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|image = .
|pronunciation = -lar
|classification = [[Gorr]]
|classification = [[Gorr]]
Al-Allar, Mu-Allar, Sa-Allar, Zu-Allar, Es-Allar, Keel-Allar, Kaam-Allar, and Cro-Allar
Slimeskins, Scalies, Scaleskins, Lizards
|languages = [[
Varying vowels with double L, S and Z
Humanoid lizard people with a knack for alchemy
|languages = []
|naming = ,
|maxage = 130 years
|maxage = 130 years
3'10 - 7' (Depends on subrace)
|weight = Depends on subrace
|eye = Slitted pupil (some also round) with a yellowiris and white sclera
|eye = Slitted pupil (some also round) with a
bright yellow iris and white sclera
hair = Not applicable
skin = Depends on subrace, mostly scales varying browns, greens and some grayish blue.
Originating from the mysterious and unmapped jungles of [[Sendras]], the Allar are a diverse and varied
race of reptilian humanoids known for their towering intellect and scientific capacity , their long-term defiance of the [[Regalian Empire]], and their world-renowned glassworking skills. A lesser point of renown for the Allar is their ability to bounce back; even after facing centuries of attacks and being misled by other races. Despite this, the Allar have weathered these setbacks, surviving that which would have crushed any other race into oblivion, and turned detriment to their advantage. The most recent of these setbacks occurred during the [[Chrysant War]], in which the [[Humans]] of [[Regalia]] attempted to inflict genocide upon the Allar. In only fifteen years, the Allar became first-class citizens of the Regalian Empire, in spite of the fact that the Humans wanted to utterly wipe them out earlier. While many other races still have disdain for the foreign looking Allar, their influence on global events as shrewd, capable and flexible people cannot be denied. With their diverse cultural caste system and specialized sub species all fulfilling a specific role in their society, Allar have quickly risen to become an intricate race rivalling even the complexity of Human society in the Regalian Empire and eclipsing the [[ Elves]] in their unity and recovery of past glory.
Physical and Mental Characteristics==
as a people, are the least homogenous race of Aloria, meaning that there is such genetic and birth shape diversity, that sometimes members of their race can be mistaken for being an entirely different race. Allar live for 130 years, but rarely reproduce during this period. A couple of Allar may only lay eggs once every ten years, though when they do, a female Allar can produce anywhere between five and thirteen eggs after a carrying period of about a month. The siblings born from the eggs are rarely ever identical, in fact there can be extreme variance between the Allar. All Allar are reptilian in nature (and can have most if not any visual aspects of real life reptilians), but have an extreme variance. One sibling might be born with no horns and large feet claws, while another is born in large proportions but without a tail and opposing scale colors. These different traits are however how the Allar enforce their caste system. When an Allar hatches from an egg, they are submitted to the Soor- Al- Rassa, who measure a variety of physical traits at birth to identify which caste they will live in forever. This is reliable, because Allar have traits at birth which are fairly consistent, for example, a child that is born large will grow large, while a child born with small stubs on their crown will have horns when they grow older. This reliable predictability forms the basis of their classification, which is a caste and sub-caste. All Allar are part of a Cazz ( caste) and Uz-Cazz ( sub-caste). Below follows a list of the categorical traits that determine what level an Allar is placed into.
Originating from the mysterious and unmapped jungles of [[Sendras]], the Allar are a diverse and varied of reptilian humanoids known for their and scientific capacity, and their the of . Allar have weathered setbacks , surviving that which would have crushed any other race into oblivion, and turned detriment to their advantage. The most recent of these setbacks occurred during the [[Chrysant War]], in which the [[Regalia ]] the Allar . In fifteen years , the Allar became of the Regalian Empire, in of the the to . other
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*Allar born with a slim or thin proportion are part of the Al-Allar caste, which is the societal and bureaucratic caste. These Allar have excellent taste, able to distinguish the components of any substance purely by tasting it.
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**Al-Allar that have feathers become part of the Al-Aloz sub- caste, which are hosts, tavern owners, bartenders and theatre actors.
**Al-Allar that are social to other infants become part of the Al-Shazz sub-caste, which are the governors, administrators and mayors.
**Al-Allar that have a longer than usual tongue become part of the Al-Soor sub-caste, which are the alchemists and the shop owners.
**Al-Allar that have a longer snout than usual become part of the Al-Razz sub-caste, which are the investigators, constables and coroners.
*Allar born with an enlarged raptor claw on their feet are part of the Mu-Allar caste, which is the soldier caste. These Allar have unbreaking endurance, able to chase prey without tiring.
**Mu-Allar who have feathers become part of the Mu-Crazz sub-caste, which are ceremonial guards of the Cro-Allar caste.
**Mu-Allar who have horns become part of the Mu-Yazz sub-caste, which are the front-line shocktroopers and first responders.
**Mu-Allar that are taller than normal, between 6 feet and 6 feet and 5 inches, become security forces the Mu-Zzaar, acting as street guards.
**Mu-Allar that do not have any of the above traits become Mu-Ovazz sub-caste, which are general soldiers of the Allar armies.
*Allar born with external bone plating and shields on their scales are part of the Zu-Allar caste, which is the support caste. These Allar are slower, but far more durable, and are resistant to all slicing and cutting damage.
**Zu-Allar that as infants show a quiet and calm disposition, become Zu-Travv sub-caste, which are the librarians, writers and scribes.
**Zu-Allar that as infants show a loud and resisting disposition, become Zu-Chorr sub-caste, which are the ring-fighters, arena warriors and fighters for entertainment.
**Zu-Allar that show great interest in toys, become Zu-Fazza caste, which are the navigators, astronomers, inventors and technicians.
**Zu-Allar that are blind (which actually happens often for no clear reason), become Zu-Moq caste, which live in light-free tunnels and underground complexes, acting like guard dogs and silent wardens.
*Allar born without a tail are part of the Sa-Allar caste, which is the physical labour caste. These Allar gain +15 Physical Stat.
**Sa-Allar who as children become easily distracted become Sa-Suz sub-caste, which are the caretakers of cattle and other animals.
**Sal-Allar which show great interactivity and enjoy the presence of other infants, become Sa-Saz sub-caste, which are the caretakers of children, teachers and guides.
**Sa-Allar that are exceptionally tall, usually over 6 feet and 5 inches, become Sa-Soz sub-caste, which are the personal bodyguards of the Cro-Allar and Es-Allar.
**Sa-Allar that are exceptionally heavy when they are infants, become Sa-Sez sub- caste, which are the heavy burden lifters in construction and resource harvesting.
*Allar born with webbed feet are part of the Keel-Allar caste, which is the aquatic caste. These Allar are able to move rapidly underwater and can hold their breath for days. There are no sub-castes to this aquatic caste.
*Allar born with exceptional height, usually over 6 feet and 5 inches, are part of the Cro-Allar caste, which is the leadership caste. These Allar all control their own regiment, as if invested 20 points in Command Tactic Skill. This bonus can stack if points are invested, giving two personal regiments. There are no sub-castes to the leadership caste.
*Allar born as frog-like amphibians are part of the Es-Allar caste, which is the advisor caste. These Allar are the only Allar capable of casting Magic. There are no sub-castes to the leadership caste.
*If a character has for example both great height and raptor claws, then they belong to the caste that is the furthest down in the list that they could belong to. For example, if the Allar has bone plates, yet also is very tall, they become a Cro-Allar caste nonetheless, since the Cro-Allar caste is further down the list.
*Traits held in combination with other are purely aesthetic. For example if a Cro also has bone plates, they are classified as a Cro, because Cro is further down the list. However the plates become essentially non functional aesthetics. These plates could not be used in combat-rp to give the character more endurance, they would purely be aesthetic for balance reasons.
Despite the great variance, Allar still have similarities that can be seen as common traits shared by all. Their scales usually range from green to brown tones, though some yellow and grayish blue tones have also been observed. Black and red tones for scales are exceedingly rare. The eyes are the same for all castes, having regular eye whites and yellow irises. Most Allar have slitted eyes, though many are also born with regular round pupils by no real discernible trend. All species of Allar are cold-blooded, meaning the cold is very dangerous to them in the absence of heat. Snow can, if being exposed to for too long, give them frostbite very quickly, and it's very frequent for Allar to lose feet or hands from frost damage. Strong cold in particular slows them down, which makes them very susceptible to Elemental Mages. All Allar possess a certain pattern of scales on their forehead, between their eyes, that is consistent for families. All Allar can regenerate any body part they have lost over a period of several weeks (with only a few days for smaller pieces). Furthermore, all Allar are also immune to all pathogens and diseases, though not blood curses like Vampirism or Werebeasts.
Further Information on Allar Behavior: https://forums.massivecraft.com/threads/case-study-on-allar-behavior.67577/
Allar also have a number of common traits that aid in their survival on Aloria. The most obvious trait that they developed from Sendras is their natural resistance to poison and toxins as well as disease. While they can still be affected by certain diseases, Allar have natural protection against most harmful substances that need to be ingested or applied to skin that could normally prove fatal to Humans, because their body tissue regenerates faster than the disease can destroy it. Furthermore, Allar have a set of regenerative capabilities for lost body parts. As long as their head and torso remain attached, they can slowly regrow lost hands, feet, limbs and tails, and also scales, teeth and even eyes over longer periods of time. Scales and teeth are regrown in a matter of days, while hands and feet may take some weeks and tails and limbs may finally take up to two months. These two traits often mean that Allar spend almost no time in healthcare, thus making them able to transfer all their medical knowledge on the other races within the Regalian Empire with great effect.
=Summary of Racial Abilities==
|- style="font-weight:bold; -:; background-color:#;"
|- style="background-color: #ffffff; "
| style="background-color:# 61ad53;" | Allar Regeneration
| Racial Passive
| So long as their head and torso remained attached, an Allar can slowly regrow lost parts of its body.<br />*Scales, teeth, and other smaller parts can regrow over 3 days.<br />*Hands and feet can regrow over 2 weeks.<br />*Tails and limbs can regrow over 2 months.
61ad53;" | Cold Blooded
| style="background-color:#;" |
Allar are highly vulnerable to cold environments, reducing their movement speed and causing frostbite to hands and feet.
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colspan="3" style=" text- align: center; font- weight: bold; background-color:rgb(217, 217, 217); color:rgb(0, 0, 0);" | The following Caste Abilities are mutually exclusive to one another, and only one may be chosen for an Allar.
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61ad53;" | Al-Allar Taste
| style="background-color:#;" |
Al- Allar have excellent taste, and are able to distinguish the components of any substance purely by tasting it.
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61ad53;" | Mu-Allar Endurance
| style="background-color:#;" |
Mu- Allar have unbreaking endurance, and are able to chase prey without tiring.
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61ad53;" | Zu-Allar Plating
| style="background-color:#;" |
Zu- Allar have external bone plating and shields on their scales. While slower in movements, they are far more durable, and are resistant to all slicing and cutting damage.
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61ad53;" | Sa-Allar Physique
| style="background-color:#;" |
Sa- Allar gain +15 Physical Stat.
61ad53;" | Keel-Allar Aquatics
| Racial Passive
| Keel-Allar are able to use their webbed feet to move rapidly underwater and can hold their breath for days.
61ad53;" | Cro-Allar Leadership
| style="background-color:#;" |
Cro- Allar have an automatic vanity Regiment of 200- 300 soldiers at their disposal, which can be doubled by investing 20 points in Command Tactics Skill.
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| style="background-color:#61ad53;" | Es-Allar Arcanist
| Racial Passive
| Es-Allar are the only Allar caste capable of casting Magic and Sorcery.
[[File:Crollor. png|260px|thumb|right|Throughout history, the Cro-Allar have led the Allar in military pursuits, for better or for worse. ]]
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The earliest records of Allar appearing in [[Aloria]] are through various snippets from Elven Explorers around 1200 BC. At this time, Elven explorers labeled this land dangerous and uninhabitable, mostly due to the unfavorable climate, but also partially due to the frequency of tropical illnesses striking foreigners in the dense jungles of Sendras. As such, there is very minimal historical writing on the Allar in their early days, though what can be told from Elven sources, is that the Allar subspecies all existed around this time in lesser kingdoms. Somewhere around 800 BC, the Allar seem to have unified into one massive spanning Empire, though the exact circumstances that led to this unification remain unknown to this day. Comparatively speaking, the Allar developed a system of writing far later than any other race, and in many ways, what alternative methods of historical recording they did have were lost to time. It is assumed that in many ways, early Sendrassian civilization (while unified) resembled primitive [[Ceardia]] with numerous fledgeling kingdoms and warlords controlling local areas in a very rudimentary pre-feudalism manner.
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Allar civilization did not truly civilize (the way Regalians understand it, with formal writing, governance, and culture) until after the [[Sendrassian Civil War]], an event that has marked the development of the Allar as a whole greatly. The Sendrassian Civil War was an event in Sendras that occurred between 73 BC and 22 BC, making it one of the longest, if not the longest, military conflicts in Alorian history. The civil war started over religious differences as the Allar had long held the faith of the Dragons in high regard, but the growing influence of [[Void Worship]] caused social unrest. Important distinctions should be made in contrasting the rise of Void Worship among the Allar in comparison to the Elves, however. While the general population of the Elves was converted at a steady pace, such a thing did not occur among the Allar . Due to the pyramid structure of Allar society, it took only a few Es- and Cro-Allar to convert, for vast swathes of their population to fall in line without necessarily converting. As such, it was possible for only a handful of leading Allar to convert to Void Worship, while thousands of their subjects remained loyal to the old faith, but simply went along with their rebellion because of their docile attitude to their leaders.
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Small skirmishes between loyalists and Void converts eventually broke into open rebellion, which culminated into the civil war which is marked to have started with the Void convert attack on the capital of the Sendrassian Empire, the Golden Soor. From very early on, the Void converts (largely by act of the Es-Allar) engaged in magical terrorism to shock and awe the loyalist Al-Allar into line. The capital of the Sendrassian Empire, led by a strong loyalist Digmaan (Cro-Allar Noble), was completely eradicated when a group of Es-Allar used magic to create a massive acid cloud that killed every living being in the city. The rival Es-Allar and Cro-Allar continued to wage their civil war for decades in a conflict where the death toll has never been fully recorded, though often assumed to be in the hundreds of thousands. Towards the later years of the civil war, the void converts appeared to be losing the war, as the Digmaans of the loyalists and their Mu-Allar armies seemed to be gaining the upper hand. This turn of fortunes caused the Es-Allar who worked for the Void Worshipers to increase their magical terrorism, which would prove the final blow in the Civil War. While the loyalist Digmaan and Mu-Allar were prepared to continue the fight, the civilian Soor-Rassa-Allar (which was entirely comprised of Al-Allar ) made plans to flee the continent. Many of the Cro-Allar lineage and Mu-Allar loyalists still resent the Soor-Rassa-Allar to this day for essentially betraying the military castes of the Allar Empire, as they were of the belief that they were winning, but only fled because of the cowardice of the Al-Allar.
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Regardless of the circumstances of the loyalists losing the civil war, The Soor-Rassa-Allar organized a massive flight of loyalists out of Sendras, of all subspecies of Allar, fleeing north to the sparse continent of [[Hadaria]] which at the time was barely populated save for a few wandering groups of [[Slizzar]] and some Elven outposts. While the Cro-Allar and Mu-Allar originally resented the flight from their homeland, their overriding protective nature of the other Allar species eventually took the upper hand, and they escorted the flight out of Sendras. To many, after the flight of January 12th 22 BC, Sendras became a dark continent, both in a literal and figurative sense. The Void Worship Allar won the Civil War and shut off the continent from the prying eyes of outsiders. To this day, few adventurers have ventured to the shorelines, and even fewer have returned with tales of abominations and savagery in the dark jungles to the south. The Regalian Empire, in fact, has a general bar on anyone approaching the continent, and likely with good reason, as no state that has allowed to fester in Void Worship for as long as Sendras has, could reasonably maintain normality.
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Allar settling in Hadaria eventually splintered into the lesser kingdoms often called the Chrysant Kingdoms by the Regalians, though they often maintained a unified aspect despite the implication that they were separate kingdoms. The Soor-Rassa-Allar remained an organization that loosely tied the Allar together, even if individual Digmaan would continue to wage war against each other over land squabbles. The move to Hadaria caused the Allar to be more frequently exposed to the rising Regalian Empire and the collapsing Elven Empire. Contact to civilized states in this manner (largely through trade and diplomacy) caused the Allar to rapidly standardize their language, writing, and historical recounting. While much was lost in the flight from Sendras, the Allar who lived in Hadaria quickly recovered and even managed to thrive in their new environment no less than twenty years after arriving.
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Hadaria, however, was already natively inhabited by the Slizzar. Over decades that turned into centuries, the Slizzar slowly integrated into Allar society and managed to infiltrate every level of politics. From the lowest caste of the Soor-Rassa-Allar , Slizzars seduced the timid Al-Allar , up to the highest ranks where Slizzar became consorts to the Cro-Allar. This slow and steady seduction of Allar leadership is what many today consider the reason why the Allar never fully unified in a way other Empires did. Eventually, this led to one particularly successful Slizzar called [[Miko Missa]] seizing power over all the Chrysant Kingdoms by seducing the strongest Digmaan and using them to force the others in line. This sudden and dangerous skirmishing with the power balance of the region caused aggravation of the Regalian Empire, which would soon declare war on the Essa Empire (the Allar name of their new realm in Hadaria) in 286 AC.
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While the Mu- Allar and Cro-Allar proved competent on the field of battle against the inferior Regalian troops, the Ailor were far too numerous and outclassed the Allar navies to a laughable extent. Attacked from all sides, the Allar military eventually cracked, and the war changed from military conflict to a civilian genocide, fueled by Ailor racism. By the time Fessa Huallo (the new capital) fell, the Allar were completely at the mercy of the Ailor. Surprisingly, however, unlike other races, the Soor-Rassa-Allar quickly subjected itself in a very submissive manner, even if the Cro-Allar and Mu-Allar resisted. This quick submission and docile compliance to Regalian overlordship would later prove to be the greatest boon the Allar could have employed to secure their future.
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Immediately following the Chrysant War, Hadaria was divided into numerous Ailor led governorates, subject states and puppet kingdoms that continued to wage war on one another for various reasons. While Allar sovereignty was crushed, they were released from the Slizzar grasp who were eradicated with a much higher degree of efficiency than the Allar were and retreated to the far corners of the world. The subservient attitude of the Soor-Rassa-Allar turned around Regalian attitudes to the Allar in record time. It was their loyalty, their silent public relations struggle, and willful obedience that turned the Allar into a valuable ally. This eventually culminated into the Allar collectively integrating into Ailor society, becoming the first non-Ailor race to become first-class citizens in the Regalian Empire, and even having the Digmaan recognized as non-Human nobility in their own right. Needless to say, out of all races, Allar have suffered the most in terms of setbacks against their race, yet overcome all of them. Furthermore, they are also classified as the second most successful race in Aloria, having created a strong working relation with the Ailor (though racism against them still exists) , and being present in nearly all layers of Ailor governance of the Empire.
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[[File: Esmular.png|260px|thumb|right|Despite their constantly grumpy appearance, the Es- Allar contribute a valuable service to Allar history and society as the Mages and Arcane specialists. ]]
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Allar society is remarkably complex due to the caste structure that has been observed in practically every era of their existence. Every subrace of Allar exists on a separate caste that grants them specific rights and duties. While there is no real discrimination between the castes, all Allar are expected to fulfill the roles within their casts, and those who refuse to do so become outcasts. The Allar caste system is extremely strict and is mostly centered around occupations and life ambitions. Al-Allar are the general craftsmen and civilian population of the Allar caste system. They are responsible not only for the creation of common goods but also food production and alchemical business. Mu-Allar are the general military population of the Allar caste system. They are almost exclusively soldiers, though in peace time they are permitted to engage in other professions. The Zu-Allar are the historians and bookkeepers of the Allar caste system, also having developed the Allar writing system. During war time, however, they are also called into the military. Sa-Allar (while being a caste of their own) don’t formally have a working expectation since they just attach themselves to whatever employment they can usually. The Es-Allar are the magical caste, covering mages and advisors to the ruling class of the Allar, while the Cro-Allar are the ruling class of nobility. Like some other races, Allar are extremely cooperative within their own race, to the point of having some sort of positive disposition towards even stranger Allar that never met before. The Keel-Allar sometimes fall outside of Allar society, either voluntarily or by force from the other Allar. For those who do remain within the structure of Allar Society, they end up doing odds and ends and smaller tasks between the castes that the other Allar think themselves too good for. Finally, the Kaam-Allar fulfill the clandestine roles in society, often serving as spymasters for the Cro-Allar. The Kaam-Allar fulfill roles of saboteurs, spies as well as specialists to combat forgeries or clear areas of any potential dangers to their Cro’s, such as detecting would be assassins from behind pillars or suspended from the ceiling.
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Allar Politics is multilayered, meaning that politics can often become very complicated as if multiple sovereign entities overlap one another. At a base level, all Allar exist within the realm of a Digmaan, which is their feudal overlord. A Digmaan is always a Cro-Allar, but a Digmaan does not always own land. Allar fluently move between Digmaans assigning their loyalty to whatever Digmaan they believe does them right, or has subjected them to their rule. This makes Allar akin to having a clan-like structure, without actually working like a clan. Digmaan without land who rule over other Allar have a family-level of disciplinary authority, but their control usually ends there. Digmaan with land can subject Allar within their realm to their own laws and rules, as long as they are not in contrast with the rules of the states of Hadar in total (You can make your character an under-Digmaan in Character Applications, but need an Noble Family permission to be a land-owning Digmaan). Sometimes, Digmaan even overlap one another where one Digmaan can exist inside the realm of another, where this landless Digmaan effectively becomes an under-Digmaan, but not by choice. In such instances, the Allar of the under-Digmaan are subject to the under-Digmaan, but the under-Digmaan is subject to the Digmaan of the lands. Digmaan as such act very much like warlords, owning their own private armies, and holding their own court. Generally speaking, the fortunes of Digmaans waxes and wanes. It is a commonly accepted norm that most Digmaan engage in frequent wars with each other, even under the noses of their overlords, and that petty infighting often results in the loss of a succession or chaotic implosion. This provides catharsis for the Mu-Allar who frequently need a way to express their martial blood lust, as well as the Cro'Allar's natural desire to plot against other Cro-Allar for more power.
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Completely separate from the Digmaan is the Soor-Rassa-Allar which acts as a secondary authority ruling the civilian bureaucracy and science board. The Digmaan have a disciplinary authority and often also law-of-the-land based authority over the Allar, but the Soor-Rassa-Allar controls the flow of information between the Allar states and Digmaan, as well as centralizing research and scholarly pursuits through their boards of review. The Soor-Rassa-Allar is headed by 24 famous or infamous alchemists at the head, which control smaller regional councils, usually overseeing a province. The regional councils in turn control chapter houses, which are usually established from city to city, each with an elder and several Rassarians, which is the name for representatives of the Soor-Rassa-Allar. Regalia for example currently has three functional chapter houses each with their own elder and Rassarians. (You can make your character a Rassarian in Character Applications, to be an Elder requires a Special Permission for Chapter House Leadership). Rassarians travel between research institutes, gathering information and demanding submission of orderly documents on research conduct and outcomes. These are then transmitted to the Soor-Rassa-Allar who test the validity and credibility of the finds, and publish a memorandum outwards to all the regional councils on the findings. This process can however get political, since many of the Rassarians or even the Soor-Rassa-Allar highest council, are ambitious researchers of their own who have not been known to shy away from stealing work from others. Elders in local chapter houses are voted in by all other Rassarians, meaning they are generally more reliable however, and seen as fatherly figures when it comes to engaging in safe and rewarding research conduct. In civilian life, the Soor-Rassa-Allar also demands the inclusion of information such as births, deaths, marriages and other life decisions made by the Allar. Much of the Regalian bureaucracy is said to be based off of the Soor-Rassa-Allar's dutiful accounting of civilian information, but this remains only speculation among the nationalistic Allar. The Soor-Rassa-Allar does have the authority to shut down or outcast a controversial alchemist or researcher if the need is there, which will result in them being banned from all alchemist shops and resource vendors.
====The Local Level====
On a more local level, each town, village or city, is generally governed by a steward. Stewards do not have executive authority within their land, since the land is ruled by the Digmaan and they only act as delegation of the Digmaan, but a Steward which is called a Lazzai, acts as the final representative of a Digmaan, and is also in charge of ensuring the proper functioning of all other offices under a Digmaan. The Digmaan rule, but their actual day to day ruling of their lands is practically wholly delegated out to other castes to ensure effectiveness, and also because most Digmaan simply want to enjoy life as rulers, not as bureaucrats. Regalia also has a Lazzai, even if the city is not ruled by Allar, purely because of the number of Allar living there. The positions in Regalia tend to be more ceremonial than formal purely because the Regalian authorities take care of a lot of the day to day business for the Allar within their Regalian Bureaucracy, but many of these positions as appointed by the Qar-Digmaan or Lazzai still have some prestige associated with them. Next follows a list of all the various positions that one can find in the court of a Lazzai, or the positions given away by the Digmaan to divide up their authority and control so they have to spend less time directly ruling.
* '''Lazzai:''' A Lazzai is a diplomatic representative and steward to a Digmaan's personal court. This position is generally seen the most respectable.
* '''Rhax:''' A Rhax is in control of the ceremonial guard of a Digmaan. The position of Rhax is generally considered the most prestigious.
* '''Ghizzal:''' The Ghizzal (plural) are the Digmaan's personal favorite pet-warriors or bodyguards. These are subservient to the Rhax, but have a unique favored position.
* '''Nash-Avaq:''' The Nash-Avaq is considered the most esteemed adviser of a Digmaan above all other advisers. This position is exclusively held by Es-Allar.
* '''Tol-Zzeem:''' The Tol-Zzeem controls the agenda and direct communication of the Digmaan, though does not represent like the Lazzai does.
* '''Tol-Uvzzal:''' The Tol-Uvzzal controls the entertainment and event hosting of a Digmaan, as well as the acquisition of art and food produce.
* '''Tol-Maarq:''' The Tol-Maarq controls the sanitary conditions among the Digmaan's subjects, inspecting their homes and businesses.
* '''Tol-Iyaz:''' The Tol-Iyaz controls the business and trade of a Digmaan, also inspecting businesses and investing in them from the Digmaan's wealth.
* '''Tol-Chroq:''' The Tol-Chroq controls the Digmaan's treasury and has to ensure that it remains in surplus despite all the lavish spending.
* '''Tol-Kkhit:''' The Tol-Kkhit controls the Digmaan's personal estate, but is notably also responsible for the Digmaan's personal hygiene and physical needs.
====The States & Qar-Digmaan====
Completely separate yet again from the Digmaan and the Soor-Rassa-Allar exist the sovereign nations. The sovereign nations are state entities that exist in their own right, often ruled by Digmaan, but not always. The borders of these nations fluctuates frequently, since the majority of them derive their authority and land borders from the Digmaan that exist within their core regions. These Digmaan pick fights with Digmaan from other regions, resulting in shifting borders depending on the fortunes. In theory, it is almost impossible to enumerate all Allar sovereign nations, because there are hundreds of smaller one-city or even one-village sovereign nations, some of which would even cease to exist or come into existence the moment their names are being written. As such, the following list covers only the major nations that are staple in Hadar and outside of Hadar.
* '''Qozzrak:''' A major nation ruled by a council of powerful Digmaan in the south of Hadar. This is largely a federation of smaller Digmaan held together by a common distaste of other nations.
* '''Rosh-Akkahr:''' A nation entirely ruled by the Soor-Rassa-Allar in the north of Hadar. Digmaan do exist in this land, but the Soor-Rassa-Allar has become the most powerful ruler here.
* '''Mok-Throk:''' A nation ruled by a single Digmaan on the western edge of Hadar which engages in a lot of warfare with Altalar and Kathar.
* '''Vizzal:''' A republic ruled by a rotating elected Al-Allar ruler in the northeast of Hadar. This was previously part of the Regalian demilitarized done, hence the lack of Digmaan.
* '''Chazzrak:''' Another major nation ruled by a council of powerful Digmaan in the south of Hadar. Generally considered the major opponent of Qozzrak.
* '''Bizztal:''' A federation of city-states ruled over by viceroys of various castes. Yet again however, due to its very northwestern position, this region lacks Digmaan.
* '''Volosh:''' A small island chain nation to the southwestern tip of Hadar that is almost entirely dominated by Void Cults, who despite their Sendrassian outlook, are loyal to Hadar.
* '''Zeerak:''' A small kingdom to the very north of Hadar that is ruled by an Ailor family, but is part of Hadar proper. This state has a large rich Ailor minority.
* '''Itra:''' A very large single city-state that is known for its research and alchemy pursuits, but also its rampant poverty and caste divide in the center of Hadar.
* '''Oltenna:''' A series of islands in the ocean between Hadar and Etosil. This region is formally a part of Hadar, a major Digmaan-Yaotl stronghold, and crucial for the link between Hadar and Regalia.
* '''Vish:''' A number of smaller Digmaan who have all raised up the Qar-Digmaan as their main ruler. Vish is considered the heartland of Hadar and the core of any Qar-Digmaan's rule.
It is important to note here that generally speaking, the further south one goes the more Digmaan one finds, and the further north one goes the less Digmaan one finds. This is because the northern Hadarian states were previously occupied by Ailor noble families as part of the war settlement, and many Digmaan were either killed during the Chrysant Wars or were simply pushed out by their Ailor overlords. Even if a state like Rosh-Akkahr exists without Digmaan rule, Digmaan still exist as civilians in that region, and they still control most if not all the Allar as part of their Digmaan, it just so happens to be the case that they are all land-less, since all the land is owned by the Soor-Rassa-Allar. These nations, despite being independent of one another, act as a federation unity under Hadar itself, which is formally ruled by a Qar-Digmaan, or a king of kings-style title that is only formally recognized inside Hadar. This is because Hadar is also a subservient realm of the Regalian Empire, and royal titles aren't formally recognized under the royal Imperial administration. The title of Qar-Digmaan is currently held by Digmaan Yaotl, but the title is considered very unstable, based on historical precedent. Qar-Digmaan have existed before, most notably during or just before the Chrysant Wars, but none has ever been able to pass their title to an heir without either being killed before that could happen by another Digmaan, or have their heir live through the complete collapse of their power structure with infighting. Qar-Digmaan are generally well respected among all Allar, even if they are independent or live under other Digmaan, but the reality of the warlord-like nature of the Digmaan is never far out of mind.
====The Regalian Level====
Finally, the last overlapping authority that was mildly mentioned in the previous paragraph is the Regalian authority. Hadar is bound by a number of treaties and has also sworn loyalty to the Regalian Empire following the loss of the Chrysant Wars. While only 60% of their land was actually indoctrinated into the Regalian Empire, in more recent years, the rise of the Qar-Digmaan and the subsequent submission of the nominally independent states have resulted in 100% of the land falling within the borders of the Regalian Empire (even the heretical Volosh islands). This means that Hadar is subservient to the Regalian Navigation Laws, trade structure, royal monopolies and state laws, pays the Tenpenny Tax, and is also subject to other taxation and tariff arrangements with the central government, though it does have a couple of unique arrangements not seen among other states. Hadar has a complete freedom of movement arrangement with several Regalian sub-states, meaning Allar can seamlessly move between nations and become citizens and find work. Furthermore, the Qar-Digmaan (or any entity succeeding them), has been given the authority to deal justice onto its own subjects by laws dictated within Hadar. This means for example that if an Allar commits a crime in Regalia proper, they are judged by the Qar-Digmaan as opposed to the Regalian Judiciary, following the stipulations of Hadar Law, not Regalian State Law. This frequently causes a tug of war between the Digmaan and the Regalian Judiciary, who believe strongly in the concept that crime in Hadar should be punished by Hadar rules, and crime in Regalia should be punished by Regalia rules. That being said, the legal situation is considered a compromise and a concession from the crown to placate Hadar, and will most likely remain in place in perpetuity.
Allar culture is all about the natural sciences and [[Alchemy]], especially Alchemy, which dominantly domes over their caste system. Even if an Allar is not knowledgeable in alchemy, they spend most of their time in life gathering alchemical ingredients, plants, liquids, and metals and storing them for later use or at least aiding in the acquisition of such goods as military escorts or other support services. Allar clothe themselves in green, blue, or white colored fabrics, usually made from the finer cloths and furs produced by Regalia, dressing in local styles with comfortable adaptations for their tails and scales. In fact, since the integration of Allar into Ailor society, many Ailor tailor shops have started to produce special clothing fitting for Allar. Most Al-Allar, Zu-Allar, and Es-Allar consume almost exclusively agricultural products, which may often come as a surprise to many other races due to their teeth. The Cro-Allar, Sa-Allar, and Mu-Allar however consume exclusively raw meat. Allar life is very communal, as they often flock together to socialize with one another in awkward ways, though one must always understand that an Allar’s alchemical stash is always private and never shared. In fact, one of the few ways to draw the ire of the Allar is to either impede on their Alchemical stash, or to re-order the ingredients in a non-alphabetical order. An even more dangerous way to aggravate Allar, is by either endangering them (which draws the ire of the Sa-Allar) or by insulting the sense of style of a Cro-Allar (which is considered extremely dangerous).
Another major cultural aspect of the Allar is their glassworking. Allar were, in fact, the first race to use glass for windows of their houses in the early centuries after the Cataclysm. In fact, glass window making was not popular in the Regalian Empire until 220 AC, most houses still using the old traditional wooden shutters. The early Allar immigrants in Regalia did well both due to their Alchemy and their unrivaled glassworking skill. With the power of Alchemy, the Allar developed secret mixtures and acids that colored glass in certain ways. Certain other powders and additives also gave their products superior shine and durability, with added properties like resistance to soot residue or increased transparency brilliance. Allar glass making is highly prized among the nobility of Regalia, and most colored and stained glass windows in all major Regalian buildings have been crafted by Allar. Even the workplace of the Allar themselves where they brew alchemical recipes is often filled with a variety of colorful glass alchemical tools, dispensers, pots, and other containers. To Allar, glass crafting is an art, and it is often also their only manner of artistic expression.
Allar distinguish no difference between gender, and in many cases, they also do not distinguish between age (though some military castes prefer older Allar for experience sake). Allar have romantic relations between castes, there are no specific rules against this, though most Allar stick to their own subspecies due to the impracticality of a bulky male Cro-Allar mating with a small female Al-Allar. Despite the strong relation between Allar mates (which, in their society, makes no distinction between same-sex and opposite-sex relations), parent and child relation is often a bit odd. Any Allar mating pair that can produce offspring are told not to attach themselves to the eggs they lay early on. Female Allar that have completed their carrying period and are ready to lay eggs do so in a specific building where the egg birth is properly recorded. Eggs that do not fit either the caste of the father or the mother are removed from the offspring and placed with another couple to be raised in the proper caste. Fittingly enough, despite the infrequency of birth, Allar couples tend to produce enough eggs never to require an adoption. As such, adopted eggs usually end up in same-sex couple’s care, meaning the Allar are the only race with a functional system for same-sex adoption. Allar still retain a sense of family towards their biological family, however, even if they are of a different subspecies. Throughout their raising, adopted Allar are informed of their parentage and sometimes their biological family is even directly exposed to their upbringing. This in many ways helped foster the very strong bond Allar have with one another, even strangers.
Officially speaking, the Digmaans of Hadar rule a secular sovereign nation, though perhaps not in a way that others might expect. Jacobin thought processes reject the concept of spirituality through religion and instead glorify a form of atheism with mysticism, resulting in a school of politics that demands secularism of the state for the sake of the people. For the Allar however, secularism has become a norm through two principles that they hold as very important. Firstly, because of the relatively progressive thinking of the Allar, they detest the concept of the government interfering with their personal life. Indeed, with research into obscure and sometimes controversial topics and substances being the norm in Allar society, and some of the Cro-Allar engaging in hedonistic behavior, many Allar appreciate the concept of being able to live their private lives without the ever watchful eye of an all-encompassing repressive government, something that they often struggle with in Regalia. Secondly the main religion the Great Alchzech (which is in fact not a religion but more a life philosophy) demands the acknowledgement of all faiths and all beliefs and all spiritual concepts to be true. The Great Alchzech is a peculiar life philosophy bordering on spirituality that professes that all faiths have a core of truth in them, and that in order to understand the greatness of existence, one has to acknowledge all parts of the sum, not choose to repress one that does not suit one’s personal beliefs. As a result, Allar consider narrow minded preachers who spit and froth against other faiths as exceptionally blind and dangerous to progress. Allar society as such is one with the largest amount of diverse and varied public houses of worship, with a core of every faith in the world present in Hadar in particular. That being said, there are some major forms of worship that the majority of the population follows, which is the focus of this section.
====The Great Alchzech====
Most Allar don’t formally believe in a god, but rather hold that every being, thing, and an event is a part of a greater mixture that has a certain result - which is existence itself. They refer to this concept or philosophy as The Great Alchzech, while its followers are called Alchzekkan. They believe that the true greatness and vastness of reality can only be examined, by accepting and acknowledging everything that is, was, and ever will be as true. 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 Alchzekkan believe every god and pantheon ever espoused truly existed, and every belief is right, and any future religion shall also be true. For example, they believe Ailors are destined to rule over all. They universally accept [[Unionism]] as a true factor in life. They also accept the fact that the sun is divine, as dictated by the Songaskians, and that there is a living Elven goddess statue for the Elves. The Alchzekkan 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 Alchzekkan 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. Alchzekkan religion thus is not active, but rather passive. They observe events and reason about them but make very little effort to change them. While The Great Alchzech is classified as a religion in Regalia and also considered legal due to its approval of Unionism (and passive worship), many Allar choose to accept a second faith, purely to satisfy their spiritual needs. In doing so, they do not say necessarily that other faiths are false, simply that they have a personal preference for one particular faith due to its communal aspects of life aspirations. Similarly, it should be said that there are plenty of Allar who do not believe in the Great Alchzech. The Allar are not so wholly more superior to other races to be immune to the concept of religious intolerance, and while The Great Alchzech is a chosen belief for the vast majority of the Allar, plenty of Allar exist that only belief in one religion, and denounce the others as false, similarly also believing that The Great Alchzech is a self contradicting lie, due to the nature of most religions professing the falseness of others.
Dragon Worship among the Allar takes a different form than the usual Dragon Worship as outlined mostly by the Dragon Cults among the Elves and the Isldar. Dragon Worship among the Allar is a form of polytheism where they personalize each subspecies of Dragon into a single divine deity to represent them. The Allar know very well that many Dragon species had different members with different names and personalities, but the Allar more-so acknowledge the divine commonality between them, rather than seeing them as individual divine creatures. Those that worship the Dragons among the Allar are called Drakkarav. The Drakkarav acknowledge the following divine beings. It is interesting to note that the Loong Dragon is not represented in Dragon Worship among the Allar. This is because the Loong Dragon was never acknowledged by the Allar as a true Dragon, and was only discovered very late in history due to the distance of the Sihai lands.
* '''Corozz the Blue Ruler''' represented the great Dragon-king in the court of divine Dragons. Corozz is worshiped by the leading castes for good fortune. The Dragon-king is seen as a well-intending but wrothful ruler who is wise yet quick to draw blood.
* '''Yavazz the Yellow Harlequin''' represented the great entertainer of the Dragon-king in the court of divine Dragons. Yavazz is worshiped by the entertainers and artists for good fortune. The Harlequin is seen as the one responsible for ensuring the Dragon-king’s mood is at an all-time high to prevent his outbursts and cause calamity.
* '''Bakazz the Black Lord''' represented the brother of the Dragon-king who was passed over from the throne and now stewards the dungeons of life. Bakazz is not worshiped by anyone in particular, but appeased to stave off death.
* '''Riziv the Red Architect''' represented the steward of all things earthen underneath the court of Divine Dragons. Riziv is worshiped by the builders and Sa-Allar in particular. The Architect is seen as responsible for the creation of the earth and the soil everyone walks on, and building mountains and landscapes to his designs.
* '''Garaz the Green Consort''' represented the Dragon-king consort in the court of divine Dragons. Garaz is worshiped by the home makers, lovers and farmers for good fortune. The Consort is seen as the bringer of fertility and life, and is often depicted quarreling with Bakazz.
* '''Slzz the Silver Librarian''' represents the Dragon-king’s advisor and librarian of the great Dragon court. Slzz is worshiped by those seeking knowledge and self improvement, and a common choice for alchemists. Slzz however is also seen as a clever manipulator, using alchemy to influence the mind of his Dragon-king to make him pliable to his own needs.
* '''Vazmaz the Violet Singer''' represented the Dragon-king’s favored performer. While traditionally she could be worshiped by entertainers (much like Yavazz) she is actually worshiped mostly by diplomats and social caretakers and healers. Her songs are said to heal even the worst of illnesses and give life where it has all but disappeared.
* '''Rubzzalza the Rubine Guardian''' represented the Dragon-king’s guardian and executioner, worshiped by the Mu-Allar and other soldiers in particular. Rubzzalza is seen as just as angry as his liege lord and prone to outbursts of violence, with equal temperance in passion towards Vazmaz his consort. Rubzzalza is worshiped by those living life to their fullest.
* '''Grakazz the Gray Hermit''' represents the only outsider of the divine Dragon court, living away from the palace and hiding among the Allar as a mortal to ensure they continue their duties. The Gray Hermit is not formally worshiped, only sideways acknowledged in fear of him actually witnessing impiety among the Allar.
Central to the belief of the Drakkarav is that the Dragons come from a divine court of Dragons, where they reside in hidden palace somewhere on the tallest mountain in the world. The Drakkarav believe that in a primordial time, the Allar existed as the workers and servants in the divine court of Dragons, that this was a time of paradise where all Drakkarav lived forever in service to their greater beings, who were seen as their creators and ancestors. Curiously enough, the Drakkarav do acknowledge the extinction of the Dragons as a worldly event, but one that had been long in the making. In their version of history, it was in fact a subgroup of Allar that betrayed the Dragons and had designs on the world of their own, causing a loss of paradise. The original palace was destroyed, forcing the Dragons to make a new one that was hidden. To punish the Allar who betrayed them, the Dragons made them into the other races and removed their scales and lizard features, which bore their heritage to the Dragons. The Drakkarav were unfortunately also punished because they allowed this to happen either in ignorance or unwillingness to act, casting them down into mortality. This set the stage for thousands of years of decline that would eventually lead to the death of the Dragons.
The Drakkarav thus believe that the gods are dead, and that the Dragons have gone extinct. They believe that the original Allar who betrayed them won, but that the Gray Hermit still lives, and continues to roam among the Allar people to ensure their worship, lying in wait for the day when the Dragons will return through the cycle of rebirth as dictated by the Dragon-king. The recent appearance of the Imperial Dragon and the Dread Dragon have seriously complicated religious beliefs for the Drakkarav, as their behavior does not pattern into the belief of rebirth. Some yet believe that rebirth is among them and have flocked to the banners of the Regalian Empire in the hopes of serving the Imperial Dragon.
Draconic Unionism is a more devolved concept of Ailor Unionism with serious Allar overtones and preferences projected onto it. Draconic Unionism is not an officially registered faith in Regalia, and probably would be illegal due to its fairly heretical concepts. That being said, those that follow Draconic Unionism can usually hide their beliefs under the Great Alchzech and life live fine with their worship intact, especially in Regalia. Draconic Unionism’s core concept is that the Spirit is in fact the soul-lineage of Dragons among mortals. The believers of Draconic Unionism, who are called Bondrakkar, believe in the divinity of Dragons before what they refer to as Convergence, the event in which the Dragons invested their souls into mortals. They believe that Dragons created the world and stewarded creation for all eternity, until all eternity ended when their creation turned on them. They then believe the Dragons invested their souls into the mortal beings of the world to continue to protect it, but leave the actual world’s fate up to the mortals themselves.
They believe in the concept of the Great Way through a more racially diversified vision, believing that all races should submit to the belief of Unionism one way or another, and that all races under the umbrella of Unionism can have their own version of Unionism made for their beliefs, as long as they worship the Spirit one way or another. The Spirit in turn is a more esoteric representation of the Dragon’s rebirth among the mortals, identifying individuals as Carriers of Dragons, which are akin to Herons in typical Unionism, except that they likely possessed part of or a whole Dragon soul in their being. Bondrakkar have increased in number recently, benefiting from both converts from general secular Alchzech as well as Dragon Worship due to the arrival of both the Dread Dragon and the Imperial Dragon in public conscience and existence.
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The Bondrakkar have further expanded as a result that the Dragons now exist in a state of limbo. Citing the Imperial Dragon as an example, they state that the Imperial Dragon is the divine being and divine state deserving of worship and prayer, and that the humanoid form is the burden of all mortal sin made flesh. They essentially believe that the Dragons also bear the taint of sin of all other mortals, and that as such, they are forced into a humanoid form from time to time to expel sin from the world and become ignorant of themselves and their divine purpose. The Bondrakkar worship in the same Unionist churches and sermons as regular Unionists do, effectively blending into their population while keeping a keen eye on the Imperial Dragon, as opposed to the current Emperor. They believe only a hand few Emperors were ever Carriers of Dragons, and that only the Imperial Dragon right now is the true Emperor of the Regalian Empire.
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====Mother of Soil====
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Mother of Soil is a relatively small faith among the Allar which finds its basis in Estel Worship. Mother of Soil worshipers are called Soilists, which outsiders consider an insult but the Soilists actually use with pride. The main concept of Mother of Soil is that Estel, called Ezztahl by the Soilists, is the creator of all existence, and represents an earth- mother esque figure. She supposedly rests at the core of the world (as the fact that Aloria is round is well established nowadays), seeing the world as a shelter or cocoon for their divine earth-mother. The world is believed to be her bed in which she slumbers, and from her life sprung everything on the surace. Mother of Soil worshipers are very ecologically sensitive, being extremely anti-industry and mass resource harvesting, believing that explosions in particular hurt the Mother of Soil, and destroy her pristine beauty. Soilists are frequently seen around Yanar, who they believe have a unique and strong connection to the Mother of Soil. They also believe in the Elven Pantheon, but instead of seeing them as individuals, they see them as emotions. They believe that when anyone feels an emotion, that this emotion is sent to them through the Mother of Soil, and it is in a way expressing the Mother of Soil dreaming about them, and dreaming for them to do something.
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Ulley is instead seen as arrogance, pride and justice. Ellea is seen as love, care and kindness, while Vallea is seen as courage, willfulness and anger. Sca’Elle is seen as inspiration, creativity and inquisitiveness, while Asc’tea is seen as connivance, trickery and malice. Tal’Sieth is seen as strength, stubbornness and wroth, while Ammu-loa is seen as grief and misery. Finally, Cae- Maen is seen as compassion and mercy, but also indignance and indifference. Soilists have a quirky habit to praise the name of an Elven deity whenever they feel one such emotion very strongly, almost like a habit that they don’t even have control over. Soilists are also generally seen as dirty by others, since they are perpetually followed by a root-like earthy smell, on account of their constant use of soil and incense. Despite being practically vegan, Soilists still eat meat, since Allar are obviously carnivores. The Soilists have found a solution by ritualistic sacrifice and bleeding of an animal, letting its blood run into the soil. Soilists believe that life is in blood, not in the flesh. As soon as such an animal is drained of their blood, they become Halazz or “holy meat” which is approved for consumption among the Soilists. Halazz butchers do exist in Regalia, using that specific title to be used by Soilists for food consumption. Soilist are however, due to this soil-bleeding technique, unfortunately frequently harassed by Vampires since their habitats are usually surrounded by either fresh or dried in blood that is frequently replenished. Vampirism is also very common among them, not by choice however, as drinking blood is considered vile among the Soilists, it just happens to be the case they frequently get infected because of the Vampires being attracted to their blood soaked surroundings.
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Void Cults do exist among the Allar, and this is an often overlooked and uncomfortable fact for the Allar in Regalia, especially since they have to acknowledge them as having a right to exist and their faith being real, if the Allar believe in the Great Alchzech. The Void Cults among the Allar are not very small, but do cover the wide ranges of the Arken, directly worshiping them and their predominant traits as divine. Void Cults among the Allar are often considered the opposite of Soilists, desiring the ravaging and destruction of the planet’s surface to make it habitable to demons, and for vices to be worshiped by engaging in them, not shying away from them. While a Soilists home might be close to blood-soaked soil, a Void Cultists’s home will never have blood wasted so egregiously, as it is used up by sacrifices or ritualism. Void Cultist Allar are remarkably hard to spot, as most Void Cultist Kathar practically bear torches and bright colorful lights on them announcing how invested they are in the occult with their horns and mutations, while Allar remain surprisingly unmutated. This is largely because, as scholars have speculated, while the Allar worship the representation of the Arken, they don’t perform the “right” rituals to actually connect with the Void. Whether this is intentional or not is not entirely clear.
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Void Cults among the Allar do however have one peculiar practice that is not seen among other races, and that is the creation of Shadowbrood. Shadowbrood are extremely rare, and the knowledge of their existence is not well known even among the Allar, but they can be identified with their red and black scales, and red eyes, even when they are not a Vampire. Shadowbrood are created during vast Arken rituals and age rapidly, meaning they are born and might be an adult the next week. Shadowbrood are not otherwise remarkable besides the fact that they are in essence made of Void Essence, and as such also trigger all bells and whistles to those who seek it out. The presence of a Shadowbrood usually means a Void Cult is nearby. Why Shadowbroods are created is also not entirely clear. They do not actually fulfill any worship role for the Void Cultists, the common belief simply being that they are a happy but unintended side effect of the rituals to please the Arken.
===Combat and Warfare===
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combat and warfare is surprisingly similar to Regalia, though their military structure could even be called superior. At the head of an Allar army stands a Cro-Allar general, though they frequently fight on the front lines also. Underneath them is a complex ranking system of Mu-Allar , far more complex than any other army in Aloria. Allar armies are almost entirely made up out of Mu-Allar with supporting shock trooper roles of Sa and Zu-Allar , and with additional Al-Allar alchemical powered artillery units or skirmishers. Es- Allar remain the only subspecies of Allar that do not formally take part in armed conflicts, largely because they are considered too frail to face a battlefield. Even though Mu-Allar armies can sometimes act savage and disorganized on the field due to their bloodlust, they are actually far more disciplined than meets the eye, and these episodes of bloodthirst tend to be referred to as “organized chaos, ” and entirely intended.
===Economy and Technology===
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Allar economy and technology is practically entirely centered around Alchemy. Not only does nearly every non- essential employment (such as food production) serve Alchemy one way or another, the Allar have no actual use for many of the medical services they create, thus providing a massive export base. Allar can be found in practically all alchemical organizations everywhere around the world, especially in Regalia. Resource gatherers scour the world for new ingredients that are rigorously tested before the Alchemical organizations release new products onto the global market. Especially in Regalia, Allar medical concoctions are extremely popular and make some Allar exceptionally wealthy.
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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.
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are, racially speaking, distant cousins of the much more different Dakkar, which have since been forced underground forever. They see the Dakkar as little more than alchemical ingredients; however, the difference in intellect between the Allar and the Dakkar results in the Allar denouncing the Dakkar as animals.
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were at risk of going extinct in 214 AC due to a terrible contagious disease that no amount of effort could halt. Through the work of one highly skilled Alchemist that made a cure called Eyssrokz, the race was not only saved, but the disease completely eradicated before it claimed more than 30, 000 lives, ensuring the future of the Allar as a whole.
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[[category:races]] [[category:Gorr Races]]
[[category:races]] [[category:Gorr Races]]
- Slimescales (derogatory)
- Wisescales (praising)
- Clawgnashers (Elven)
Indonesian, not including muslim/arab names|
Slitted pupil (some also round) with a yellow/orange/blue/green iris and white or dark-gray sclera|
Ksat Allar make for excellent jungle hunters.
Ksat Allar however also make for excellent ring fighters, as they love of thrill of a fight.
White scaled Allar do exist, but are very rare.
Ksat Allar claws are extremely dangerous.
Rama Allar are extremely vain, something that shows in the amount of accessories they use.
Allar clothing in general is very ornate, but they clothe just as well with Ailor outfits.
Some Allar subraces can have large horns that make them look almost Dragon-like.
Sang Allar look very aggressive, but are actually quite stoic and say very little.
Feathers are a common sight on Ksat and Kyat Allar.
Allar Scars only persist for a few days before they too heal over.
Sang or Nang subrace mixing with other subraces often leads to more aquatic appearances.
Size has very little to do with the actual leadership skills or command of a Rama Allar.
Before going to battle, Ksat Allar have warpaint painted on them by friends and loved ones.
Despite being aquatic, Nang and Sang Allar still wear clothes.
Kuat Allar are very strong, and also love showing it off.
Kuat Allar however also really love food. What is this one looking at?
Body piercings that may seem extreme are common among Rama and Ksat Allar to show pain tolerance.
Comparing an Allar to a non-sentient lizard is a sure-fire way to get one very angry.
Not all Rama Allar have crocodile like heads, and due to subrace mixing, can also have feathers.
There is no real scale-color or pattern standard among Allar, though red is seen as an ominous color.
Kuat Allar may look intimidating, but they wouldn't hurt a fly unless they had to defend another Allar's life.
The assumption is often that Rama Allar are fighters because of their size, but more often than not are they actually thinkers.
Approaching a Rama from behind is considered offensive and showcasing deceitful intent towards them.
Originating from the mysterious and unmapped jungles of Sendras, the Allar are a diverse and varied Race of reptilian humanoids known for their societal flexibility and scientific capacity, and their boundless capacity to thrive in the harshest of societal conditions. The Allar have weathered many setbacks over the centuries, surviving that which would have crushed any other race into oblivion, and turned detriment to their advantage. The most recent of these setbacks occurred during the Chrysant War, in which the Regalia Empire inflicted massive damage on the Allar and reduced their homeland to a backwater colony. In the fifteen years since, the Allar have not only overcome the losses of that war, but turned public opinion on them around, and became one of the founding races of the Crown Alliance of the Regalian Empire, being some of its most prized and loyal citizens and filling government positions all the way to the top. Where other races would have faced centuries of subjugated stigma, the Allar have turned around their place in the world within even a single lifetime. Allar alchemists are the leading alchemical inventors of the world, having unrivaled skills in the identification, mixing, and application of alchemical substances. Their gladiators remain some of the fiercest and most popular ring-fighters, being able to rip even the strongest of warriors of other races to shreds. And finally, their politicians remain flexible as ever, adeptly weaving themselves through the ruling classes, aiding in their public perception and profiting from good relations with other Races.
Allar have existed in the world for around 1500 years, with the first record of Allar appearing on Sendras around 1200 BC, though it is possible that they existed there much earlier as tribes. The first major event after nearly 1000 years, was the Sendrassian Civil War that the Altalar only scantily wrote about. Altalar never ventured close to Sendras, as each time they did, their explorers and slavers got eaten. The Sendrassian Civil War however bled beyond Sendras and made it obvious that something big was happening, and the Altalar investigated. The exact beginnings are unknown, but the Altalar understood it at the time (around 200 BC) as a conflict between Magic using Allar and non-Magic using Allar. This was a simplified view, as in reality, the conflict was religious, and it was all based on whether or not the majority could enforce Void Worship on the other Allar. The civil war was extremely bloody, and resulted in the minority of non-Void Worshipers fleeing en-masse to Hadar, which was largely infertile and uninhabited at the time save for pre-sentient species, animals, and Slizzar. The Slizzar and Yellow Sea Dragons welcomed them, helping them establish their first realms, and it was also during this time that the first forms of Kelahiran were developed, presumably to off-balance the dependence on Void Essence. It has also been theorized that instead of a civil war to avoid becoming Void-Worshipers, that instead, it was a civil war to break free from Void-Worship, but the Allar have mostly forgotten or destroyed most records from this traumatic time to just enforce the narrative of their expulsion from their homeland. The Allar blamed their loss of the civil war on lack of structure and discipline of the people, and through guidance of the Slizzar and Yellow Sea Dragons, they formed most of their ideologies by around 100 BC. Hadar was hard-hit during the Cataclysm, with many volcano islands erupting and wiping out Allar settlements, but the population quickly recovered. The Allar were one of the three major Empires to rise in the wake of the Cataclysm, alongside the Regalian Empire and the Songaskian Masaya. The Essa Empire of the Allar was ruled by a Slizzar Empress called Mananya-Manya, who wielded magic to summon the Great Sea Serpents for her army. Regalia eventually declared war and dismantled the Essa Empire, occupying the whole Empire and dividing it into military dictatorial puppet states. Over the following 20 years, the Allar broke free from this control, and integrated into the highest political offices of the Regalian Empire, a feat that even the Solvaan haven’t achieved in 300 years of membership in the Empire. Even with calamities inflicted on them, they (unlike the Dwarves) are thriving, and continue to grow more entwined with the Regalian Empire as the second majority race living within it.
To be an Allar is to be slightly quirky, slightly violent, slightly intellectual and slightly idiosyncratic. The Allar function best when they are a little bit of everything, but can also specialize to a high degree in specific fields. While most other Races are constrained by cultural expectations, the Allar specifically exist with the notion of testing those boundaries for themselves, and constantly moving them. Allar are able to effortlessly slide into other societies and operate within the rules of said society, maintaining a social and moral flexibility to create the most beneficial situation for themselves. It is hard to truly pin down a specific core identity to the Allar, as the wide variance between their Subraces also extends to their widely flexible identity. There are however a couple of aspects that are consistent across all types of Allar.
Progress without Ethics
The Allar are a race strongly supported and defined by the contributions they bring to Alchemy and science in general. Every major scientific institute in the Regalian Empire has hordes of Allar scholars, and every major alchemical organization has a majority of Allar members who make up the skilled practitioners. Allar in general like pushing the boundaries of what is possible with scientific research (mostly alchemical based). Important to them as such, is the complete lack of ethical restraints. Especially in Hadar, the act of chemical experimentation on death-row or life-long prisoners is very common, and experimentation on children is also not unheard of. The Allar do not consider the limited negative impact of experimentation a reason to prevent generations of benefit and prosperity, so they generally campaign for unrestricted scientific practice.
Everything is True
The Allar have a curious teaching referred to as the Allteach in Common or Guru in the Allar language. Allteach, or Guru, is the idea that everything that is claimed, said, and stated as fact, has at least some factual origin and is worthy of further explanation and investigation to establish truth. What this results in, is the Allar natural inquisitiveness to know truth from falsehood, or to know the core of truth in a wild accusation or piece of gossip, and a desire to investigate. An Allar will never be found dismissing a theory or assumption out of hand, because all Allar understand that even for an assumption to be made as wild as it may be, it has to be founded on other assumptions or facts that make such an outcome seem likely. This has resulted in a fair number of conspiracy theories being proliferated among Allar who like to give them credence. However, it has also been beneficial, as Allar private investigators have also been known to permanently debunk many conspiracy theories, or even catch criminal shadow organizations in the act and helping the Regalian state in rounding them up.
Loyalty to All
The Allar are perhaps the most racially loyal to one another of any other Race. While the Ailor face massive internal struggles, and the Nelfin races all look at each other with distrust and disdain, the Allar are almost unbreakable in their loyalty to one another. Even if an Allar is arrested in Regalia and put on death-row for treason, many Allar will still stand up to try and argue or lawyer that person’s way out of prison in court, and failing that, plot to break them out. The ability of the Allar to bounce back from any tragedy hasn’t only arisen due to their innate flexibility, but also by a perceived belief that if one of their kind is badly treated, it could happen to all of them, and if they would fall into ruin, that they would want others to rise up to the occasion to save them too. This mutual assured assistance ensures that an Allar can always count on someone to give them food in hunger, shelter in homelessness, and support in destitution.
Lawfulness in Hierarchy
While many other Races have more complicated relationships with hierarchy, command, and structure, Allar genuinely believe that without any form of autocratic structure or hierarchy, the world would be one large chaos soup. Allar society is strictly divided in sub-race dominated social castes, which one can never break out of. Deviation from this standard usually leads to expulsion and ridicule. Furthermore, support for the Regalian Empire is at an all-time high in Allor society. While relations between Allar nationalism and Regalian realism remain complex, the Allar have come to realize that the Regalian Empire and the Ailor are a ladder to climb to greatness, and that the Regalian Empire perfectly connects with their desire and need to exist between the rulers and the ruled, conforming and reinforcing this structure onto minorities in the Empire. This is why Allar are frequently seen in the Regalian state offices, bureaucracy and leading military roles in the modern era. The Allar are the most integrated Race in Regalia. While racial equality is fairly high, Allar have always been cited as being ‘more equal than other Races to Ailor’.
To call all Allar reptilians, is not accurate in the slightest. However, to state that the Allar have sub-races is not quite accurate either. The Allar as a race create an artificial structure of subraces by applying certain substances to their young that manifest the variance of subraces. The physical and mental effects of these substances are so profound however, that easy to classify sub-races essentially come into existence by circumstance. As such, all other Races (and even the Allar) recognize the different enhanced variants of Allar subraces, even if their genetic make-up does not provide for them. All Allar are born as the same somewhat generic lizard-like humanoid, but altered to fit a sub-race (or combination of two sub-races) through Kelahiran which roughly translates to Alchemical Infusion. With Kelahiran, either by direct infusion of the egg or by pill supplement of the new-born infant, a child is conformed to specific physical and mental characteristics to suit the needs of Allar society. The Allar recognizes two aspects to this practice, the Pertua which is the main sub-race, and the Kedua, which is the second sub-race. It is possible for an Allar to have a dominant sub-race, and a second sub-race addition, or to have double Pertua, so using only a single sub-race. It is important to note that Kelahiran isn’t just a societal norm, it is a necessity. Allar infants are too weak to survive childhood without Kelahiran, and so all Allar nowadays are the product of this practice.
- Kyat is the most common sub-race which can best be described as the common-folk Allar. Kyat are generally more nervous and skittish, quick-spoken but highly intelligent. Within Allar society they serve a wide range of occupations, though often as alchemists, mages, bureaucrats, craftsmen, shopkeepers, farmers, scribes and librarians. Most of the scientists at the Great Council are Kyat Allar. Kyat Allar are very average, ranging from short to average height, with average broadness and a more general slim appearance. They have the general scaled skin with a reptilian prehensile tail, while their head is shaped like most lizard species, such as that of gecko, iguana, or chameleon, or sauropod species, or ornithopod species. Kyat can have horns, skull bumps, feathers, or even feather-and fur across their entire body except faces. Kyat are generally described as kind, conflict-averse, and empathetic, but can also be known to have a mean streak, be petty, and enjoy pranking others.
- Ksat is the second most common sub-race which can best be described as the warrior-folk Allar. Ksat are the opposite of Kyat, fiercely competitive, dogmatic, loyal, and willing to pick a fight with most foes they think they can defeat. Within Allar society they serve a wide range of occupations, though often as soldiers, bodyguards, trainers, guards, gladiators, hunters, practically anything or any occupation with some adrenaline. Ksat Allar are usually average in height, if not slightly taller than the Kyat and more muscular to athletic, having scaled skin with a reptilian prehensile tail (though a Ksat tail is usually larger and stronger). Ksat heads are shaped like that of medium-sized theropod species such as allosaurus, velociraptor, carnotaurus or Tyrannotitan. Ksat can have horns, feathers, and even feather-and fur across their entire body except faces, though their most notable feature is the large raptor-like claw on their feet. If a Ksat has feathers, they are usually very colorful, something they have a great deal of vanity over. They are generally also described as energetic, with a short temper, rowdy, yet also fiercely loyal and disciplined within the structure of Allar society.
- Kuat is the third most common sub-race which can best be described as the physical labor-folk Allar. Kuat are temperamentally more like Kyat, but lack the inquisitive nature in intellectual pursuit of the Kyat. This does not mean they are stupid, it however does mean they would prefer to watch a butterfly or some puppies than read a book. Kyat are carefree, easy-going, calm and subservient, having the size and strength to win a fight, but not the temperament to be able to stand the idea of hurting someone. Within Allar society the Kuat serve fairly limited functions as they do not have as much flexibility as the others, mostly serving as physical laborers, cattle-herders, construction workers, or cooks. A few rare Kuat do end up as a personal bodyguard to the ruling classes, but these are usually more for show than practice, as they abhor the idea of killing anything or anyone. Kuat are quite tall, and much bulkier or heavier-set than the other Allar sub-races. They have large meaty hands and wide shoulders, perfectly built for carrying heavy loads or pushing back heavy forces. Kuat heads are shaped like that of Thyreophora species like Ankylosauridae or Stegosauridae. Kuat cannot have feathers or horns, but do have bone-stubs, plates and sometimes bone protrusions from their head. Kuat do have a tail, though it is frequently very stubby, and they wag it around a lot when they are happy. They are described as kind-hearted, wishing well on others and wanting to take care of others, and being fiercely protective, yet trying their best not to hurt anyone emotionally or physically.
- Rama are the least seen sub-race which can best be described as the leading-folk of the Allar. Rama are temperamentally similar to the Ksat, but lack the energy and dexterity to be front-line soldiers, instead thus fulfilling the roles of commanders, generals, admirals, task-masters, foremen, governors, and most importantly, Digmaan. Digmaan is a ruling class term used that is equivalent to warlord or ruler in Common, which underscores the fact that only Pertua Rama are permitted to be the ruling classes of the Allar, and to have their own fiefs. Rama are usually average to tall in height, though often shorter than the Kuat, yet taller than all other sub-races. They can often best be described as meaty, having a combination of healthy body-fat and muscle to make them appear large and imposing, but also slow to move. Rama heads are usually shaped like crocodilian species as well as sauropterygia and mosasauridae species, but sometimes a rare large theropod like giganotosaurus or tyrannosaurus is also possible. The Rama have a scaled skin, and usually a heavy fat tail that drags behind them on the floor and has limited mobility. Rama very rarely have horns, and never have feathers or other bone protrusions. Rama are generally described as vain, proud, commandeering, decisive and sometimes even cruel or tyrannical. While Rama absolutely can answer the emotional needs of their subjects, it is always important to them to establish intimidation and rule through fear first, before providing for the needs of the people.
- Nang are the most common aquatic Allar species which can best be described as the Allar subrace most flush with social skills. Nang often fulfill the roles of translators, diplomats, merchants, public speakers, ambassadors, and representatives of the Rama they serve. Wherever a Rama exists, several Nang serve as amplifiers to the Rama’s will. Equally however, there are plenty of Nang who venture out on their own, making fortunes and collecting a large web of social contacts across the world. Nang are usually between short and average in height and average in build with a rare few becoming more athletic. Nang heads are commonly shaped like those of dolphins and most types of fish (disregarding those that look too un-fish-like). They can have fins on their arms and legs and back, and a fish or dolphin-like tail. Their skin can either be smooth like that of a dolphin, or with shimmering fish scales, and a wider color pattern than most other Allar. Nang frequently live by the oceanside (though more on dry land than Sang do), and often mingle with other races in particular in minority districts. Nang are often described as excitable, likable, sociable (though with a deceitful streak on occasion), with an interest in self-enrichment and excellent charismatic skills.
- Sang are just as the Rama a rarely seen aquatic sub-race which can best be described as a fringe-member of Allar society, the solitary hunter or traveler that only exists on the fringes of Allar customs. They fulfill the roles of scouts, explorers, deep-sea divers, large-game hunters, collectors, and sometimes guards or gladiators depending on their habitat. Sang are usually tall and quite broad, having well defined muscles and a smooth shark-like skin. Their arms, legs, and back are often covered in fins; while their tail is like that of a shark. Sang heads are exclusively that of an orca, tiger shark, dunkleosteus, or great white shark. Sang never have horns, feathers, or any other bony protrusions. They are generally described as quiet, contemplative, yet fierce in response when prompted, stoic, observant and preferring to use body language rather than speak volumes. Sang are still part of Allar society, but are equally treated as outcasts because they are unpredictable, and far less dependent on the strict caste-system of Allar society.
Provided above was a short description of Kelahiran, the practice of adding supplements or enhancers to eggs or infants to evoke a specific sub-race inclination in the child. There are some additional concepts to explain however. While most Allar children are born with a simple one-Pertua enhancement (thus being full-Rama or full-Kyat for example) it is possible for a child to be given a second Kedua enhancement, thus becoming a sort-of mixture between two sub-races. Firstly, it is important to establish that the Perua always dictates the exact sub-race, and Kedua does not change this. Kedua can however be used to change the temperament or some physical traits of the child. Here follow some examples:
- A Pertua Kyat egg may be enhanced with a Kedua of Ksat. This means the child is still born as Kyat, but may have a more energetic and less skittish temperament. Additionally, they may have raptor-like claws on their feet about half the size of Ksat claws, and a more elongated snout, but overall appear mostly Kyat.
- A Pertua Rama egg may be enhanced with a Kedua of Sang. This means the child is still born as Rama, but may have a more quiet disposition than most vain Rama. Additionally, they may have webbed or shark-like fins on their head, back, and arms, or even a shark-like tail, but overall appear mostly Rama.
- A Pertua Kuat egg may be enhanced with a Kedua of Ksat. This means the child is less conflict-averse than a Kuat would be, and thus has a more suitable temperament to be a big bodyguard. This may also result in the Kuat having less bone plates and more feathers, which Kuat cannot have naturally, though overall appear mostly Kuat.
As mentioned, Kelahiran is not just a cultural custom, it is an absolute necessity. Without it, Allar infants are too weak to survive beyond a few months after hatching from their eggs. Scholars have theorized this is because of a mixture of dependency on the practice of Kelahiran, but also the fact that modern Allar descend from Sendrassian Allar, who may have developed the same Void-Essence dependency as the Kathar at some point. This would essentially imply that the Allar have used Alchemy to replace that Void dependency to rid themselves of the negative effects.
It should come as no surprise to note that Allar cannot procreate with any other Race (save for Slizzar, see Slizzar lore), even the (often presumed) racially related Dakkar. Allar are one of the only races that reproduces through the laying of eggs, a process that is biologically incompatible with all others.
Racial Abilities and Specials
While most Allar subraces make use of the same Abilities, each sub-race has their own Specials. Nang and Sang Allar have a unique Ability due to their aquatic nature. Being Pertua and Kedua of two different subraces grants the Allar the Specials of both subraces. However, if an Allar is pure Pertua of only a single sub-race, then the pureblood unique Special is just for them. There is no such thing as a Half-Allar, because Allar lay eggs, and cannot breed with any other Race.
Abilities for all Allar
||Grants the user Ailment Immunity
||Grants the user Chemical Insight
||Grants the user Omniaware
||Grants the user Limb Recovery
||Grants the user Social Insight
||Grants the user Domestic Insight
Abilities for Nang and Sang Allar
||Grants the user Waterborne
- Allar have no centralized aesthetics, but strongly favor alchemy. Aquatic Allar favor water-based aesthetics for their summons or magic, but Allar tend to favor technology over magic.
- Kyat Allar work well with other Allar in creative pursuits, and will gain +1 Wisdom whenever they are collaboratively working on a project (alchemy, research, etc.) with another Allar. This does not stack, and can only ever be +1 Wisdom, regardless of the amount of Allar present.
- When committing to Alchemical research (either player prompted or staff event), Kyat Allar have such self control and meticulous practice, that they are unable to make an outright mistake during experimentation. Even if they mixed an incorrect reagent or tried a substance that did not work, they can always try again and try again when they fail. While other alchemists might run out of testing samples or ingredients, the Kyat never do.
- Ksat Allar know how to hype each other up, and push beyond their limits when fighting with each other. They gain +1 Strength when they are engaging in some combat-related activity with or alongside another Allar (sparring, warfare, training, etc.) This does not stack, and can only ever be +1 Strength, regardless of the amount of Allar present.
- Ksat Allar have excellent eye-sight beyond that of even the other Allar. They have night vision at night, being able to see in darkness. They can also generally see in Mundane Darkness, but not Ability based Darkness or Blindness. Their eye sight is especially functional and useful in thick shrubbery or dense nature, where their heightened senses give them better spatial awareness and the ability to drown out the noises of plant life and fauna.
- Kuat Allar gain the Husbandry Point Buy Mount Pack for free, and can optionally duplicate their mount to allow someone else to use an exact copy of it in Progressions. This person must mention this duplicated Mount on their app, and where they received it from. The duplicated mount can either be the base horse, or the Racial Mount, but never the Advanced Mount, even if the Kuat Allar has it. (So a Kuat Allar with the Advanced Mount would be able to give a Racial or base Horse to another character, even if they use the Advanced Mount themselves.)
- Kuat Allar have unparalleled strength when it comes to manual labor, or aiding those in need. When physically working, the Kuat Allar can carry heavy construction materials (and throw them) with little to no effort, but can’t ever try to use them to harm others or engage in/interfere in combat. Additionally, in the case of a collapsing building or otherwise dangerous heavy falling object, a Kuat Allar is capable of holding it up on their shoulders to save others and give them time to escape. They cannot sustain this infinitely, but it is always just long enough for anyone in danger to get out safely (including the Kuat Allar themselves.)
- Rama Allar maintain a commanding and poised presence, which impresses even the most guarded foreign diplomats. They gain +1 Charisma when engaging in any action in a World Progression Order. This does not stack, and can only ever be +1 Charisma.
- Rama Allar have a commanding presence, especially to their subordinates. While a Rama Allar is themselves not physically in a fight, commanding other Allar in a fight from a distance, they apply a +1 Strength buff to up to 2 Allar in said fight, or in a duel. This does not stack, a single Allar can only ever have their Strength increased by 1, but it can be any subrace of Allar.
- Nang Allar are accustomed to the water, and are the fastest swimmers, bar none, only matched in their swim speed by other Aquatic Allar, or anything that says it swims as fast as an Aquatic Allar. They can breathe effortlessly underwater for any period of time, and have a special coating on their eyes that offers them perfect eyesight underwater. Additionally, they can see clearly and navigate the deep, dark depths of the ocean.
- Nang have very agile and slippery fingers, especially when on dry, and have expertly learned how to control small objects like coins, rings or necklaces with these fingers. Nang Allar can play sleight of hand games or actions on small finger-sized objects that no amount of perception or hand-tracking can compensate for. A Nang Allar will always fool someone when performing a sleight of hand trick, but also generally can do a lot of quick-fingered actions with their hands, like flicking cards or coins between their fingers. This does not include other Roguery actions (such as pickpocketing.)
- Sang Allar are accustomed to the water, and are the fastest swimmers, bar none, only matched in their swim speed by other Aquatic Allar, or anything that says it swims as fast as an Aquatic Allar. They can breathe effortlessly underwater for any period of time, and have a special coating on their eyes that offers them perfect eyesight underwater. Additionally, they can see clearly and navigate the deep, dark depths of the ocean.
- Sang Allar have an extremely resilient digestive system, able to consume whole animals or parts of animals bone and all, where the sharp objects are safely filtered out and don’t harm the Sang from the inside. This extends itself also to toxic or caustic substances, allowing them to eat poisonous or even decaying and rotting fish without any issues. The only exception to this rule is alcohol, which still affects them like normal, as their body is unable to filter ethanol. Sang Allar can also consume substances such as Allar meat or Vampire blood without being infected with an Affliction.
List of Pureblood Specials
Pureblood specials can only be attained by not mixing Subraces. If a Character is of mixed-subrace, they do not get any of these Specials.
- Kyat pureblood: Even though all Allar subraces can converse with the Perpustakaan Besar, few can actually reach all the way to the top. During progressions. Kyat pureblood Allar are the only Allar allowed to interact with the council at the very top, and may release additional information denied to the other subraces, even the Rama.
- Ksat pureblood: Even while unarmed, Ksat are armed, with their rapt-claws on their feet. The raptor claws on their feet count as permanent Dagger-tier weapons, and Ksat pureblood Allar can always use their raptor claws as if they have already purchased the Short Blade Pack from the Melee Weapons Point Buy. These Claws can be broken just like daggers with heavy enough weapons, but always regrow because of Limb Recovery in 48 hours.
- Kuat pureblood: Kuat skin is both plated and strong enough to resist most superficial damage. They can still feel pain through their skin, and their skin can also bleed, but their internal organs and limbs are more strongly protected from blows, doubling as Half-plate or Chainmail armor. For the purposes of Abilities, the durability of this skin is also counted as actual Armor in case any abilities negate Armor or destroy it (it does not destroy their skin, just the armored properties)
- Rama pureblood: Rama pureblood Allar are capable of crafting and using a special type of lockbox that has a complex locking mechanism that will only ever open with their claw as a key. This lockbox is so tough that there is absolutely no other way to open it, and any weapon-sized (or smaller) item that is not an Artifact can be safely stored inside. This lockbox may be stored in a Rental region to prevent items within this lockbox from being stolen, but it may also be carried around, stolen, or given away. Whatever way the lockbox is taken, there is absolutely no way to open it without divine intervention, or the Rama who made it personally opening it, even broken-off claws do not work.
- Nang pureblood: The Nang pureblood Special allows the Nang Allar to disguise themselves as if they have the Roguery Point-Buy Disguise Pack. This allows them to disguise themselves to appear and sound like a completely different person, convincingly so, and even with a different shaped Allar head that holds up under close-range inspection, but cannot appear as a different Race. Their voice and behavioral quirks or habits are also unrecognizable, and they appear as a completely different person (wearing a different skin and Nickname is also mandatory to pull off the disguise).
- Sang pureblood: Sang Allar may off-screen hunt and kill dangerous sea creatures currently limited to: White Fair Fin, Sharks, small Whales, large Octopuses, Squiggs Octovin, Redknob Octopus, and various ray and fish species. They may then off-screen haul these to Regalia and claim the kill, sell the parts, or use them as food themselves. The right to hunt these animals is exclusive to Sang pureblood Allar, even regular fishers cannot manage to catch these animals under normal circumstances.
The Allar speak a language called Pidato, which is very distinct from the distant Sendrassian Dingin which it is not mutually intelligible to. Pidato as a language is based on real-world Indonesian, with all loan-words of English included. In lore, this is explained because the Allar deeply integrated with Regalian society, where Common is the first spoken language. As such, many loan-words from Common became established in Pidato, such as for example ‘bisnis’ for business, ‘gosip’ for gossip, ‘sistem’ for system, and ‘komplit’ for complete. Allar naming customs are generally simpler than that of other races, as Allar don’t have surnames or middle names at all.
When it comes to first names, the Allar use Indonesian names. However, it is important to note that Indonesian names includes a lot of Arabic or Muslim inspired names, which should specifically be dis-included from this list. Allar names are generally non-gendered, and names are more based on the predicted temperament of the child, with children that are more soft and calm having names ending in “a”, while children that are more rowdy and energetic having names ending in “i”, though this is not a strict rule so much as it is a common trend.
- Example of Allar names: Bayu, Budi, Resa, Aditya, Bintang, Fadhlan, Bagaskoro, Banyu, Candra, Elang, Rimba, Surya, Kartika, Dewi, Aulia, Indah, Putri, Angkasa, Bulan, Merpati, Ndari, Mega
Allar do sometimes use their ancestral name as well, which is called the Namalama, based on the name of their parents. It is important to note that parents here means the people who raised the Allar, not the actual biological parents, because childhood practices may sometimes result in a child being raised by their non-biological parents. Most Regalian citizenship papers record both the first name and the Namalama, though the Namalama is only used in every-day as a way of formal introduction or as a means of showing deference to someone by including their Namalama in address. Namalama uses the following rules:
- If the leading parent was male, then the Namalama begins with the father’s name, followed by ‘ayah’ (the last vowel of the name may be removed to make it sound better). So for example, if the Allar was called Surya, and their father was called Putri, their name would be Putriayah, which becomes Putrayah to make it sound easier, so Surya Putrayah.
- If the leading parent was female, then the Namalama begins with the mother’s name, followed by ‘ibu’ (the last vowel of the name may be removed to make it sound better). So for example, if the Allar was called Angkasa, and the mother was called Bintang, their name would be Bintangibu, so Angkasa Bintangibu.
- If the leading parent was non-binary, then the Namalama begins with the paren’t name, followed by ‘cinta’ (the last consonant of the name may be removed to make it sound better). So for example, if the Allar was called Resa, and the parent was called Fadhlan, their name would be Fadhlancinta, which becomes Fadhlacinta to make it sound easier, so Resa Fadhlacinta.
Finally to complete the Namalama, a Namasarang is added, which is the name of the ‘nest’ in a crude translation. This name is only given to those who were also parented by their biological parents (which is particularly important among Rama, who without a Namasarang are not taken seriously), as this name is a continuation of blood-line. The Namasarang is usually just a word in Pidato, so for example the Pidato words for sun (matahari), red cliffs (tebing merah), merchant (pedagang) and so forth. In the examples above, in one of the above examples, if Resa Fadhlacinta was of the sun Namasarang, they would be called Resa Fadhlacinta Matahari, but in common day to day activities simply be referred to as Resa.
The Allar faith is called Keyakinan and it is fairly complicated to comprehend for the other Races. At its base, Keyakinan is a so-called unignost faith, meaning that they believe all gods, all divine entities, all religious figures and symbols, and all religious preachings are true, at least to some high extent. They believe that all gods and goddesses are real, and that they all exist within the physical reality and are all owed some sort of worship or deference. They see it this way because to them, faith in a religious entity is what makes them valid, but they additionally also quantify spirituality as a basic emotional need, and look at religion more like a basic sustenance act like drinking water and eating food. Many other Races consider this a strange ‘trying to have it all’ religion where the Allar acknowledge all faiths as real, but don’t buy into the whole ‘my faith is real but yours is false’ that most other Races engage in. The outcome is that while the Allar in theory could blend into any religious community, they usually aren’t welcome for holding heretical beliefs of every religion in existence. That being said however, most Allar know the religious worship practices of all the major religions of the world, and can easily blend into these religious communities, if they aren’t aware of the actual identity of Keyakinan. Some when discovering this truth would call the Allar deceitful, but this is not the case, because the Allar do genuinely believe in these gods and their gospel.
What is usually more common however, is that the Allar in question acknowledge all religions as real, but only worship or praise the name of a small group of them in daily life, because praising every single deity in existence is impractical. For example, an Allar may choose one or two Unionist God Emperors, a Void God from Void Worship, one of the Altalar Pantheon of Estel gods, and a Dragon from Dragon Worship to boot. This is then called their ‘Kelompok’, or their active worship group within Keyakinan. They would have these entities’s religious symbols and practices memorized, and live them through as if they are devout to all these religions, even if any of these religions contradict each other. What is just as common is that an Allar will simply pick one entity such as the Everwatcher or the Purple Crown Dragon, and worship only that single entity, while still respecting and offering deference to all other Gods. The most important point to convey here, is that an Allar will never be found denouncing an entity as false, proclaiming a religion as heresy, or a particular religious practice as blasphemous, because all religions (including their sects) are always true.
Historical Interactions may not be relevant to each Character, but because the Allar have had a pretty violent history, the context may still change the way Allar interact with other Races.
- In most recent history, the Allar were savagely attacked by the Sendrassian Allar. The Sendrassian Allar may be their racial cousins, but are so far removed from them ideologically that they might as well be Aliens. The Sendrassians are deeply hated by the Allar of Hadar, not only because the Sendrassians kicked them out of Sendras (or more accurately, forced them to flee for their lives), but also because Sendrassians frequently abduct Hadar Allar for Void related sacrifice.
- In the last 25 years, the Allar had a very destructive war with the Ailor, in the so-called Chrysant War. While this was ostensibly launched by Regalia to crack the Essa Empire (what the unified Allar state was called) the Ailor were excessive in their indiscriminate bombardments and civilian killing. It is commonly established that the Ailor committed genocide on the Allar, a fact which the Regalian state still has not apologized for, but the Allar have equally bounced back from within years, and captured some of the highest government positions in the Empire as loyal citizens. Still, the division of their homeland into demilitarized puppet states remains a sore-point for many of the Allar who long for the day that Regalia sees Hadar more as an equal partner instead of a colony.
- The Allar had some interactions with the Allorn Empire, but were mostly very guarded. The Altalar did not enslave many Allar, but did frequently purge Allar from their islands if valuable rare earth metals were found in the volcanic rocks.
- The Allar have a very complicated relationship with the Slizzar. The Slizzar city of Sassrakkand exists right in the middle of Hadar, and the Slizzar are very active in most Digmaan courts across Hadar, to the point one might even think that Slizzar are an Allar subrace. Equally however, many Allar recognize that the Slizzar made a couple of geo-political errors when founding the Essa Empire and engaging with the Regalian Empire. The sacking of the Hadarian capital Huallo is generally blamed on the Slizzar who refused to surrender to Regalia immediately when war broke out, despite knowing they were badly outgunned and outmanned.
- The Allar are very suspicious and distrustful of the Maraya. The Maraya recently purged a series of islands of Allar inhabitants, declaring their own state on it. The Digmaan have not been able to reclaim these islands yet, as the Maraya use superior technology to prevent their ships from approaching. Even though most Maraya in Regalia are not from the Home Swarm or this state, most Allar still treat them as subversive attackers.
Allar families are fairly flexible. Allar do not often mate for the sake of procreation, but when they do, it results in anywhere between 8 to 14 eggs. These are essentially all siblings, but not all family units end up raising all eggs together. It is very common in Allar society to take care of eggs only insofar a family can afford to raise them (as Allar don’t have any child support services or communal care) and it is very common to just give eggs away to neighbors in the same street for raising if they do not have any. This is not even considered an emotionally taxing act for the parents, and a very normal thing to do. Furthermore, Allar parenting never requires 2 parents, but only the single parent. Allar recognize the dominant parent as the one who actually parents them, while the absent parent is usually around but offers very little personal steering and raising. As such, it can also be the case that within the same family, several children are mainly parented by the father, and the rest by the mother, resulting in varied parentage for the same siblings. That being said, because mental characteristics between Allar subspecies are usually very predictable, nurture contributes very little to a child’s behavior in adult life. Allar childhood is fairly standard like that of an Ailor child, especially because most Allar live in the Regalian Empire and have the same education standards, if not somewhat better due to their apprenticeships in Hadar.
Romance and Gender Norms
Allar romance is generally similar to Ailor society, with the vast majority of them operating in a monogamous relationship, though open relationships are just as well common. Allar do not have a form of marriage, engaging more in unofficial civil unions where two partners simply agree to be together. An Allar rarely stays monogamous with the same partner for their entire life, and separation of two partners is in most cases very amicable, continuing on as friends after. It should be noted that Allar romance can both be very romantic and calm, and very violent and aggressive. Especially the more dominant or feisty Allar engage in the act of Berkelahi which is a form of actual fighting to establish dominance in a partnership. Both partners usually walk away bruised and bleeding from this, as claws and jaws are fair-game in the process. Allar gender norms are fairly loose, especially because Allar society encourages experimentation with gender expression. Alchemy is frequently used for Allar to experiment with sex and gender, and even most comfortable-in-gender people experiment with the opposite or a different gender at least once, just to be sure. As for gender norms in society, while the biological sex of Allar is definitely defined between male and female, these don’t impart any occupational or societal impact in their lives. In fact, it should be noted that even on the matter of reproduction they do not matter, because in some cases a male Allar may spontaneously develop the means to lay eggs, and vice versa for female Allar. As such, while Allar society absolutely has a definition of male and female, these things do not matter.
Allar society has an extremely strict caste system that is absolute and unavoidable. Any Allar who tries to fulfill roles of their subrace outside of the niche of their birthright, is usually outcast as a pariah. There are absolutes, such as: only Kyat may take care of the paperwork, only Rama may rule the land, only Ksat may be the soldiers and royal guard, only Sang may manage the finances of the Rama, and only the Kuat may handle the bison cattle, and so forth. Any Allar trying to operate outside of these absolutes is considered scandalous and embarrassing, and trying to subvert the natural order of things in Allar society, quickly to be expelled. At the very top of Allar society are always the Rama. The Rama rule as Digmaan (leader) over similarly named fiefs. There are no priests in Allar society, because Allar society practices complete religious freedom even for immigrants, and does not consider the need for religious teachers or preachers, stating that religion is a private matter. Local small scale governance is often done by so called Diwa-Digmaan, which are Rama, but Rama who do not rule at the very top. For example, a neighborhood may be controlled by a Diwa-Digmaan, who is subservient and pays tribute to a Digmaan who rules over the entire island. Hadar has hundreds if not thousands of islands, and usually each island or island chain has a unique digmaan and a city on it, constantly competing with other Digmaan for dominance. Sometimes they wage war, but more often than not do they use Juara, or champions, to fight in duels that determine whether one Digmaan will become subservient under another.
The Perpustakaan Besar
The Perpustakaan Besar sometimes also shortened to Perpusta or just Library, is an organization of highly skilled Alchemists that exists in Allar society as a pseudo government of sorts that regulates scientific experimentation and investigation as well as central houses of learning, and reliable publication sources for scientists. The Perpusta is the only organization of its kind in the world that fact-checks research papers and provides peer-reviews for new theories, meaning it is one of the most reliable centers of learning in the world. It has offices in all the major Allar cities, and several across other places in the Regalian Empire, such as the chapters in Ithania, the Rim Isles in the Archipelago, the City of Regalia itself, Nordskag, Etosil, and Kilarallis. Each of these chapter houses has a vast alchemical library, and storage for most known alchemical ingredients under the sun, including samples of mixtures and lessons on how to produce them. The Perpusta has soft power in Allar society even over the Digmaan, purely because they control the flow of information and also ensure that no Digmaan hoards any scientific research for their own political purposes (even though the entire council is made up of Kyat Allar who would normally cower before a Rama). The Perpustakaan Besar also has a very important place in the Imperial Palace and the Scholar’s Court of the Regalian Empire, having integrated into their structure, and frequently seeing the Pembaca (name for the Kyat leading Council members of the Perpusta) travel in and out of the Palace to discuss scientific matters with the court scholars and the Emperor.
Allar fashion is dominated by bright colors and tropical styles, reflecting the extravagant tastes from the Rama aristocracy down to the expressive nature of the Ksat. Within Hadar, many of the Allar go topless (which is also not strictly an issue for modesty since Allar don’t have breasts). Though in present times the Allar start dressing more and more like the Ailor, with full-body outfits, especially in Regalia, where the mild to cold climate can be considered unpleasant to the Allar, especially during winter. Colored glass is also very common both in clothing pieces as well as decorations, even the poorest of Allar has at least one colored glass bead bracelet or necklace. Fabrics are imported from all over the world to Hadar, as the Allar are known to like to experiment with fabrics of all different kinds, and have excellent craftsmen who fix up clothes to fit their proportions and horns or fins. Especially Elastaan has proven very popular among the Allar, especially the aquatic Allar. Kyat, Rama, Nang, and Sang are the castes most commonly seen wearing jewelry. For Rama, it is a show of opulence and power, with intricately crafted gold piercings and metal perfectly shaped to fit their body and accentuate their features. Kyat usually wear smaller bracelets, rings, and face piercings, with the former being easily remove-able for when they must work with Alchemy. Nang will most commonly wear whatever jewelry is most popular at any given time, and Sang will exclusively wear hand-crafted adornments out of bone or coral they have harvested from the sea, or scavenged parts of jewelry from other races found at the bottom of the seafloor.
World View is optional content that helps give Allar flavor and depth.
- Allar are a mostly carnivorous race that eats a combination of fish, meat and insects, either roasted or raw. They are capable of also digesting vegetables, nuts, and roots, but only see these as condiments and additions to their main course.
- It is rarely seen, but it is actually possible for Allar to have their scales tattooed. Allar don’t shed their scales or skin, so ink that penetrates deep enough can be used to dye their scales or add additional patterns.
- In states of frustration or aggression or anger, Allar produce a reptilian growl in the back of their throat that sounds like a hiss and a growl at the same time. This is usually meant as a warning sign before leaping to attack or encouraging someone to back off.
- Rama, even when each other’s lovers or siblings, will continue to make public appearances of competition. Even if they deeply care for one another, they cannot stand being seen as the inferior partner in public, and will publicly argue and fight for appearances sake.
- A form of showing subservience, obedience or submission among the Allar is to tip the nose upwards and expose the throat to those who are worthy of being respected as above one’s self. This is to emulate exposing the neck, the most vulnerable spot on an Allar’s body in trust or subservience.
- While crime occurs in Allar society, an Allar’s personal alchemical stash is never stolen, both due to a mixture of superstitious beliefs, as well as the emotional value of an alchemical stash. They are considered part of an Allar’s identity, like stealing one of their body parts.
- Allar do not consider the usage of their own body parts in alchemy as cannibalism or gross. In fact, many Allar donate body parts that regrow anyway as a means of making a bit of extra money.
- Engineering has a somewhat complicated place in Allar society. Among the Allar, technology and alchemy constantly compete over what is the superior scientific craft, and the majority of Allar society supports alchemy in this endeavor. Though, Technicians among the Allar have developed Chemtech in an attempt to merge the two.
- Allar have a specific gesture for showing romantic interest that can sometimes result in a positive response, and sometimes in a fist fight. The act is to gently caress the underside of another Allar’s chin. Rejection is expressed by a baring of the teeth, acceptance by a cat-like purring sound. This act is equivalent to asking for romantic interest, though some Allar may also interpret it as personal as actual kissing.
- Magic, just like Engineering, has a complicated place in Allar society. While they hold Magic as some sort of divine blessing within their Unignost faith, many of the intellectuals also acknowledge the inherent dangers of Magic. As such, Magic is practiced, but only by a very small group of Allar commonly referred to as the Penyhir, an unofficial union of any Allar who practices Magic, though this group is very controlling in how the Mages ply their craft to prevent them from abusing Magic for evil purposes. Mages who are not part of the Penyhir in Allar society are expelled as caste-less pariahs.
- The best gift to be given to an Allar is a basket of rare alchemical ingredients. Save for the most combat or solitary hunter of Allar, alchemical ingredients have a value beyond money. Even if an Allar does not do alchemy themselves, giving them ingredients allows them to give these valuable gifts to someone else, an act in itself that is valuable.
- While Allar do not sweat or blush, in the rare cases they are in climates hotter than Hadar (or if they are flustered), they will vent heat via panting, or fluttering gills (if they have them.)
- Many wealthy Allar keep small ponds of fish in their estates and homes, to show off to visitors. The types of fish are usually determined by their Kelahiran: with Kyats keeping large schools of smaller, colorful fish, Ksat keeping one or two carnivorous fish, Kuat keeping whatever fish are most amicable to petting, and Rama keeping one very large and rare fish with smaller schools of fish that accentuate the presence of the rarest fish. Nang tend to replace these ponds with pools for swimming.
- A common social gathering among Kyat Allar is to bring a number of small unmarked alchemical vials that they have crafted, usually two to three per Kyat, and play a game of roulette in imbibing or drinking them to witness their effects. Part of the game is determining who made what, based on their skill level, personal tastes, and preferences.
- It is generally considered deeply offensive to refer to an Allar as a “Lizard” or any variant of Reptile or Animal comparison, especially Snakes. Some Allar will usually quickly turn this comparison back on the accuser, trying to find the closest animal to bite back with, while others are equally as likely to respond with a threat, or with direct physical retaliation.
- Allar do not record birth-days like most others do, but self-assign name-days based on their Caste. Rama always pick a day in January or December, Kyat in March, Ksat in July, Kuat in April, Nang in August, and Sang in October. It is most common for Allar to pick the closest number date to the original day they hatched on.
- While it is exceptionally rare for Allar to act outside of the caste system, those who do are usually shunned and completely avoided and ignored by other Allar. If an Allar must ever explain why they do so to a non-Allar, they will usually say something along the lines of “not seeing those who choose to wallow outside of order.”
- Allar highly value second opinions on research and their work, and many Kyat Allar especially will compete with each other by trying to attain the largest peer-review listing to flaunt to others. It is a common saying that an Kyat will only be happy when their list of references circles Aloria.
- Allar have no social stigmas about using medicines, drugs, or other alchemies to improve or change one’s body. They do, however, generally caution against things that are detrimental or purely weaken someone’s body, as they believe the express purpose of Alchemy and Drugs is to better oneself.
- Allar society is the only known society in the world that takes mental illnesses, and in fact depression in particular, very seriously. Allar society has developed a number of alchemical mixtures and tinctures to combat the negative effects of such ailments, and has developed a very wide treatment for Allar who suffer from depression by combining medical treatments with therapy. This practice is however very slow to catch on in other societies due to the inherent stigma. Post traumatic stress is for example barely recognized in Regalia, simply referred to as ‘Knight’s Disease’, which is left untreated outside of a whorehouse.
- A combination of their unique biology and the hot, humid climate of Hadar led to the Allar developing a very unique relationship with Music. Allar mostly prefer singing and vocal arts, but uniquely also use an instrument they developed called the “Thermin.” The Thermin uses a combination of freshly mixed alchemy and engineering to create a small wall of alchemical vapor that the Allar can wave their hands through, with the disruptions creating unique sounds. This allows for ‘hands free’ music, and produces a unique set of sounds unheard of by any other instrument. It is usually shaped like a delicate metallic box, with slits at the top, and is propped up waist-height in front of the Allar who is playing it.
- Dragon Worship is frequently picked by Allar within the framework of Keyakinan as their dominant religion, due to the deep folklore of the Yellow Sea Dragons. The Allar have many stories of their arrival in Hadar, and how it was mostly inhabited by critters, Slizzar, and more notably, Yellow Sea Dragons. They say that the Yellow Sea Dragons (who were about the size of dogs) were extremely playful, and helped them establish the first irrigation systems to make their islands green and fertile. The Yellow Sea Dragons continued to live alongside the Allar and play with them, until a mysterious disease wiped them out several decades before the Cataclysm. The Allar tried with all their might to cure the disease through alchemy, but failed in the end, and the loss of the Yellow Sea Dragons still exists in the psyche of the Allar as a deep social trauma. The Perpustakaan was founded after the Dragons were lost to the Allar, to make up for the shortcomings in communication between the various efforts to cure them, to ensure that in the future there would always be an answer to calamities of this nature.
- The Allar, despite Keyakinan allowing for Void Worship, generally and by far and large avoid things that are Void infested. Vampires in particular are seen as vile, but any form of Void Worship involving sacrifice or blood offerings is considered taboo and of great evil to the Allar.
- 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.
Due to this lore being extensively rewritten with a new language format, some of the old terms players have gotten used to for years may be lost. This Lexicon exists as a means to bridge that gap for old players, but all players should absolutely learn the new terms.
- Als-Allar are the Kyat Allar
- Maz-Allar are the Ksat Allar
- Izu-Allar do not exist anymore in the new lore
- Sa-Allar have returned as the Kuat Allar
- Cro-Allar are the Rama Allar
- Mai-Allar have been split into Sang (shark) and Nang (fish/dolphin) Allar.
- Soor-Rassa-Allar is now The Perpustakaan Besar
- The Great Alchzech is now called Keyakinan and changed a bit
- Digmaan remains the same both as a term for ruler, and landmass
- Qar-Digmaan is a term with pseudo-canon status because it’s not part of Allar language.
- Local rule positions like Lazzai, Rhax, and Ghizzal do not exist anymore.
- The Zasta language is now called Pidato
- Each member of the leading council of the Perpustakaan Besar is one of 24, the 24 brightest and most successful alchemists of the Allar at any given time. Each member invented a great alchemical mixture that advanced the Allar race as a whole.
- Allar were once badly treated in the Regalian Empire, however their luck swiveled due to the so called Satrillian accords. The rumor goes that Emperor Cedromar named the accords as such, after an Allar he grew familiar with in the times when he was not yet on the throne, called Satril Meray. The story goes that the Emperor was touched by the obedience and loyalty that Satril showed, despite being spat on by Ailor customers of the tavern, and would always clean without complaint, believing that all Allar would be so loyal and dedicated to service in the Empire.
- The Allar are the only race in the Empire that does not have an embassy in the Regalian capital, or some form of consulate. This is because the Allar are so deeply integrated in the Regalian state apparatus, that they are basically considered on the same level as Ailor in terms of civil rights, and have no need for consulates to fight for their rights.
MonMarty on 09/28/2022.|
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