaan-Rassa-Allar usually elect a representative from among them, either a really powerful Cro-Allar or a really wise and old one that acts as their elected monarch in a way. This elected monarch then decides the future military pursuits of the Cro-Allar and Mu-Allar. The Eszul-Rassa-Allar meanwhile form the advisory body that supports both the Digmaan-Rassa-Allar and the Soor-Rassa-Allar, being entirely comprised of all Es-Allar who are alive at any point in time. The Eszul-Rassa-Allar rarely convenes, as any one of their members can often act as a dignitary with valuable magical advice, or just general sagely advice. In certain emergency situations, however, this group convenes in the hall of Eszul. This hall is normally used to train all the Es-Allar Mages but hosts their conventions in case of an emergency.  
===Culture===
Allar culture is all about the natural sciences and [[Alchemy]], especially Alchemy, which dominantly domes over their caste system. Even if an Allar is not knowledgeable in alchemy, they spend most of their time in life gathering alchemical ingredients, plants, liquids, and metals and storing them for later use or at least aiding in the acquisition of such goods as military escorts or other support services. Allar clothe themselves in green, blue, or white colored fabrics, usually made from the finer cloths and furs produced by Regalia, dressing in local styles with comfortable adaptations for their tails and scales. In fact, since the integration of Allar into Ailor society, many Ailor tailor shops have started to produce special clothing fitting for Allar. Most Al-Allar, Zu-Allar, and Es-Allar consume almost exclusively agricultural products, which may often come as a surprise to many other races due to their teeth. The Cro-Allar, Sa-Allar, and Mu-Allar however consume exclusively raw meat. Allar life is very communal, as they often flock together to socialize with one another in awkward ways, though one must always understand that an Allar’s alchemical stash is always private and never shared. In fact, one of the few ways to draw the ire of the Allar is to either impede on their Alchemical stash, or to re-order the ingredients in a non-alphabetical order. An even more dangerous way to aggravate Allar, is by either endangering them (which draws the ire of the Sa-Allar) or by insulting the sense of style of a Cro-Allar (which is considered extremely dangerous).  


Another major cultural aspect of the Allar is their glassworking. Allar were, in fact, the first race to use glass for windows of their houses in the early centuries after the Cataclysm. In fact, glass window making was not popular in the Regalian Empire until 220 AC, most houses still using the old traditional wooden shutters. The early Allar immigrants in Regalia did well both due to their Alchemy and their unrivaled glassworking skill. With the power of Alchemy, the Allar developed secret mixtures and acids that colored glass in certain ways. Certain other powders and additives also gave their products superior shine and durability, with added properties like resistance to soot residue or increased transparency brilliance. Allar glass making is highly prized among the nobility of Regalia, and most colored and stained glass windows in all major Regalian buildings have been crafted by Allar. Even the workplace of the Allar themselves where they brew alchemical recipes is often filled with a variety of colorful glass alchemical tools, dispensers, pots, and other containers. To Allar, glass crafting is an art, and it is often also their only manner of artistic expression.  
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==
Allar distinguish no difference between gender, and in many cases, they also do not distinguish between age (though some military castes prefer older Allar for experience sake). Allar have romantic relations between castes, there are no specific rules against this, though most Allar stick to their own subspecies due to the impracticality of a bulky male Cro-Allar mating with a small female Al-Allar. Despite the strong relation between Allar mates (which, in their society, makes no distinction between same-sex and opposite-sex relations), parent and child relation is often a bit odd. Any Allar mating pair that can produce offspring are told not to attach themselves to the eggs they lay early on. Female Allar that have completed their carrying period and are ready to lay eggs do so in a specific building where the egg birth is properly recorded. Eggs that do not fit either the caste of the father or the mother are removed from the offspring and placed with another couple to be raised in the proper caste. Fittingly enough, despite the infrequency of birth, Allar couples tend to produce enough eggs never to require an adoption. As such, adopted eggs usually end up in same-sex couple’s care, meaning the Allar are the only race with a functional system for same-sex adoption. Allar still retain a sense of family towards their biological family, however, even if they are of a different subspecies. Throughout their raising, adopted Allar are informed of their parentage and sometimes their biological family is even directly exposed to their upbringing. This in many ways helped foster the very strong bond Allar have with one another, even strangers.
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.
===Religion===
* 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.
Allar don’t formally believe in a god, but rather hold that every being, thing, and an event is a part of a greater mixture that has a certain result - which is existence, itself. They refer to this concept or philosophy as The Great Alchzech. Variables factor into an outcome with a certain weight, and it was up to the alchemists to interpret the value and outcome of these factors. It could be reasoned that, in a way, the Allar believed every god and pantheon ever espoused truly existed, and every belief is right. For example, they believe Ailors are destined to rule over all. They universally accept [[Unionism]] as a true factor in life. They also accept the fact that the sun is divine, as dictated by the Songaskians, and that there is a living Elven goddess statue for the Elves. The Allar factor in all these things and consider reality with the following phrase: “Nothing is untrue, every spoken truth is a variable with a degree of value in life.” This furthermore makes it easy for Allar to integrate into other societies. They have no trouble accepting or adapting to new norms or peoples because they accept their beliefs to be as true as that of others. Allar religion thus is not active, but rather passive. They observe events and reason about them but make very little effort to change them. This does not necessarily mean that Allar religion has always been absent. The Allar recognize their old faith, that of [[Dragon Worship]], as a baseline through which to approach the world. In their version of Dragon Worship, the Allar are seen as the children of the Dragons, each caste fulfilling a certain role. In the recognition of their old faith, they see that each caste (and subspecies subsequently) inherited an aspect of the Dragon’s might and that in many ways, all castes combined represent the Dragons in unity. In many ways, this reinforces their caste system (even without the Cro-Allar enforcing it by military might). Allar still observe reverence of Dragons in a nonreligious sense, even if they believe the Dragons have long gone extinct in the world, they look up to them with great wonder and awe.  
* 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.  
===Combat and Warfare===
* 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.
Allar combat and warfare is surprisingly similar to Regalia, though their military structure could even be called superior. At the head of an Allar army stands a Cro-Allar general, though they frequently fight on the front lines also. Underneath them is a complex ranking system of Mu-Allar, far more complex than any other army in Aloria. Allar armies are almost entirely made up out of Mu-Allar with supporting shock trooper roles of Sa and Zu-Allar, and with additional Al-Allar alchemical powered artillery units or skirmishers. Es-Allar remain the only subspecies of Allar that do not formally take part in armed conflicts, largely because they are considered too frail to face a battlefield. Even though Mu-Allar armies can sometimes act savage and disorganized on the field due to their bloodlust, they are actually far more disciplined than meets the eye, and these episodes of bloodthirst tend to be referred to as “organized chaos,” and entirely intended.  
* 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.
===Economy and Technology===
* 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.  
Allar economy and technology is practically entirely centered around Alchemy. Not only does nearly every non-essential employment (such as food production) serve Alchemy one way or another, the Allar have no actual use for many of the medical services they create, thus providing a massive export base. Allar can be found in practically all alchemical organizations everywhere around the world, especially in Regalia. Resource gatherers scour the world for new ingredients that are rigorously tested before the Alchemical organizations release new products onto the global market. Especially in Regalia, Allar medical concoctions are extremely popular and make some Allar exceptionally wealthy.  
==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.
*Allar are, racially speaking, distant cousins of the much more different Dakkar, which have since been forced underground forever. They see the Dakkar as little more than alchemical ingredients; however, the difference in intellect between the Allar and the Dakkar results in the Allar denouncing the Dakkar as animals.
* Allar 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 were at risk of going extinct in 214 AC due to a terrible contagious disease that no amount of effort could halt. Through the work of one highly skilled Alchemist that made a cure called Eyssrokz, the race was not only saved, but the disease completely eradicated before it claimed more than 30,000 lives, ensuring the future of the Allar as a whole.
* The Allar 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.  
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[[category:races]] [[category:Gorr Races]]
[[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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