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{{Info races
{{Info races
|image = Allarsplash.png
|image = Hb42hb42h.jpg
|pronunciation = Al-lar
|pronunciation = All-lar
|classification = [[Naylar]]
|classification = Gorr
|subraces = [[Sa-Allar]], [[Al-Allar]], [[Mu-Allar]], [[Es-Allar]] (extinct) and [[Zu-Allar]] (extinct)
|subraces = Many
|nicknames = Smileskins, Scalies, Scaleskins, Lizards
|nicknames =
|languages = [[Zasta]]
*Slimescales (derogatory)
|naming = Varying vowels with double L,S and Z
*Wisescales (praising)
*Clawgnashers (Elven)
|languages = [[Pidato]]
|naming = Indonesian, not including Muslim/Arab names
|distinction =
|maxage = 200 years
|height =
|eye = Slitted pupil (some also round) with a yellow/orange/blue/green iris and white or dark-gray sclera
|skin =  
|}}
[[File:Greve.jpg|260px|thumb|right|Allar make excellent Jungle Warriors.]]
[[File:Hw34j453wn.png|260px|thumb|right|Ksat Caste Allar are ferocious Ring fighters.]]


|distinction = Humanoid lizard people with a knack for alchemy
Originating from the mysterious jungles of [[Hadar|Sendrass]], 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 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 [[Regalian 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. Allar alchemists are the leading alchemical inventors of the world, having unrivaled skills in the identification, mixing, and application of alchemical substances. Their politicians remain flexible as ever and unburdened by the rigid Caste System that defines their society, allowing them to aid in their public perception unbothered by other duties of governance.
|maxage = 120 years
|body = Usually Skinny, never above Average
|height = 5’5” - 6’2” (Depends on subrace; see [[Racial Heights#Naylar Species|Racial Heights]]
|weight = Depends on subrace
|eye = Slitted pupil with a bright yellow iris and light grey sclera
|hair = Not applicable
|skin = Depends on subrace
|}}


Originating from the mysterious and unmapped jungles of Sendras, the Allar are some of the strangest sentient beings on Aloria, while simultaneously being counted as the creatures with the greatest intellect. Allar are known for producing a vast variety of alchemical concoctions and potions; their alchemical abilities are known far and wide in the world. They are also known as the most skilled glass crafting artists—creating beautiful windows of various different colors and shapes. While the Allar are a very cultured and unique race with a much longer history than most other races on Aloria, their position in the world has become ever more doubtful in recent centuries. A series of disastrous wars with the Regalian Empire, induced by unfortunate alliances and political choices, have seriously diminished the Allar population numbers. The Allar still living in Hadar are all but subjects of the Regalian Empire; they are a population group that was forced into the Empire by genocide and are hardly wanted as subjects by the common Ailor. In spite of all of this, the Allar show resilience. Their history as a race has been one riddled with enormous setbacks, and in due time, they will overcome the destruction Regalia ravaged on them.
=Core Identity=
===Science over Magi===
The Allar are commonly believed the Race with the greatest intellect in scientific matters on [[Aloria]]. While other Races can certainly produce intellectuals, the Allar have a mental pre-disposition to insight, problem-solving, logic, and understanding complex linguistic, mathematical, and medical issues. Allar alchemists are prized around the world with unrivaled skills in identification, experimentation, and mixology, with nearly every alchemy business in the Regalian Empire having at least one Allar working at it. On the flipside of this heavy emphasis of the natural sciences, the Allar find [[Magic]] to be somewhat uncomfortable and incomprehensible, as it upends the laws of physics and reality, and makes everything unpredictable, exactly the way the Allar do not want to see the world. While it is certainly possible to find some Allar [[Mage]]s, they most survive on the edges of a society that favors science over Magic.  


==Physical Characteristics==
===Everyone their Place===
Allar can best be described as humanoid lizard people. Their skin is covered in tough scales ranging from dark green, to gray or brown, with some even having yellow variations. They have tall necks, long fingers with sharp nails, and digitigrade legs. Their head is lizard-shaped with a snout. Adorned across their skull, jaw, and brow are smooth, ivory-colored spike-like horns of varying sizes that stick out of the scaled skin. Their eyes are slitted, and their irises are always a vibrant yellow color with a darker eye white. Allar also have tails that are sometimes as long as their legs, which they use to preserve balance. Many often falsely assume this tail functions like the tail of a snake, as with the Slizzar, but this is not the case. The tail is a rigid part of their body with bones in it, with musculature that keeps it from bending too much. Allar bodies themselves are always on the frail side, and can be considered even weaker than that of a Cielothar. They lack strong muscle definition or density, and their ribcage can sometimes be seen through their scales. It could, in fact, be said that the Allar are the physically weakest race of Aloria, only rivalled by the Yanar. Allar skin also has special properties in that it is able to resist nearly all poisons, and in many cases it is resistant to disease.  
Allar society is strongly defined by the social castes that they are born in. Allar very much a "planned society", where the upper classes dictate the manpower needs, and new populations are born through the help of a variety of alchemical concoctions. If one leader wishes for more labor forces, the next generation shall be born strong, while another leader might wish for better fishers, thus siring a generation of slender and agile aquatic Allar. An Allar is always born for a specific purpose and a specific role in their society, and it is very hard to break out of it, with much resistance from society at large. The Allar believe they have been able to weather traumatic events and terrible calamities specifically because of the stability afforded to them by their strict societal rules and hierarchy.  


One unique factor about the Allar is that their skin is also hyper-regenerative, meaning any wounds inflicted on the shallow surface of the scales or skin is quickly recovered in a matter of days, sometimes even sped up to two days when the correct alchemical concoctions are applied. This interesting healing property also extends to certain body parts; an Allar can, for example, regrow their tail if less than half of it was lost. This also counts for their fingers, hands, toes and feet, though not for limbs lost beyond the wrists or ankles. Virtually every part of their face can regrow in a matter of weeks, with the exception of their teeth and eyes. Contrary to popular belief, Allar do not shed their skin. In fact, Allar are one of the few—if not only—lizard-like creatures whose scales do not require any shedding or renewal. The scales themselves simply renew while still attached to the body, and as such, it is often hard to tell whether an Allar is young or old.  
===Surviving Today===
Allar are extremely pragmatic and straightforward in securing their immediate needs. While most other Races seemingly make mistakes and toil with the issues for long periods of time, the Allar are uniquely aware of their immediate pyramid of needs, and will prioritize survival and overcoming, before considering long term thriving and improving of conditions. Allar are incredibly resilient, capable of receiving a great deal of mental anguish and torment over their conditions, knowing that they will above all survive, and that a better day will come where the struggle will have all been worth it. Certainly, the impressive swivels in their fortunes around the world have been evidence of this fact, with Allar quickly rising from one of the most oppressed people in the Regalian Empire, to some of its most respected and well-off people who have overcome levels of poverty that affected the [[Ailor]] for generations, in but a single lifetime.  


Various sub-species of Allar exist which are all closely related to one another, yet they have their own distinguishable differences. The Allar are sub-divided in the first strain: Al-Allar and Sa-Allar, the second strain: Es-Allar and Zu-Allar, and the third strain: Mu-Allar. The most known species is the Al-Allar, the one described above. The majority of the Al-Allar live within the borders of the Regalian Empire, either in the city itself or in the various occupied territories in Hadar.  
===All-Truths===
The Allar have a curious life philosophy called Allteach or Guru in their native language. The idea of this philosophy, is that everything that is claimed, sad, or stated as fact, is at least partially true and must be investigated and should not be dismissed out of hand. It should come as no surprise that the Allar are a nexus of experimentation and trying new doctrines, ideas, plans, and designs. Sometimes, this experimentation and field-testing goes to extremes, like alchemy testing on prisoners, damaging the environment for science, and other unethical practices. Additionally, this philosophy has sometimes led to the rampant existence of conspiracy theories among the Allar, who continue to investigate theories that other Races or societies have rejected as completely nonsensical. The policy remains important however, as it has led to some of the most ingenious discoveries that were originally dismissed as unviable.  


===Sa-Allar===
==Design==
[[File:Sa-allar.png|270px|thumb|right|Sa-Allar appear as larger more stupid Al-Allar]]
===Physical Characteristics===
Sa-Allar are the only engineered sub-species of the Allar, born out of alchemical experimentation and clever design on the part of the Al-Allar. The Al-Allar lacked physical strength, something that obviously limited various tasks that could be completed, such as construction, heavy duty mining, lifting, and fighting. The Soor-Rassa-Allar, the Allar Court of Alchemists, issued a request for the famous alchemists to attempt to create a concoction to reduce or completely remove these defects in new Allar younglings through alchemy. Decades of researchwas poured into this task, which eventually resulted in the [[Sallara Toxin]]. It is specifically referred to as a Toxin because the substance is highly poisonous to all other races; only the Allar are able to absorb it through the skin. The Toxin was applied to some younglings, which had some favorable results early on. The younglings showed far greater growth, and developed stronger limbs and a much bigger ribcage. Unfortunately, the Toxin had its own downsides. The Sa-Allar became incredibly stupid, losing much of the intellect and wit that the Al-Allar possessed, not to the point where they have trouble speaking Common, but certainly to the point where they became heavily dependent on the Al-Allar for guidance. Additionally, the Sa-Allar lost any regenerative ability the Al-Allar had, aside from the renewal of their scales. Still, the Sa-Allar were seen as a boon, and in fact, those that would grow to mature adults could reproduce more of their own with other Sa-Allar. This was hindered by the fact that the Sa-Allar could only lay one egg instead of multiple, meaning their population numbers would always be much smaller than the Al-Allar. They were employed by the Al-Allar to do most of the physical tasks the Al-Allar were too weak for, while also acting as the personal guards of many high officials of the Soor-Rassa-Allar.  
Simplest put, Allar are a Race of semi-aquatic reptile-like humanoids, though there is a very large range of design freedom within that distinction. Allar have humanoid bodies with two arms and legs, though the legs can be digitigrade and have lizard claws or even raptor claws, while they also have a tail that is either rigid or prehensile and can be so long as to drag behind them. Allar skins are scaled and sometimes even feathered (think raptors), while their heads are distinctly reptile-like (including turtles, crocodiles, lizards, dinosaur, but not snakes or birds). Allar can also have elements of aquatic mammals or fish (including amphibian salamanders) mixed in, for example a shark head, dolphin fins on the arms, or dunkleosteus bone plating. Designs may either disregard aquatic traits altogether, or lean fully into the aquatic design, for example a full-body shark humanoid. Allar use the practice of Kelahiran to infuse their eggs with genetic alterations that suit an Allar child more for one particular task over the other. This is why the Allar are so physiologically varied, because each generation is designed to fulfill a specific role in society, and acquires traits that are useful for this. For example, if Allar society needs more fishers, a batch of eggs may be altered to have crocodile-like snouts useful for catching fish, and shark-like fins and skin to make it easier to swim. If Allar society needs more fighters, a batch of eggs may be altered to have carnotaurus-like heads with broad shoulders and a predisposition to a more muscular frame. As such, there is no commonality in size between Allar, some are as short as [[Dwarves]], while others as large as [[Urlan]]. Allar can grow to be 200 years old, and have less gender-dimorphism than for example Ailor, as they are an egg-laying species. As a result, they are incompatible with all other Races and as such Half-Allar do not exist. Allar can have scales, shark-like skin, feathers, horns, spikes, enlarged claws, short or long snouts, short or long necks, bone plating, club tails, feather tails, or pointed tails. Scale colors can be realistic from real-life animals, or fantasy colorations and patterns. if you need help designing, feel free to make a ticket!


The Sa-Allar, in many ways, look like much beefier versions of the Al-Allar, with few differences aside from their size. Their skull is also far more pronounced with stronger, more striking features, while their musculature is often visible from beneath their scales. Their body build and strength are comparative to ranges between large Humans and small Orcs. The exact composition of the Sallara Toxin was lost at the end of the Chrysant Wars due to the destruction of the Soor-Allaya, the great Alchemical library in Sassrakand. As such, the Sa-Allar numbers dwindle greatly; the Sa-Allar that live a life of solitude often avoid mating, and only a few Sa-Allar mate under the guidance of the Al-Allar. Additionally, the Al-Allar, while using the Sa-Allar as their servants, were always wary of letting them be outnumbered by a racial cousin that could potentially revolt against them. The Sa-Allar live exclusively in small Al-Allar led enclaves within Regalia itself. They have completely gone extinct elsewhere in the world due to them being the first the Regalian war machine in the Chrysant Wars.
===Cultural Personalities===
Allar personalities are also very varied because of Kelahiran resulting in fluctuating hormone levels, though their society can generally be defined by 4 major similar cultural outlooks listed below.
<table style="width: 100%;"><tr><td style="vertical-align: top; width: 50%;">
{|
|[[File:noimg.png|140px|thumb|left]]
|
<span style="font-size:130%;><center>'''Kota-Allar'''</center></span>
The Kota-Allar or "City-Allar" are by far the most common Allar to find. Kota-Allar have a predisposition to social engagement, as they live in very densely packed coastal cities or major Regalian cities where space is a premium and most people have to be able to get along with each other. Kota-Allar are very open and hospitable to other Races, and generally approachable people who take pride in their employment and service to society, while bearing the fruits of that labor. Kota-Allar are also politically engaged, with many of the leading Allar politicians coming from this cultural outlook, and mingling with the Regalian Empire's aristocrats and Dukes at court. Kota-Allar are most likely to integrate in Regalian society wearing Ailor clothes.
|}
</td><td style="vertical-align: top; width: 50%;">
{|
|[[File:noimg.png|140px|thumb|left]]
|
<span style="font-size:130%;><center>'''Dibawa-Allar'''</center></span>
The Dibawa-Allar or "Under-Allar" are a less common sight, but still living on the peripheries of Regalian society, largely conforming to a group of Allar who prefer to live in the water, and as such spend more time in the ocean shallows and medium-depths. Dibawa-Allar have cities underwater, though these cities were not built by the Dibawa-Allar, rather they were found to have belonged to a long-gone civilization, yet were sturdy enough to house their expanding need for homes. Dibawa-Allar tend to be more reserved and stoic than other Allar, though capable of ferocious tempers and bursts of energetic behavior when provoked, or pushed into action by outsiders. Dibawa-Allar in general are more distrusting and careful of outsiders.
|}
</center>
</tr></table>
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{|
|[[File:noimg.png|140px|thumb|left]]
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<span style="font-size:130%;><center>'''Pelayaran-Allar'''</center></span>
The Pelayaran-Allar or "Sailing-Allar" are fairly common, though are noticed far less than their more gregarious Kota-Allar brethren, as Pelayaran-Allar tend to be more timid, shy, or otherwise lacking the confidence to be open and bold. Pelayaran-Allar mostly consist of those Allar and their families who work for the Perpustakaan Besar, which is a massive Allar Alchemy Guild of sorts that wields a lot of political influence and wealth. The Pelayaran-Allar conventionally travel the world on the backs of giant turtles where their towns are built, so as to sample the alchemical rarities of the world, though this often puts them at risk of the dangers on the high seas, ergo their habit to hide and run rather than stand and fight.
|}
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{|
|[[File:noimg.png|140px|thumb|left]]
|
<span style="font-size:130%;><center>'''Rumah-Allar'''</center></span>
The Rumah-Allar or "Home-Allar" are not common, though might often be mistaken for Kota-Allar. They are energetic, passionate, wild, impulsive and wild, with a streak for cruelty and ridicule of others they deem too weak. Rumah-Allar are those Allar native to Sendrass where the Hadarian Allar fled from centuries ago. Their most important trait, is that while the other cultural outlooks of Allar follow the Guru, the Rumah-Allar are religious, reject the Guru, and follow [[Void Worship]] with an Allar-oriented variant of it. Rumah-Allar can exist in Regalia, but should generally have been smuggled or snuck in, as Sendrass is technically still at war with [[Hadar]], and the Regalian Empire at large, thus making Rumah-Allar enemies of the state. Besides their habit for tribal dress-code however, Rumah-Allar look identical to other Allar. Refugees from the cruelty of Sendrass are also not far-fetched.  
|}
</center>
</tr></table>


===Es-Allar===
==Heritage Traits==
The Es-Allar were a lithe, smaller breed of Allar living in swamps and coastal areas. The Es-Allar had the unique capability of being able to stay underwater for hours on end without the need to breathe. They had no horns or spikes like the other Allar and had much larger eyes and webbed fingers. The Es-Allar went extinct in 24 AC, following reprisals from the Al-Allar for assisting the “fallen” Al-Allar and cannibalism from the twisted Mu-Allar (explained further in the history). The Es-Allar are in many ways a testament to the future situation of the Al-Allar; a race, unfortunately, caught in the crossfire between two others, and too weak to protect itself from the onslaught. Their impact on history or the world as a whole is generally considered negligible, as they are assumed extinct and thought to have never left the swamps of Sendras.
[[File:Hgrwgbrew.png|260px|thumb|right|Many Allar have large Raptor claws.]]
[[File:H43hb423q.jpg|260px|thumb|right|Rama Caste Allar are extremely vain.]]
[[File:H423hb42.jpg|260px|thumb|right|Allar clothing in general is very ornate.]]
[[File:H4b3qb3.png|260px|thumb|right|Some Allar subraces can have large horns that make them look almost Dragon-like.]]
[[File:H3qhb44.jpg|260px|thumb|right|Aquatic Allar look very aggressive, but are actually quite stoic and say very little.]]
[[File:H2h3jk5qw.png|260px|thumb|right|Allar still eat grains and other non-meat dishes.]]
[[File:4hb2b.png|260px|thumb|right|Allar Scars only persist for a few days before they too heal over.]]
[[File:Eher4hjn5er.png|260px|thumb|right|Sang or Nang subrace mixing with other subraces often leads to more aquatic appearances.]]
[[File:H534qhnb3q.png|260px|thumb|right|Size has very little to do with the actual leadership skills or command of a Rama Allar.]]
[[File: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|Feathers are common on Allar bodies, especially the head, arms, shoulders and tail.]]
When designing a Character, Proficiency Points allow for a limited Ability selection with Point Buy Packs. Heritage Traits adds free Packs and Mechanics on top of that to help with cultural themes. Free Packs grant Abilities usually, while Mechanics change the way a character functions in Roleplay through subtle, and usually out of Combat ways. In essence, Mechanics just add aesthetic flair that invest in the niche of each culture. Free Packs never raise Proficiency Points, but the character must be able to purchase them normally. (ex. if a character is a certain Affinity that locks them out of a category, they cannot take that specific free pack and must choose the alternative option.) If a Free Pack grants Magic of some type, that Magic can be of any Alignment the character can normally choose, or limited to a select alignment, which will always be written in the Free Pack description.  


===Zu-Allar===
Mixed Heritage characters (i.e. characters born from two parents of different Cultures) may take one parent's 'Free Packs' and mix and match up to 5 Mechanics from both parents, although some Peoples cannot produce Mixed Heritage children (due to Magical/Fantasy reasons). Allar cannot be included in Mixed Heritage Characters.
[[File:Mu-allar.png|270px|thumb|right|A Mu-Allar with vibrant feathers.]]
===Free Packs===
The Zu-Allar were a larger, lumbering breed of Allar living in the mountains of Sendras. They were all grayscaled and their scales were compared to thick rocks. They, similar to the Es-Allar, did not have horns or spikes, nor did they have a tail. Instead, to their benefit, they had long arms which they used to support themselves while walking around like a large ape. The Zu-Allar all went extinct instantly in a massive magical event in Sendras in 15 AC. They are best remembered for their pacifism and love for everything alive, the very reason why Al-Allar think they died in the end. Zu-Allar life teachings contributed greatly to the eventual flight of the Al-Allar from Sendras and their subsequent peaceful living in Hadar, the formation of much of the Al-Allar philosophy that changed so drastically after their exodus.  
* Allar can choose either the Mundane [[Adapt_Point_Buy#Oceanic_Pack|Oceanic Pack]], or choose one Pack from [[Chem Point Buy]].
* Allar can additionally choose either the [[Melee_Point_Buy#Diving_Tackle_Pack | Diving Tackle Pack]] , or choose one Pack from [[Medical Point Buy]].


===Mu-Allar===
===Mechanics===
The Mu-Allar are a relative newcomer on Aloria, being created at roughly 15 AC. The Mu-Allar have broader and wider shoulders than the Al-Allar. Their snouts are also longer, and aside from their face, their entire body is covered in vibrant and colorful feathers. These often range between the colors orange, blue and green. The scales of the Mu-Allar are equally colorful, often having a brown overtone with crimson red accents. The Mu-Allar have a more "wild" appearance compared to the Al-Allar, but aren't any less intelligent. The Mu-Allar are traditionally Void worshipers, but not the conventional kind, such as the Shendar. They worship void essence, as opposed to the intelligence that comes from the dimension as some sort of holy essence that should both be respected and feared. Mu-Allar, contrary to Al-Allar, are very fond of magic and frequently use it in their military as well as civilian lives. The Mu-Allar almost exclusively live in Sendras, only very few Mu-Allar have ventured or found their way stranded elsewhere in the world.
* Allar are immune to any (non Magical) disease or illness, such as viruses or bacteria, though they can become asymptomatic carriers.
* Allar bodyparts regrow over the timespan of 24 hours when lost, though scars can be left behind if desired.
* Allar have sensitive taste, their tongue capable of deeply analyzing anything they taste, what the ingredients are, and whether it has alchemical functions.
* Allar have perfect sight at night and in dark environments, capable of seeing in the dark without needing any external light source.  
* Allar can breathe underwater without any Abilities, and can also see perfectly underwater without it blurring their vision, allowing them to stay submerged indefinitely.


==Mental Characteristics==
==Society==
Allar, especially the Al-Allar, are generally considered the intelligentsia of Aloria - even if the other races are hesitant to admit such. The Allar have an unrivaled capacity for thinking logic; mathematics, geometry, understanding the forces of the world and their most favorite pursuit: Alchemy. Allar uniquely see the world as a constant flux of variables that create events and situations, every such event or situation can be broken down into components and re-assembled and analyzed. This thought process, however, makes the Allar very susceptible to simply being analysts instead of having pre-cognition. They often suffer the course of events, not realizing what is going on until it is far too late, considering they are more comfortable thinking about consequences when they have already occurred. What also often escapes the Allar is complex, non-rational thinking of the other races. Swaying emotions by religion and government, for example, are completely alien to Allar. To an Allar, the world must exist orderly and with a strictly dictated course of events. Even the slightest alteration to an Allar’s plans or daily schedules can irritate them or make them anxious. Their anxiety is also very prevalent in comparison to the other races. Even amongst their own kind, Allar often have trouble understanding complex social interactions or emotions and prefer to keep things very platonic. Their anxiety towards social contact is often misunderstood by the other races as obedience of subservience, but Allar are capable of rationales that puts them above the concept of master and servant. They find subservience of oppression often not even terrible, as they can skillfully maneuver their way through tolerating and making the most out of such situations without upsetting the fine balance in the variables that make the situation so. In plainer terms, Allar often accept reality and make the most of it while always succeeding in doing so, making them mentally very resilient, despite their tendency to anxiety. You will never see an Allar supporting a rebellious movement or insurgency. Allar are also very detachable to their own history or tradition, able to instantly adapt to new situations and accept new norms or beliefs based on the merit it can bring to their life. The Al-Allar in particular (with the exception of the Mu-Allar) have a strong distaste for Magic. Even early on did they come to the conclusion that Magic has too many unknown variables and that the sciences of nature would be far more predictable. While Allar mages do exist, the vast majority of them avoid magic simply because of its chaotic and unpredictable nature and the Sa-Allar for example are completely incapable of learning magic, even if they could theoretically cast it. The final curious mental characteristic of the Allar is their complete lack of a conventional morality. Allar often reason from the perspective of progress for the species as a whole as well as the individual intellectual pursuits. Some Allar were capable of horrible deeds of evil, giving up their own babies for experimentation. Such acts would often be denounced by other races, but to the Allar it only makes sense. On the other hand, Allar are also capable of great moral victories or acts of kindness without even realizing the moral implications of it. An Allar once, for example, cured a horrible disease that destroyed the Tigran population in Teled Methen, just because his domestic house cat was suffering the same disease and he wished to cure it. The cure appeared backwards applicable to Tigrans as well, and when asked about it, he said he didn’t really care --  he just wished to cure Miss Ssashcar, the cat.
===The Caste System===
To understand Allar society, one must understand the Caste System and its various layers. To outsiders, the Caste System is suffocatingly restrictive and harsh on those who they consider on the bottom, though the Caste System is not that simple. Outsiders are often to compare the Caste System to their own capitalist poor masses, but because of the general lack of currency and self-reliance in Allar society, their Caste System works radically different. Resources and labor within the System are common good and work towards common interests, meaning the lower castes provide just as crucial of a role as higher castes. Below follows a list of the Castes, with general physical and mental descriptions that can be overlaid onto Cultural Personalities, ordered with most important at the top and least important at the bottom.
* '''The Rama Caste''' are the leading Allar of Allar society, usually large framed and dangerous looking in an attempt to cower the other Castes in line (think large crocodiles and carnivore dinosaurs), while also intimidating outsiders with their size. Rama are commanders, generals, admirals, task-masters, foremen, governors, and most importantly: Digmaan, the Allar variant of Nobility. Hadar itself is split into thousands of smaller Digmaan (term both used for the territory and the ruler) making most Rama standalone warlords.
* '''The Kertas Caste''' are the bureaucrats and administrators of Allar society, usually slender and nimble framed with large eyes and dexterous hands to excel at writing and reading. Kertas are authors, poets, writers, bureaucrats, administrators, scribes, historians, book keepers, and data analysts. Wherever there is a single Rama, there are always a dozen or so Kertas always running around them, with the Rama performing the politics, and the Kertas ensuring they have all the necessary paperwork to do their work well.
* '''The Kuat Caste''' are the physical laborers, the personal bodyguards of the Rama Caste, or cattle-herders. The Kuat Caste is bred for their large size, with each being quite beefy or stocky and durable, though having a far more calm and kind temperament than say the Rama, or the Ksat. The Kuat Caste is of higher importance in Allar society, because Allar prize civil service as socially more important than the military, leading to the Kuat having a venerable "protector" role within the Caste System of Allar Society.
* '''The Kyat Caste''' are the crafting-folk, the alchemists, the intellectuals, and the scholars. The Kyat Caste is often much smaller than the others, favoring intellectual development over physical size or brawn, and fulfilling a number of societal occupations like shopkeepers, farmers, alchemists, researchers, scholars, messengers, cleaning service, and other general service sector work. Kyat tend to be nervous and skittish, even around those within Allar society, preferring to stick around other Kyat for comfort.  
* '''The Ksat Caste''' are the warrior caste, fiercely competitive, dogmatic, loyal and willing to pick a fight with any foe twice their size. The Ksat Caste tend to be lean and athletic, built for rapid deployment in combat and fierce fighting. Among the Ksat are soldiers, gladiators and ring fighters, assassins, hunters, trainers, and any other occupation that requires a modicum of adrenaline or reckless disregard for self. Ksat often bully Kyat Caste members, despite their higher rank, due to their boisterous nature.
* '''The Nang Caste''' are the mercantile and aquatic Caste, containing fishers, merchants, foreign diplomats, explorers, and aquatic warriors. The Nang Caste is considered lower in the Caste structure despite the value of merchants and diplomats, because they either live underwater (and thus removed from the majority of Allar society), or because they heavily interact with outsiders and currency which the Allar consider unclean, and a corrupting element that aims to upend the Caste System by creating private wealth.  
* '''The Paria Caste''' are the untouchables. There is no real other way around it, those that belong to the Paria Caste are Mages generally speaking, as well as [[Arkenborn]] or [[Godborn]], or anything else that isn't fully "normal" in the view of Allar society, even if they aren't strictly Occult. A member of another Caste can also be downgraded to the Paria Caste if they become [[Afflicted]] or Occult somehow, which is why it is exceedingly rare to find a Learned-Mage Allar, and sad to find a Born-Mage Allar. Despite being untouchable, the Paria Caste is still taken care of by the other Castes by given housing (on the edge of town), free food and services, they just can't be touched by non-Paria Caste members for fear of Occult infection. It should be noted that among Rumah-Allar, this is completely inverted, the Paria Caste is directly below the Rama Caste, and instead of being untouchable, they are eagerly accepted, with the Rumah-Allar believing access to the Occult brings good fortune, and they are given a more lavish lifestyle accordingly.  


==History==
===The Perpustakaan Besar===
The earliest record of Allar appearing in Aloria is various snippets from Elven explorations around 1200 BC. The land of Sendras was home to a wild variety of snake or lizard people which was avoided by the Elves because terrible diseases struck their people whenever they stayed for prolonged periods of time. It is known that roughly around 800 BC, the first Allar nations rose which very quickly unified into one massive Serass state. The Serass state, similarly to practically all Allar nations, was ruled by the same Soor-Rassa-Allar, making the court of Alchemists of the Allar the longest existing single organization or entity on Aloria. Very little is known of the period between 800 BC to Cataclysm itself, though what is known is that the Allar suffered a similar seduction to the Void as the Elves did. Roughly at the same time as the Elves were seduced to Void Worship, so were the Allar. Unlike the Elves, however, the Soor-Rassa-Allar very quickly denounced Void Worship as against the interests of the Allar race and started harshly prosecuting any void worshippers caught out in the open. The Sa-Allar were “developed” around 53 BC, at which point The Serass state started destabilizing because of the frequency of public prosecution of Void Worshippers. The Es-Allar and Zu-Allar, being the far less intelligent but much kinder cousin races of the Allar, gave shelter to the Allar who fled prosecution for decades. In their mountains and swamps, they assisted the Allar in living as they wished to live in peace without fear of reprisals. The Soor-Rassa-Allar caught wind of this around 21 BC, however, after which they posed an ultimatum to the Es-Allar and Zu-Allar. The ultimatum largely went unanswered (although some Es-Allar complied to it), but before the Soor-Rassa-Allar could issue a reaction, a massive cataclysmic magical event occurred at the top of Mount Rasul, one of the major Zu-Allar population centers. Through some freak magical storm, all the Zu-Allar died instantly, their bodies simply dropping to the ground motionless. The Allar that had lived among them had changed; they had become the Mu-Allar as their many scales were replaced with hair and featherlike growths. It was this event that truly started the first calamitous event of the Allar, the Sendrassian Civil War.
The Perpustakaan Besar sometimes also shortened to Perpusta or just Library, is an guild 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 [[Westwynd|Ithania]],  [[Regalian Archipelago|The Rim Isles]] in the Regalian Archipelago, the [[City of Regalia]] itself, [[Northbelt|Nordskag]], [[Westwynd|Etosil]], and the [[Westwynd|Silerian Chain]]. 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, not to speak of the traveling guild towns on the backs of giant sea turtles. 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. 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 members travel in and out of the Palace to discuss scientific matters with the court scholars and the Emperor. Any Character can be a low or high ranking member, though Council members at the top are reserved for NPC's at Staff discretion.  


The first stage of the Civil War lasted for 24 years, well through the Cataclysm. While the Cataclysm ravaged the world elsewhere, Sendras was completely unaffected by it, the Allar were not even aware of what was occurring elsewhere. The war was fought savagely by both sides. The Mu-Allar that were produced by the magical event were not the same as are known today, they were larger and more savage. They hunted in packs, killing and eating both Es-Allar and Al-Allar wherever they encountered them. Al-Allar, in return, used chemical warfare against the Mu-Allar, destroying nests and eggs while also causing collateral damage to the Es-Allar and sometimes even Al-Allar villages. The first stage finally ended in 3 AC due to an uneasy pause caused by the construction of the Isstona wall. The Isstona wall, even today, is the largest single structure built by any race; spanning hundreds of miles across Sendrass to shut off the Mu-Allar from the major Al-Allar population centers. It was entirely constructed by the Sa-Allar and a massive sandstone structure. The savage and stupid Mu-Allar were unable to cross the wall and as such, the deserts beyond were simply considered lost. This 21-year pause that is referred to as the interlude is often seen as the greatest mistake ever made by the Allar, as it allowed a new generation of Mu-Allar to be born. The new generation was less savage and much more intelligent than their predecessor. They were also smaller and less animal-like, casting great magics and restarting the Civil War as soon as they had assembled an army.
===Language & Names===
The Allar speak a language called [[Pidato]]. 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 second stage of the civil war saw 53 long years of fighting with no clear end in sight. The Allar population had already dwindled by a third, and many great cities were lost. The Mu-Allar were losing ground, however, but that all changed when the third and final stage of the war commenced; the next generation of war bred Mu-Allar mages having come to maturity. In 77 AC, the Mu-Allar developed Slither Magic and they unleashed their full potential on the Al-Allar. The event that caused massive panic among the Al-Allar was the destruction of the golden Soor, the capital of Serass Empire. The Mu-Allar mages used their magic to turn the entire lake around the Allar capital into poisonous water. The water itself did not affect the Allar for days, though then all of a sudden the Mu-Allar transmuted the water to poisonous gas, a massive cloud enveloping the city that was built in the middle of the lake. Exact numbers are uncertain, but it is assumed that Soor was the largest population center in the world at the time, especially after the loss of many Elven capitals and before the rise of Regalia. The exact number of deaths is often disputed, but the official records from the Allar indicate nearly 420,000 Al-Allar and Sa-Allar died that day, suffocating in a massive cloud of poisonous gas that took over 2000 Mu-Allar mages to control. With half the Empire nearly killed in a single week, utter panic overtook the Soor-Rassa-Allar, which issued an all-flight. Large droves of Allar fled to the coastline on the northeast, setting sail to more remote lands such as Solangeria and Hadar. The Solangerian colonists would eventually be eradicated by the deadly wildlife of the untamed lands, while the colonists in Hadar would form the Essa Empire with the native Slizzar, but not before the Mu-Allar eradicated thousands more on their flight out of Sendras. The Civil war officially ended in 90 AC when the last members of the Soor-Rassa-Allar were evacuated to Hadar and the Sendrassian continent was declared forbidden and lost. The victorious Mu-Allar established the Second Sendrassian Empire, led by an oligarchy of Mages, and faded into obscurity as they shut off all contact with the outside world.
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


The profound aftermath of the Civil war weakened the Allar’s self-confidence. This situation did not affect the Sa-Allar, but it is often said that the timidness and anxiety of the Al-Allar was a monumental shock to the confidence of the Allar at the time that they culturally never recovered from, and simply grew into. They quickly made friends with the Slizzar, who arguably also seduced them into a semi-symbiotic relationship when the Essa Empire was formed. The Soor-Rassa-Allar continued to exist, but since the fall of the Serass Empire, it lost its physical manifestation. It was no longer chiefly in control of the Allar as a whole, as the Slizzar were, acting purely as an intellectual institution. Over time, the Allar recovered and the Essa Empire grew to become a true rival of their northern enemy, the Regalian Empire. The Allar remained ever vigilant for the Mu-Allar to try and invade Hadar, but that invasion never came, largely due to the intervention of the Slizzar. Many Slizzar tried to woo the Allar into believing they were beneficial for them by seducing the Mu-Allar to focus purely on Sendras. It is assumed that even to this day some Slizzar remain in Sendras, convincing the Mu-Allar never to leave their native continent and thus doing the world a service.
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 will generally 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.  


The tragedy for the Allar wasn’t quite over, however. As with anything Slizzar-related, they should not have been trusted by the Allar. The Slizzar’s desire for world domination and lust for power eventually drove them to taunt and actively compete with the Regalian Empire, the Allar all the while complicit to it without even knowing. The xenophobia of the Ailor at the time (and present) did not allow for them to distinguish the difference between the snake-like Slizzar and lizard-like Allar. This situation eventually devolved over the decades that followed until, in 286, the Regalian Empire launched a surprise invasion into Hadar. The Allar were sorely unprepared, their naval capacity was laughable compared to Regalia and some actually theorize that the war was encouraged even in the Regalian Empire by rival Slizzar that wished to oust the Slizzar in control of the Essa Empire. Regardless of the true nature, the Allar were hard pressed to defend themselves in a conflict started by the Slizzar. Hordes of Sa-Allar were used to form the front line, bearing the brunt of the invasion forces and dying in vast numbers. About 90% of the Sa-Allar died in the opening year of the war, leaving the Allar as the only main force to defend Hadar. As fleeing was no longer an option, tens of thousands of Allar were pressed into the navy and army as cannon fodder. The Slizzar mages attempted to turn the tide, but this quickly became a very one-sided genocide. Tens of thousands of Allar were massacred by the bloodthirsty Ailor, until the end of the war in 291 AC at the battle of Fessa Huallo. Even after the war, thousands of Allar would die at the hands of Ailor until the vast majority of them would become a subject of the Empire after the division of Hadar. The Regalians also took the Soor-Rassa-Allar captive and transported them to Regalia, where they remained to this day. With the Soor-Rassa-Allar captive, many Allar eventually followed them to Regalia, becoming unofficial Regalian subjects through conquest and subjugation.
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 are [[Draconism|Draconist]] faithful, having enjoyed historical patronage from and focus on the two Dragons Felicula and Umbra, who represent polar opposites on attitudes to life that the Allar believe combine into a more profound truth when observed together. Felicula represents all that is joyful in the world and the desire to enjoy life to its fullest, while Umbra represents the fact that all good things eventually come to an end, but that this is alright, because the ordained end is what makes their existence enjoyable to begin with. Felicula has traditionally resided in Hadar and was found by the Allar when they fled north there, departing the old Empire in Sendras. It is the assistance of her and her Clade of lesser Dragons that enabled their survival, and their slow and unavertable death to a strange (likely Magical) disease in the decades before Cataclysm that is the Allar's greatest trauma, though with the revival of Dragons slowly marching on worldwide, the majority of them have returned. Umbra meanwhile has always existed in Sendras, though the Void Worshiping Sendrassians did not acknowledge him as a God but as more of a primal entity to fear as the bringer of death. While most Hadarian Allar would portray Dragon Worship of Umbra as a continuity from the old way in the homeland, it is more the case that worship of Umbra only kicked off after the Allar fled to Hadar and encountered Felicula, adopting worship of Umbra as the other half of the duality more in hindsight. Though there has been no direct observation of him or his minions since the departure from Sendras, the continued existence of disease and death in the world implies that he is still there. Rumah-Allar, those who stayed behind in Sendras, are all Void Worshipers or rather [[Evolism|Evolist]] worshipers, but with some differences. They have an unusual fear of Ifrit as the gatekeeper to the Void and the closest thing to the Devil, and an unusual view of Eloba, who they see as not benign but a scheming swamp witch who spreads rot, disease and venom to poison the land and anyone who dares stay where her hand has touched. Other than that, they tend to lack the contractual attitude that even the average Kathar has to their relationship with the Void Gods, genuinely believing in their benevolence (except for the two listed). There is additionally a sizeable but new minority of Allar [[Unionism]] worshipers introduced after the mass outflow of missionaries following the Chrysant War as well as the conversion of Allar inside the borders of the Regalian Empire, who have joined following the representation of an Allar god within the faith.


In time, however, the Allar were able to cleverly be of use to the Humans. No more than 10 years after the war, in 301, even while many veterans still dominated the political landscape of Regalia, did the Soor-Rassa-Allar become a respected council of Alchemists to the Imperial Court of Regalia. With the improving situation of the court of Allar Alchemists, so did the lot of the Allar improve. Allar were permitted to own alchemy shops across Regalia and the first few Allar were granted citizenship. If anything the tale of the Allar is one of repeated tragedy, but also great resilience and the ever persistent ability to improve their own lot in life by carefully maneuvering variables into their favor. The Allar have learned a lesson from both the Zu-Allar and Slizzar however: never put your blind trust in another race, no matter how innocent, kind, weak, or susceptible they might appear.  
===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. [[Elastan]] 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.


==Society==
==History==
Allar society is very flatly oriented, meaning that there is no nobility, aristocracy or social-political figures that are more important. They enjoy a very open society as well, largely existing within the borders of the Regalian Empire where they are permitted to trial their own people by their own customs. Allar society is often seen as a model society for cooperation between creatures of the same race, as Allar are the race with the lowest crime rate in Regalia. Gender roles in Allar culture are very simple also, owing largely to the fact that there is nearly no physical difference between male and female Allar. Children are often cared for equally by both parents though child sharing often occurs where one couple produces too many eggs and gives some away to another couple that has none or very few.
Allar have existed in the world for several thousands of years, with first records of Sendrassian Allar appearing in Allorn archives around 5000 BC, with potential existence speculated thousands of years before that, though at this time their civilization was little more than a collection of tribes living in the jungles. The [[Allorn Empire]] tried numerous times to make formal contact with them (read: enslave them), though the Allar remained agile in the jungles and were able to always clear away from any slaving ships before they made landfall. As time progressed and the Allar organized into more of a civilization, Allorn attempts to colonize and exploit Sendras became more and more dangerous, with the Void worshiping Allar tribes capturing and sacrificing any [[Elves]] who landed on their shores. How the Allar developed Void Worship centuries or even millennia before the Allorn Elves did, is unclear.
 
At some point in history, presumed around 1000 BC, some sort of conflict erupted in Sendrassian society, though the exact origins remain unclear. The Rumah-Allar claim that the Kota-Allar showed "betrayal of the Great Ones" (in reference to the Void Gods) while the Kota-Allar claim it was a rebellion against the cruelty and sacrifices of their people to the Void Gods. While it is easy to connect the two, Allorn records indicate that the truth is more complicated than a rebellion against tyranny, and that the Rumah-Allar aren't automatically at fault for being Void-Worshiping cannibalistic sacrifice-practicing tyrants. Allorn records imply some sort of societal calamity was occurring, and the only solution the Sendrassian Empire had was to sacrifice a part of their population, which then rebelled. The rebellion was successful and these Allar fled the Sendrassian Empire in large numbers on ships sailing north, while whatever calamity would occur, happened, and wiped out many Sendrassian cities including the golden capital which turned into an acid-sea.  


===Politics===
History pays little attention to the Sendrassian Allar after this point, because few historical records have anything on them. Sendras was declared a "forbidden continent" by the Allorn Empire millennia before this, and the Allar who fled to Hadar refused to speak on it. The Allar arriving in Hadar found a mostly empty archipelago of tens of thousands of little islands, with only [[Sassrakkand]], the [[Slizzar]] capital, and the [[Maraya]] state known as [[Hadar|Tohsmaaq Venheer]], holding land, with many of the islands uninhabited. This is also where they made first contact with the [[Dragon Worship#Dragon Gods|Yellow Water Dragon]]s, who helped their society quickly recover from the damage of fleeing their homeland with nothing but a few rations, tools, and clothes. Allar society reformed around the Kota-Allar at first, with the Dibawa-Allar and Pelayaran-Allar cultural outlooks developing quickly after as they started creating contacts with the wider world.  
The Allar do not formally exist in the form of a state anymore, in fact, the vast majority of them are subject to the Regalian Empire, thus to the Regalian nobility. However, all Allar, no matter where they live, are subject to the Soor-Rassa-Allar, the great Alchemical court of Alchemists. This 24 member council (where members are members for life) divines projects and objectives for the race as a whole by dictating certain requests for alchemical research as well as spreading alchemical research volumes to the far reaches of the Allar race around Aloria. They do not have any technical power over the Allar, but many foreign nations, including Regalia, see this court of alchemists as the central Allar authority and treat it as such. Certainly, the council has great executive power over the Allar, though does not do so out of blind obedience from the people. Rather, the council is always filled with the most intelligent, diplomatic and rational Allar. The council elects its own members who then argue in favor of a certain objective or plan based on its argumentative merit, which is often so compelling to the other Allar that their directives are usually instantly accepted. This makes Allar politics effectively the most streamlined political system in the world with the lowest rate of corruption, error, or wrongdoing. The Soor-Rassa-Allar in their own terms admits to the Empire and the Regalian Emperor as their great leader, though only because it makes living for them so much easier. The Empire itself provides certain resources to the alchemical court to benefit from their out-of-house research which is then shared with the court of Alchemists at the Imperial Palace.


===Culture===
Allar society was again hard hit during [[Cataclysm]], as Hadar was mostly made up of volcanic islands, resulting in mass eruptions all across the continent due to the rampant magics. Many Allar had to flee their homes into the ocean, while for some escape came too late. Following the chaos and complete destruction of several major cities, the Slizzar offered to help rebuild, which turned out to be a Faustian bargain. As the centuries passed after Cataclysm, Allar society became more and more infiltrated by the Slizzar, who had effectively taken control of the top two Castes by either impersonating or seducing them into their service, thus finalizing the Allar into what they then called the [[Essa Empire]], populated by Allar but ruled by the Slizzar. The Essa Empire was the only real Empire to rise from the ashes of Cataclysm, alongside the [[Songaskia#Politics|Songaskian]] and Regalian Empires, starting a game of geo politics between them.  
Allar culture is all about the natural sciences and Alchemy, especially Alchemy. Even if an Allar is not knowledgeable in alchemy, they spend most of their time in life gathering alchemical ingredients, plants, liquids, and metals and storing them for later use. These could then be gifted to friends, family, or even traded to acquire food, clothes, and other goods. An Allar could become as rich or affluent as they had the ability to gather materials people needed or were fond of. The Alchemists held a special role in society as healers, analysts, teachers, mathematicians, and much more. By general assumption, the gatherers are what empowered Allar society, while the alchemists are what made it progress. Allar clothe themselves in green or blue or white colored fabrics, usually made from the finer cloths and furs produced by Regalia, dressing in local styles with comfortable adaptations for their tails and scales. Most, if not all, Allar consume almost exclusively agricultural products, which may often come as a surprise to many other races due to their teeth. Allar have developed such a keen sense of taste in agricultural consumption that they can effectively taste and identify nearly any plant-like ingredient just by chewing on a leaf. Allar life is very communal, as they often flock together to socialize with one another in awkward ways, though one must always understand that an Allar’s alchemical stash is always private and never shared. In fact, one of the few ways to draw the ire of the Allar is to either impede on their Alchemical stash, or to re-order the ingredients in a non-alphabetical order. Every Allar residence as such has a room dedicates specifically to Alchemical ingredients. Another major cultural aspect of the Allar is their glassworking. Allar were in fact the first race to use glass for windows of their houses in the early centuries after the Cataclysm. In fact, glass window making was not popular in the Regalian Empire until 220 AC, most houses still using the old traditional wooden shutters. The Allar in Regalia did so well both due to their Alchemy and their unrivaled glassworking skill. With the power of Alchemy, the Allar developed secret mixtures and acids that colored glass in certain ways. Certain other powders and additives also gave their products superior shine and durability, with added properties like resistance to soot residue or increased transparancy brilliance. Allar glass making is highly prized among the nobility of Regalia and most colored and stained glass windows in all major Regalian buildings have been crafted by Allar. Even the workplace of the Allar themselves where they brew alchemical recipies is often filled with a variety of colorful glass alchemical tools, dispensers, pots, and other containers. To Allar, glass crafting is an art, and it is often also their only manner of artistic expression. Despite the general xenophobia against the Allar, they are financially very well off in Regalia, setting them apart from the other subjegated or integrated races which often end up living in slums or poor districts. This in and of itself is against a testament to their sheer intellect and resilience and their ability to manuever in arguably dangerous environments to make the most out of their lives.  


===Religion===
Conflict would eventually erupt between Regalia and the Essa Empire in the 280's, called the Chrysant War, which was more of a genocidal war than a formal one. Regalian navies bombarded civilian targets and committed pogroms on cities that resisted their advance, culminating in the sacking of the capital Fessa Huallo where the Regalians killed tens of thousands of civilians, while most of the Slizzar infiltrators snuck away in the shadows, a fact which still causes a lot of resentment among the Allar who feel their Race was goaded into a conflict with Regalia that they did not want, all for the puppet games of the Slizzar who took none of the damage for it. The Allar in Hadar were effectively reduced to a backwater colony by the Regalian Empire, occupied by their superior weaponry (due to the recent invention of the cannon while the Allar still used bows).  
Allar don’t formally believe in a god, but rather hold that every being, thing, and an event is a part of a greater mixture that has a certain result - which is existence, itself. Variables factor into an outcome with a certain weight, and it was up to the alchemists to interpret the value and outcome of these factors. It could be reasoned that, in a way, the Allar believed every god and pantheon ever espoused truly existed and every belief is right. For example, they believe Ailors are once destined to rule over all. They universally accept Unionism as a true factor in life. They also accept the fact that the sun is divine, as dictated by the Qadir, and that there is a living Elven goddess statue for the Elves. The Allar factor in all these things and consider reality with the following phrase: “Nothing is untrue, every spoken truth is a variable with a degree of value in life.” This furthermore makes it easy for Allar to integrate into other societies. They have no trouble accepting or adapting to new norms or peoples because they accept their beliefs to be as true as that of others. Allar religion thus is not active, but rather passive. They observe events and reason about them but make very little effort to change them.  


===Combat and Warfare===
Allar society however recovered, by quickly ingratiating itself to the Regalian Empire, and proving itself invaluable in a variety of sectors. Instead of being resentful against their new overlords, the Allar managed to overcome their racial stigma, prove their loyalty, and eventually become so crucial to the proper functioning of Regalian society, that they effectively became part of it on equal terms with Ailor. In recent years, Hadar has suffered conflict due to the advances of civil organization, as well as war. The Sendrassian Empire re-emerged in a spectacular way with a full-blown invasion of South-Hadar, in a war that Regalia effectively lost, ceding territory to it (though some will continue to claim it was a stalemate). Then, there are those in Hadar who want to abandon the Caste System and join Regalia's currency-based capitalist standard, and those who want to hold onto the old ways. This conflict caused a civil war, largely between the Kota-Allar led by the Triumvirate of Progress, and the Dibawa-Allar led by the Deep-thought Council who wants to hold onto the old ways. The Pelayaran-Allar have thusfar avoided the conflict and declared neutrality, though the civil war continues to rage on while Allar in Regalia can only watch.  
Allar have never been formally good at warfare. During the Regalian invasion, most Allar had never used a weapon, though many were taught by the Slizzar. The majority of the Allar military capability was hidden in their alchemical ability and the deployment of the Sa-Allar. The Allar used mixtures to daze, confuse or outright poison their enemies. This made them deadly on land, taking out many Regalians, though useless on the oceans. The Regalian fleet was able to take out any approaching Allar and bombard their coastal cities into submission. After the Chrysant War was over, the majority of the Allar returned to their pacifistic ways.  


===Economy and Technology===
==World View==
The entire Allar economy and technology was driven by Alchemy. They had alchemical solutions for most problems, which made them little reliant on magic or metallurgy. Their economy was driven through bartering for alchemical ingredients, most of which were simply foraged from the land around them, but in many situations also traded externally with the other races of Aloria in exchange for much desired alchemical mixtures. Most of the knowledge and Allar technology was lost during the Chrysant War, leaving many of the Allar in present day scraping by to attempt to rebuild their lost knowledge.  
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.
* 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.
* 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. Though, Technicians among the Allar have developed Chemtech in an attempt to merge the two.
* 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.
* 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.
* 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 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 Water Dragons. The Allar have many stories of their arrival in Hadar, and how it was mostly inhabited by critters, Slizzar, and more notably, Yellow Water Dragons. They say that the Yellow Water 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 Water 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 Water 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 have developed a unique method of communication, based on Sign Language, that they used to communicate with mute or deaf peoples, as a part of their studies. It was originally developed by the Aquatic Allar, who also found it useful for quickly getting messages across while underwater. This is why universal Sign language exists in Aloria. Sign Language is not "buyable" as a Point Buy Pack, any character can just add it into their backstory.


==Trivia==
==Trivia==
*The Soor-Rassa-Allar is filled with 24 members of varying ages, the only thing they all have in common is that they are considered to be the most skilled alchemists of the Allar race as a whole at any given time. Each member invented a certain alchemical composition that strongly contributed to their wellbeing, either in the Regalian Empire or before.
* Each member of the leading council of the Perpustakaan Besar is one of 24, the 24 brightest and most successful alchemists of the Allar at any given time. Each member invented a great alchemical mixture that advanced the Allar Race as a whole.
*It is not often spoken about, but Allar bone and skin is a much-used ingredient in Allar alchemy. Dried tails and eyeballs made some Allar very “rich” through immoral means.
* Allar were once badly treated in the Regalian Empire, however their luck swiveled due to the so called Satrillian accords. The rumor goes that Emperor [[Alexander]] named the accords as such, after an Allar he grew familiar with in the times when he was not yet on the throne, called Satril Meray. The story goes that the Emperor was touched by the obedience and loyalty that Satril showed, despite being spat on by Ailor customers of the tavern, and would always clean without complaint, believing that all Allar would be so loyal and dedicated to service in the Empire.
*Allar are, racially speaking, distant cousins of the much more different Dakkar. They see the Dakkar as little more than alchemical ingredients; however, the difference in intellect between the Allar and the Dakkar results in the Allar denouncing the Dakkar as animals.
* The Allar are the only Race in the Empire that does not have an embassy in the Regalian capital, or some form of consulate. This is because the Allar are so deeply integrated in the Regalian state apparatus, that they are basically considered on the same level as Ailor in terms of civil rights, and have no need for consulates to fight for their rights.  
*The Allar were at risk of going extinct in 214 AC due to a terrible contagious disease that no amount of effort could halt. Through the work of one highly skilled Alchemist that made a cure called Eyssrokz, the race was not only saved, but the disease completely eradicated before it claimed more than 30,000 lives, ensuring the future of the Allar as a whole.


{{Races}}
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|Writers = MonMarty, Birdsfoot_Violet
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[[category:races]] [[category:Allar]] [[category:Naylar]]
[[category:races]] [[category:Gorr Races]]

Latest revision as of 21:45, 10 March 2024

Allar
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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 200 years
Eye Colors Slitted pupil (some also round) with a yellow/orange/blue/green iris and white or dark-gray sclera
Allar make excellent Jungle Warriors.
Ksat Caste Allar are ferocious Ring fighters.

Originating from the mysterious jungles of Sendrass, 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 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 Regalian 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. Allar alchemists are the leading alchemical inventors of the world, having unrivaled skills in the identification, mixing, and application of alchemical substances. Their politicians remain flexible as ever and unburdened by the rigid Caste System that defines their society, allowing them to aid in their public perception unbothered by other duties of governance.

Core Identity

Science over Magi

The Allar are commonly believed the Race with the greatest intellect in scientific matters on Aloria. While other Races can certainly produce intellectuals, the Allar have a mental pre-disposition to insight, problem-solving, logic, and understanding complex linguistic, mathematical, and medical issues. Allar alchemists are prized around the world with unrivaled skills in identification, experimentation, and mixology, with nearly every alchemy business in the Regalian Empire having at least one Allar working at it. On the flipside of this heavy emphasis of the natural sciences, the Allar find Magic to be somewhat uncomfortable and incomprehensible, as it upends the laws of physics and reality, and makes everything unpredictable, exactly the way the Allar do not want to see the world. While it is certainly possible to find some Allar Mages, they most survive on the edges of a society that favors science over Magic.

Everyone their Place

Allar society is strongly defined by the social castes that they are born in. Allar very much a "planned society", where the upper classes dictate the manpower needs, and new populations are born through the help of a variety of alchemical concoctions. If one leader wishes for more labor forces, the next generation shall be born strong, while another leader might wish for better fishers, thus siring a generation of slender and agile aquatic Allar. An Allar is always born for a specific purpose and a specific role in their society, and it is very hard to break out of it, with much resistance from society at large. The Allar believe they have been able to weather traumatic events and terrible calamities specifically because of the stability afforded to them by their strict societal rules and hierarchy.

Surviving Today

Allar are extremely pragmatic and straightforward in securing their immediate needs. While most other Races seemingly make mistakes and toil with the issues for long periods of time, the Allar are uniquely aware of their immediate pyramid of needs, and will prioritize survival and overcoming, before considering long term thriving and improving of conditions. Allar are incredibly resilient, capable of receiving a great deal of mental anguish and torment over their conditions, knowing that they will above all survive, and that a better day will come where the struggle will have all been worth it. Certainly, the impressive swivels in their fortunes around the world have been evidence of this fact, with Allar quickly rising from one of the most oppressed people in the Regalian Empire, to some of its most respected and well-off people who have overcome levels of poverty that affected the Ailor for generations, in but a single lifetime.

All-Truths

The Allar have a curious life philosophy called Allteach or Guru in their native language. The idea of this philosophy, is that everything that is claimed, sad, or stated as fact, is at least partially true and must be investigated and should not be dismissed out of hand. It should come as no surprise that the Allar are a nexus of experimentation and trying new doctrines, ideas, plans, and designs. Sometimes, this experimentation and field-testing goes to extremes, like alchemy testing on prisoners, damaging the environment for science, and other unethical practices. Additionally, this philosophy has sometimes led to the rampant existence of conspiracy theories among the Allar, who continue to investigate theories that other Races or societies have rejected as completely nonsensical. The policy remains important however, as it has led to some of the most ingenious discoveries that were originally dismissed as unviable.

Design

Physical Characteristics

Simplest put, Allar are a Race of semi-aquatic reptile-like humanoids, though there is a very large range of design freedom within that distinction. Allar have humanoid bodies with two arms and legs, though the legs can be digitigrade and have lizard claws or even raptor claws, while they also have a tail that is either rigid or prehensile and can be so long as to drag behind them. Allar skins are scaled and sometimes even feathered (think raptors), while their heads are distinctly reptile-like (including turtles, crocodiles, lizards, dinosaur, but not snakes or birds). Allar can also have elements of aquatic mammals or fish (including amphibian salamanders) mixed in, for example a shark head, dolphin fins on the arms, or dunkleosteus bone plating. Designs may either disregard aquatic traits altogether, or lean fully into the aquatic design, for example a full-body shark humanoid. Allar use the practice of Kelahiran to infuse their eggs with genetic alterations that suit an Allar child more for one particular task over the other. This is why the Allar are so physiologically varied, because each generation is designed to fulfill a specific role in society, and acquires traits that are useful for this. For example, if Allar society needs more fishers, a batch of eggs may be altered to have crocodile-like snouts useful for catching fish, and shark-like fins and skin to make it easier to swim. If Allar society needs more fighters, a batch of eggs may be altered to have carnotaurus-like heads with broad shoulders and a predisposition to a more muscular frame. As such, there is no commonality in size between Allar, some are as short as Dwarves, while others as large as Urlan. Allar can grow to be 200 years old, and have less gender-dimorphism than for example Ailor, as they are an egg-laying species. As a result, they are incompatible with all other Races and as such Half-Allar do not exist. Allar can have scales, shark-like skin, feathers, horns, spikes, enlarged claws, short or long snouts, short or long necks, bone plating, club tails, feather tails, or pointed tails. Scale colors can be realistic from real-life animals, or fantasy colorations and patterns. if you need help designing, feel free to make a ticket!

Cultural Personalities

Allar personalities are also very varied because of Kelahiran resulting in fluctuating hormone levels, though their society can generally be defined by 4 major similar cultural outlooks listed below.

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Kota-Allar

The Kota-Allar or "City-Allar" are by far the most common Allar to find. Kota-Allar have a predisposition to social engagement, as they live in very densely packed coastal cities or major Regalian cities where space is a premium and most people have to be able to get along with each other. Kota-Allar are very open and hospitable to other Races, and generally approachable people who take pride in their employment and service to society, while bearing the fruits of that labor. Kota-Allar are also politically engaged, with many of the leading Allar politicians coming from this cultural outlook, and mingling with the Regalian Empire's aristocrats and Dukes at court. Kota-Allar are most likely to integrate in Regalian society wearing Ailor clothes.

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Dibawa-Allar

The Dibawa-Allar or "Under-Allar" are a less common sight, but still living on the peripheries of Regalian society, largely conforming to a group of Allar who prefer to live in the water, and as such spend more time in the ocean shallows and medium-depths. Dibawa-Allar have cities underwater, though these cities were not built by the Dibawa-Allar, rather they were found to have belonged to a long-gone civilization, yet were sturdy enough to house their expanding need for homes. Dibawa-Allar tend to be more reserved and stoic than other Allar, though capable of ferocious tempers and bursts of energetic behavior when provoked, or pushed into action by outsiders. Dibawa-Allar in general are more distrusting and careful of outsiders.

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Pelayaran-Allar

The Pelayaran-Allar or "Sailing-Allar" are fairly common, though are noticed far less than their more gregarious Kota-Allar brethren, as Pelayaran-Allar tend to be more timid, shy, or otherwise lacking the confidence to be open and bold. Pelayaran-Allar mostly consist of those Allar and their families who work for the Perpustakaan Besar, which is a massive Allar Alchemy Guild of sorts that wields a lot of political influence and wealth. The Pelayaran-Allar conventionally travel the world on the backs of giant turtles where their towns are built, so as to sample the alchemical rarities of the world, though this often puts them at risk of the dangers on the high seas, ergo their habit to hide and run rather than stand and fight.

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Rumah-Allar

The Rumah-Allar or "Home-Allar" are not common, though might often be mistaken for Kota-Allar. They are energetic, passionate, wild, impulsive and wild, with a streak for cruelty and ridicule of others they deem too weak. Rumah-Allar are those Allar native to Sendrass where the Hadarian Allar fled from centuries ago. Their most important trait, is that while the other cultural outlooks of Allar follow the Guru, the Rumah-Allar are religious, reject the Guru, and follow Void Worship with an Allar-oriented variant of it. Rumah-Allar can exist in Regalia, but should generally have been smuggled or snuck in, as Sendrass is technically still at war with Hadar, and the Regalian Empire at large, thus making Rumah-Allar enemies of the state. Besides their habit for tribal dress-code however, Rumah-Allar look identical to other Allar. Refugees from the cruelty of Sendrass are also not far-fetched.

Heritage Traits

Many Allar have large Raptor claws.
Rama Caste Allar are extremely vain.
Allar clothing in general is very ornate.
Some Allar subraces can have large horns that make them look almost Dragon-like.
Aquatic Allar look very aggressive, but are actually quite stoic and say very little.
Allar still eat grains and other non-meat dishes.
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.
Comparing an Allar to a non-sentient lizard is a sure-fire way to get one very angry.
Feathers are common on Allar bodies, especially the head, arms, shoulders and tail.

When designing a Character, Proficiency Points allow for a limited Ability selection with Point Buy Packs. Heritage Traits adds free Packs and Mechanics on top of that to help with cultural themes. Free Packs grant Abilities usually, while Mechanics change the way a character functions in Roleplay through subtle, and usually out of Combat ways. In essence, Mechanics just add aesthetic flair that invest in the niche of each culture. Free Packs never raise Proficiency Points, but the character must be able to purchase them normally. (ex. if a character is a certain Affinity that locks them out of a category, they cannot take that specific free pack and must choose the alternative option.) If a Free Pack grants Magic of some type, that Magic can be of any Alignment the character can normally choose, or limited to a select alignment, which will always be written in the Free Pack description.

Mixed Heritage characters (i.e. characters born from two parents of different Cultures) may take one parent's 'Free Packs' and mix and match up to 5 Mechanics from both parents, although some Peoples cannot produce Mixed Heritage children (due to Magical/Fantasy reasons). Allar cannot be included in Mixed Heritage Characters.

Free Packs

Mechanics

  • Allar are immune to any (non Magical) disease or illness, such as viruses or bacteria, though they can become asymptomatic carriers.
  • Allar bodyparts regrow over the timespan of 24 hours when lost, though scars can be left behind if desired.
  • Allar have sensitive taste, their tongue capable of deeply analyzing anything they taste, what the ingredients are, and whether it has alchemical functions.
  • Allar have perfect sight at night and in dark environments, capable of seeing in the dark without needing any external light source.
  • Allar can breathe underwater without any Abilities, and can also see perfectly underwater without it blurring their vision, allowing them to stay submerged indefinitely.

Society

The Caste System

To understand Allar society, one must understand the Caste System and its various layers. To outsiders, the Caste System is suffocatingly restrictive and harsh on those who they consider on the bottom, though the Caste System is not that simple. Outsiders are often to compare the Caste System to their own capitalist poor masses, but because of the general lack of currency and self-reliance in Allar society, their Caste System works radically different. Resources and labor within the System are common good and work towards common interests, meaning the lower castes provide just as crucial of a role as higher castes. Below follows a list of the Castes, with general physical and mental descriptions that can be overlaid onto Cultural Personalities, ordered with most important at the top and least important at the bottom.

  • The Rama Caste are the leading Allar of Allar society, usually large framed and dangerous looking in an attempt to cower the other Castes in line (think large crocodiles and carnivore dinosaurs), while also intimidating outsiders with their size. Rama are commanders, generals, admirals, task-masters, foremen, governors, and most importantly: Digmaan, the Allar variant of Nobility. Hadar itself is split into thousands of smaller Digmaan (term both used for the territory and the ruler) making most Rama standalone warlords.
  • The Kertas Caste are the bureaucrats and administrators of Allar society, usually slender and nimble framed with large eyes and dexterous hands to excel at writing and reading. Kertas are authors, poets, writers, bureaucrats, administrators, scribes, historians, book keepers, and data analysts. Wherever there is a single Rama, there are always a dozen or so Kertas always running around them, with the Rama performing the politics, and the Kertas ensuring they have all the necessary paperwork to do their work well.
  • The Kuat Caste are the physical laborers, the personal bodyguards of the Rama Caste, or cattle-herders. The Kuat Caste is bred for their large size, with each being quite beefy or stocky and durable, though having a far more calm and kind temperament than say the Rama, or the Ksat. The Kuat Caste is of higher importance in Allar society, because Allar prize civil service as socially more important than the military, leading to the Kuat having a venerable "protector" role within the Caste System of Allar Society.
  • The Kyat Caste are the crafting-folk, the alchemists, the intellectuals, and the scholars. The Kyat Caste is often much smaller than the others, favoring intellectual development over physical size or brawn, and fulfilling a number of societal occupations like shopkeepers, farmers, alchemists, researchers, scholars, messengers, cleaning service, and other general service sector work. Kyat tend to be nervous and skittish, even around those within Allar society, preferring to stick around other Kyat for comfort.
  • The Ksat Caste are the warrior caste, fiercely competitive, dogmatic, loyal and willing to pick a fight with any foe twice their size. The Ksat Caste tend to be lean and athletic, built for rapid deployment in combat and fierce fighting. Among the Ksat are soldiers, gladiators and ring fighters, assassins, hunters, trainers, and any other occupation that requires a modicum of adrenaline or reckless disregard for self. Ksat often bully Kyat Caste members, despite their higher rank, due to their boisterous nature.
  • The Nang Caste are the mercantile and aquatic Caste, containing fishers, merchants, foreign diplomats, explorers, and aquatic warriors. The Nang Caste is considered lower in the Caste structure despite the value of merchants and diplomats, because they either live underwater (and thus removed from the majority of Allar society), or because they heavily interact with outsiders and currency which the Allar consider unclean, and a corrupting element that aims to upend the Caste System by creating private wealth.
  • The Paria Caste are the untouchables. There is no real other way around it, those that belong to the Paria Caste are Mages generally speaking, as well as Arkenborn or Godborn, or anything else that isn't fully "normal" in the view of Allar society, even if they aren't strictly Occult. A member of another Caste can also be downgraded to the Paria Caste if they become Afflicted or Occult somehow, which is why it is exceedingly rare to find a Learned-Mage Allar, and sad to find a Born-Mage Allar. Despite being untouchable, the Paria Caste is still taken care of by the other Castes by given housing (on the edge of town), free food and services, they just can't be touched by non-Paria Caste members for fear of Occult infection. It should be noted that among Rumah-Allar, this is completely inverted, the Paria Caste is directly below the Rama Caste, and instead of being untouchable, they are eagerly accepted, with the Rumah-Allar believing access to the Occult brings good fortune, and they are given a more lavish lifestyle accordingly.

The Perpustakaan Besar

The Perpustakaan Besar sometimes also shortened to Perpusta or just Library, is an guild 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 Regalian Archipelago, the City of Regalia itself, Nordskag, Etosil, and the Silerian Chain. 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, not to speak of the traveling guild towns on the backs of giant sea turtles. 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. 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 members travel in and out of the Palace to discuss scientific matters with the court scholars and the Emperor. Any Character can be a low or high ranking member, though Council members at the top are reserved for NPC's at Staff discretion.

Language & Names

The Allar speak a language called Pidato. 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 will generally 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 are Draconist faithful, having enjoyed historical patronage from and focus on the two Dragons Felicula and Umbra, who represent polar opposites on attitudes to life that the Allar believe combine into a more profound truth when observed together. Felicula represents all that is joyful in the world and the desire to enjoy life to its fullest, while Umbra represents the fact that all good things eventually come to an end, but that this is alright, because the ordained end is what makes their existence enjoyable to begin with. Felicula has traditionally resided in Hadar and was found by the Allar when they fled north there, departing the old Empire in Sendras. It is the assistance of her and her Clade of lesser Dragons that enabled their survival, and their slow and unavertable death to a strange (likely Magical) disease in the decades before Cataclysm that is the Allar's greatest trauma, though with the revival of Dragons slowly marching on worldwide, the majority of them have returned. Umbra meanwhile has always existed in Sendras, though the Void Worshiping Sendrassians did not acknowledge him as a God but as more of a primal entity to fear as the bringer of death. While most Hadarian Allar would portray Dragon Worship of Umbra as a continuity from the old way in the homeland, it is more the case that worship of Umbra only kicked off after the Allar fled to Hadar and encountered Felicula, adopting worship of Umbra as the other half of the duality more in hindsight. Though there has been no direct observation of him or his minions since the departure from Sendras, the continued existence of disease and death in the world implies that he is still there. Rumah-Allar, those who stayed behind in Sendras, are all Void Worshipers or rather Evolist worshipers, but with some differences. They have an unusual fear of Ifrit as the gatekeeper to the Void and the closest thing to the Devil, and an unusual view of Eloba, who they see as not benign but a scheming swamp witch who spreads rot, disease and venom to poison the land and anyone who dares stay where her hand has touched. Other than that, they tend to lack the contractual attitude that even the average Kathar has to their relationship with the Void Gods, genuinely believing in their benevolence (except for the two listed). There is additionally a sizeable but new minority of Allar Unionism worshipers introduced after the mass outflow of missionaries following the Chrysant War as well as the conversion of Allar inside the borders of the Regalian Empire, who have joined following the representation of an Allar god within the faith.

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. Elastan 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.

History

Allar have existed in the world for several thousands of years, with first records of Sendrassian Allar appearing in Allorn archives around 5000 BC, with potential existence speculated thousands of years before that, though at this time their civilization was little more than a collection of tribes living in the jungles. The Allorn Empire tried numerous times to make formal contact with them (read: enslave them), though the Allar remained agile in the jungles and were able to always clear away from any slaving ships before they made landfall. As time progressed and the Allar organized into more of a civilization, Allorn attempts to colonize and exploit Sendras became more and more dangerous, with the Void worshiping Allar tribes capturing and sacrificing any Elves who landed on their shores. How the Allar developed Void Worship centuries or even millennia before the Allorn Elves did, is unclear.

At some point in history, presumed around 1000 BC, some sort of conflict erupted in Sendrassian society, though the exact origins remain unclear. The Rumah-Allar claim that the Kota-Allar showed "betrayal of the Great Ones" (in reference to the Void Gods) while the Kota-Allar claim it was a rebellion against the cruelty and sacrifices of their people to the Void Gods. While it is easy to connect the two, Allorn records indicate that the truth is more complicated than a rebellion against tyranny, and that the Rumah-Allar aren't automatically at fault for being Void-Worshiping cannibalistic sacrifice-practicing tyrants. Allorn records imply some sort of societal calamity was occurring, and the only solution the Sendrassian Empire had was to sacrifice a part of their population, which then rebelled. The rebellion was successful and these Allar fled the Sendrassian Empire in large numbers on ships sailing north, while whatever calamity would occur, happened, and wiped out many Sendrassian cities including the golden capital which turned into an acid-sea.

History pays little attention to the Sendrassian Allar after this point, because few historical records have anything on them. Sendras was declared a "forbidden continent" by the Allorn Empire millennia before this, and the Allar who fled to Hadar refused to speak on it. The Allar arriving in Hadar found a mostly empty archipelago of tens of thousands of little islands, with only Sassrakkand, the Slizzar capital, and the Maraya state known as Tohsmaaq Venheer, holding land, with many of the islands uninhabited. This is also where they made first contact with the Yellow Water Dragons, who helped their society quickly recover from the damage of fleeing their homeland with nothing but a few rations, tools, and clothes. Allar society reformed around the Kota-Allar at first, with the Dibawa-Allar and Pelayaran-Allar cultural outlooks developing quickly after as they started creating contacts with the wider world.

Allar society was again hard hit during Cataclysm, as Hadar was mostly made up of volcanic islands, resulting in mass eruptions all across the continent due to the rampant magics. Many Allar had to flee their homes into the ocean, while for some escape came too late. Following the chaos and complete destruction of several major cities, the Slizzar offered to help rebuild, which turned out to be a Faustian bargain. As the centuries passed after Cataclysm, Allar society became more and more infiltrated by the Slizzar, who had effectively taken control of the top two Castes by either impersonating or seducing them into their service, thus finalizing the Allar into what they then called the Essa Empire, populated by Allar but ruled by the Slizzar. The Essa Empire was the only real Empire to rise from the ashes of Cataclysm, alongside the Songaskian and Regalian Empires, starting a game of geo politics between them.

Conflict would eventually erupt between Regalia and the Essa Empire in the 280's, called the Chrysant War, which was more of a genocidal war than a formal one. Regalian navies bombarded civilian targets and committed pogroms on cities that resisted their advance, culminating in the sacking of the capital Fessa Huallo where the Regalians killed tens of thousands of civilians, while most of the Slizzar infiltrators snuck away in the shadows, a fact which still causes a lot of resentment among the Allar who feel their Race was goaded into a conflict with Regalia that they did not want, all for the puppet games of the Slizzar who took none of the damage for it. The Allar in Hadar were effectively reduced to a backwater colony by the Regalian Empire, occupied by their superior weaponry (due to the recent invention of the cannon while the Allar still used bows).

Allar society however recovered, by quickly ingratiating itself to the Regalian Empire, and proving itself invaluable in a variety of sectors. Instead of being resentful against their new overlords, the Allar managed to overcome their racial stigma, prove their loyalty, and eventually become so crucial to the proper functioning of Regalian society, that they effectively became part of it on equal terms with Ailor. In recent years, Hadar has suffered conflict due to the advances of civil organization, as well as war. The Sendrassian Empire re-emerged in a spectacular way with a full-blown invasion of South-Hadar, in a war that Regalia effectively lost, ceding territory to it (though some will continue to claim it was a stalemate). Then, there are those in Hadar who want to abandon the Caste System and join Regalia's currency-based capitalist standard, and those who want to hold onto the old ways. This conflict caused a civil war, largely between the Kota-Allar led by the Triumvirate of Progress, and the Dibawa-Allar led by the Deep-thought Council who wants to hold onto the old ways. The Pelayaran-Allar have thusfar avoided the conflict and declared neutrality, though the civil war continues to rage on while Allar in Regalia can only watch.

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.
  • 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.
  • 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. Though, Technicians among the Allar have developed Chemtech in an attempt to merge the two.
  • 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.
  • 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.
  • 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 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 Water Dragons. The Allar have many stories of their arrival in Hadar, and how it was mostly inhabited by critters, Slizzar, and more notably, Yellow Water Dragons. They say that the Yellow Water 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 Water 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 Water 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 have developed a unique method of communication, based on Sign Language, that they used to communicate with mute or deaf peoples, as a part of their studies. It was originally developed by the Aquatic Allar, who also found it useful for quickly getting messages across while underwater. This is why universal Sign language exists in Aloria. Sign Language is not "buyable" as a Point Buy Pack, any character can just add it into their backstory.

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 Alexander 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 Firefan96 on 03/10/2024.

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