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|pronunciation = Slizz-ahr
|pronunciation = Slizz-ahr
|classification = [[Gorr]]
|classification = [[Gorr]]
|subraces = None
|subraces = Makara, Devata, Mauli, Aksunna, and Anindriya
|nicknames =  
|nicknames =  
*Snake People (derogatory)
*Snake People (derogatory)
*Shapeshifters (sort of praising)  
*Shapeshifters (sort of praising)  
*Puppeteers (praising)
*Puppeteers (praising)
|languages = [[Zorraana]], and whatever [[Language]] they pick up in the societies they emulate
|languages = [[Zoram]], based on real-life Sanskrit
|naming = Dependent on whatever society they are in, yet often contains many L’s, S’s and Z’s. Many Slizzar abandon their real name and only reveal this to those they really trust.
|naming = Sanskrit
 
|distinction = Serpent-folk shapeshifters
|distinction = Highly intelligent snake-like shapeshifters
|maxage = 1000 years
|maxage = 180 years
|height = 5’ - 6’
|weight = 100 - 160 lbs in their natural state
|eye = Any.
|hair = Any.
|skin = Any.
|}}
|}}
Hailing from the forbidden city of [[Sassrakkand]] come the Slizzar, a very rare and highly politically distinguished [[Race]] of shapeshifting infiltrators. Millions of people around the world live their entire lives without ever seeing a Slizzar, and yet the actions of Slizzar reverberate through history, sometimes right under the noses of historians who are missing the right clues to zone in on the true puppeteers of the strings of history. Slizzar remain one of the most fascinating, yet reviled Races all over the world, because of their ability to seamlessly merge into existing societies and hierarchies, and start working their way up fairly quickly and efficiently. They are known to play games of life and death over politics with others to such a high degree that accusing a successful and quickly rising politician as being a shapeshifter has almost become common practice, even in the [[Regalian Empire]]. Slizzar are inherently solitary, avoiding a communal existence like the other Races, yet where their cooperation does occur, it is done with surgical precision and respectful observance of the balance of power. In fact, the Slizzar are so obsessed with creating a balance of power between them all that any country, or society, can become an entirely unwitting plaything of a Slizzar using the locals as chess pieces in idle entertainment. It is as such no surprise that Slizzar are called master manipulators and schemers, and that their reputation always precedes them.  
Perhaps the oldest Race to have continuously existed on [[Aloria]], the Slizzar are of serpent-like shapeshifters that are rarely seen in their natural form, mingling with other societies for both benign and nefarious purposes. Some claim that the Slizzar have been around since before even the fall of the [[Seraph]], though it is hard to prove. For centuries, and sometimes even millennia, the Slizzar closed their holy city-state [[Sassrakkand]] off from the outside world, content to exist in luxury and ignore the woes of others. Following the last [[Void Invasion]], the Slizzar have once again spread into the wider world, shape shifting among the locals to fit in. Some assist with research, others taste the delights of other cultures, and some yet quietly nudge decisions made in high positions of authority to their benefit.
==Core Identity==
===Introduction===
[[File:Slizzareyes.png|260px|thumb|right|Slizzar are proud of their dragon-purple eyes, and frequently let it shine through despite shapeshifting. They do hide it when they want to avoid being identified as a Slizzar however.]]
[[File:645px-Fullfemaleslizz22.png|260px|thumb|right|Most Slizzar have a dominant and subdominant color scheme beyond their dark gray or black scales. These colors are usually very vibrant and consistent with their "hair".]]
[[File:615px-Semishifted2.png|260px|thumb|right|Some Slizzar make their Birth Shape more humanoid to ward off accusations of being a literal snake, and reduce bigotry towards them, though it rarely works.]]
[[File:438px-Fullshapeshift2.png|260px|thumb|right|Scales are considered beautiful by the Devata Slizzar, who frequently incorporate them into their appearance, even while shapeshifted because they don't need to hide.]]
[[File:69458ae3d5ab412dbf6cdc38d1c1b219.png|260px|thumb|right|Due to a lack of gender or sex expectations, Slizzar just pick whatever trait they like the look of (or need in the moment) to compose their appearance.]]
[[File:34468ce0f1f99bf809d667fa35e18a22.png|260px|thumb|right|Despite being able to combine any race's traits together, Devata and Mauli generally stick to what looks realistic for the race they are mimicking.]]
[[File:Mauliart.jpeg|260px|thumb|right|A Mauli's true appearance is regal and refined-- but few ever see it.]]
To be a Slizzar is to be a shapeshifter that is always highly keen on understanding the world and the people around them, but to inversely be extremely misunderstood by that world and those people. The Slizzar have a terrible reputation due to their natural ability to shapeshift, and the actions of some of their number. While many Slizzar enjoy the luxuries of life over politics, a few of them have steered global politics to such a degree that it caused great trouble to even the [[Regalian Empire]], resulting in generational hate and fear for this seductive and sometimes subversive [[Race]]. Slizzar in Regalia should expect to experience extreme opposites, both to be ridiculed and spat on, but also to be desired and a frequent party invitee. They have great potential for fun and debauchery, but also great evil and manipulation.
===Isolationism===
The Slizzar are by nature isolationist, at least within their holy city Sassrakkand. Slizzar do not settle other regions, their race numbers are always roughly the same (never becoming higher than a few dozen thousand), and they make no colonies. When the world goes through a period of great chaos, the Slizzar perform their Great Recall, during which the Slizzar around the world have limited time to return (with any non-Slizzar family they want to take with), before the shield of Sassrakkand is closed, and the city closes off to the outside. This risk and flight response carries over to the Slizzar. If a Slizzar’s identity has been Burned as they call it, they abandon that identity and shapeshift into another to leave their problems behind.
===Birth Shape vs Shapeshifting===
To the Slizzar, the concept of Birth Shape (the body they were born with) versus shapeshifted body is a hot topic for debate. To many of the non-politically involved Slizzar, showing one’s Birth Shape is not that big of a deal, because there is no inherent risk towards it besides a negative reaction from bigots in Regalia. Among the more politically active Slizzar, especially the manipulators, showing one’s Birth Shape is considered a great weakness and personal risk. They believe that when their potential enemies know what their Birth Shape looks like, they will be easily discovered, as their foes will be able to sample their behavior traits that are difficult to mask between appearances. As such, among the more subterfuge focused Slizzar, showing one’s Birth Shape is considered very personal and a carelessness that they cannot afford.
===The Great Game===
To the politically active Slizzar, controlling, manipulating, and steering events to their benefit through political manipulation is called The Great Game. Many Slizzar participate in The Great Game, attempting to climb political ladders to try and reach close to the top. A Slizzar would never draw so much attention to themselves as to seize the actual highest position, and are most content in the background of actual authority, always gently nudging them into a direction of their liking without even being noticed. There is never truly a great plan of scheme behind this, especially with the disappearance of Zaalaanzaal, the Slizzar patron [[Dragon]], the Slizzar simply do the Great Game because it’s a great deal of fun, and to many of them, a good kind of stress that gets the blood pumping with excitement. There are however plenty of Slizzar who also think The Great Game is a waste of time or even just evil. This approval is especially noted among the Devata Slizzar who would prefer to live harmoniously with other Races, and more often receive negative experiences because of hate-mongering over what the Mauli Slizzar did. Despite all this however, and despite all the disapproval, they would never reveal a Mauli’s actions on purpose, or out another Slizzar to non-Slizzar.
==Design==
There exist only two Slizzar Subraces, the Slizzar themselves, and Half-Slizzar. Among the Slizzar, there are cultural distinctions which the Slizzar themselves treat as Sub-Races, but from a scholarly point of view, these are not Subraces, because they do not confer different appearances, Abilities, or Specials. To understand Slizzar subraces, one must understand Slizzar reproduction. Slizzar are by nature biological sex-less, and cannot reproduce within their own Race. To reproduce, a Slizzar must always shapeshift, and mate with another Race to have that person bear the offspring. Slizzar gestation can be incredibly short, 10 days, though it can be made longer to hide the identity of the Slizzar. Slizzar children always produce twins, one being a full Slizzar, and the other being a Half-Slizzar, though both are born as the Race of their non-Slizzar parent and slizzar-parent’s disguise Race combined. For example, if the non-Slizzar parent was Ailor, and the Slizzar parent disguised as a Qadir, the children would appear Half-Qadir. When both twins are 18 years old, their Slizzar identity manifests through a series of dreams and visions, where they gain a deep understanding of their powers. Here, the Half-Slizzar can reject their heritage, in which case they stop being a Half-Slizzar and become whatever Race they were born as. The full-blood Slizzar twin never has a choice, and sheds their disguise to become their true Slizzar Self. With this understood, the rest of the Race’s design can be considered.
===Physical Characteristics===
As Shapeshifters, Slizzar do not truly have one set appearance, save for their natural Slizzar appearance. Slizzar natural appearance is quite snake-like, with a body covered in black, gray, white, or silver scales, some slizzar have the lower body of a snake, legs, or the lower body composed of both legs and a snake tail. Slizzar may have have horns colored like their scales on their head, the head itself which looks quite alien compared to the other humanoid Races, with a flat nose, double-hinged jaw, and a series of cranial and jaw protrusions forming unique features that are different for each Slizzar. Slizzar usually have a dominant and secondary color, the dominant color being the majority of their hair and shoulders, while their secondary color adds contrast to their neck and some of their hair, particularly close to their cranium. These colors can be any combination, though are usually quite vibrant. All Slizzar have slitted purple eyes and dark sclera. While Slizzar are shapeshifters, they can never change this base Slizzar appearance. Half Slizzar don’t have a Slizzar form, their natural form is always whatever they were born as. The only real trait Half-Slizzar have in common are their purple slitted eyes, though they can obviously (and often) hide them with their lesser shapeshifting.  


==Physical and Mental Characteristics==
===Mental Characteristics===
[[File:Slizzareyes.png|260px|thumb|right|Slizzar have a great deal of variety with their eyes in both Birth and Glamor Form.]]
Slizzar cannot truly be ascribed any one particular personality trait that is either created through cultural pressure or biological need. The Slizzar self-categorize based on their cultural distinction of the “subrace”, with militaristic, boisterous and loud Slizzar called Makara. Devata Slizzar are the Slizzar who are more laid back and enjoy life and the wide world. Mauli Slizzar are plotting and scheming Slizzar who are trusted by few and trust others even less, keeping their Slizzar identity hidden. Half-Slizzar (also called Aksunna Slizzar) usually have a temperament more closely aligned with the mental characteristics of their non-Slizzar parent’s Race. There is a technical fifth cultural “subrace” distinction that the Slizzar define, which is the Anindriya. The Anindriya are exceedingly rare, and are known to possess a piece of the soul of Zaalaanzaal their creator, or the Dragon Nox These Anindriya Slizzar can only be encountered in Progressions, and possess an opalline scale-color.  
[[File:645px-Fullfemaleslizz22.png|260px|thumb|right|The Slizzar’s head in Birth Form reminisces of a snake combined with a humanoid face.]]
[[File:615px-Semishifted2.png|260px|thumb|right|Slizzar can change their Birth Form to be more humanoid.]]
[[File:438px-Fullshapeshift2.png|260px|thumb|right|Some Slizzar choose to apply Slizzar visual features even to Glamor Form.]]
===Slizzar Forms===
Slizzar are by nature Shapeshifters, allowing them to change appearances at will and with a high degree of authenticity. Slizzar by nature have two types of forms, but each form has a wild range of variance and customizability. Their first form is called their Birth Form, the way they are born, and the second form is their Glamor Form, which is a mimic form of other characters or a more personalized appearance.  
====Birth Form====
In their Birth Form, the Slizzar appears most snake-like. They have no legs, instead having a lower body that is that of a snake from the waist down, a tail that is three times as long as their body, and coils and slithers behind them as they move around at normal walking speed. The rest of their body is however also covered in scales, a humanoid torso with humanoid arms leading to a head that resembles a combination between a snake and a more humanoid face. Some Slizzar in their Birth Form have no “hair”, while others have a bundle of snake-like tendrils, each with a snake head at the end that can move around independently as if sentient itself. This snake hair is in fact not sentient, and even if these tendrils have eyes, the Slizzar cannot see through them, however they can move them in whatever way they like and make them imitate actual snakes. These snake “hair” tendrils can be painlessly cut off, and regrow, and grow much like real hair. In their Birth Form, Slizzar are not capable of growing facial hair, and for all intents and purposes look a-gendered, having no gender dimorphism or distinguishable gender-coded specific body parts. With their snake lower body, the Slizzar cannot quite run at the speed of Ailor, instead slithering at a jogging speed, but are able to swim very quickly in the water, faster than most races, except Mai-Allar. Additionally, they can form pseudo-gills in any variant of their Birth Form, allowing them to breathe under water for extended periods of time, up to 48 hours at a time, after which they must re-surface for air. While in their Birth Form, Slizzar have some flexibility over their appearance. They can, for example, fuse apart their snake-tail and gain humanoid legs, which resets their movement speed to Ailor-kind. They can even choose to go somewhere in the middle, by keeping a much smaller tail, and having two humanoid legs to stand on. Furthermore, they can adjust their head to appear more humanoid, yet retaining the unhinged jaw, and are also able to make the snake “hair” tendrils appear more like dreads instead of actual snakes. These changes can occur instantaneously and painlessly, though when chased, it becomes harder to change in and out of legs, since the Slizzar do have to stand still while making changes to their appearance. While in their Birth Form, they can also split their arms and gain an additional set of arms, though this is purely just aesthetic, and confers no combat advantages beyond the fact that they can hold objects in their second set of arms. Finally, while in Birth Form, Slizzar are also able to change their entire upper body into Glamor Form, leaving only their lower body that of a snake. Even though their upper body appears in Glamor Form, this is still considered Birth Form, as the difference between these two forms is dictated by what the legs (or absence of them) looks like. Slizzar hair colors and scale colors and patterns are completely free game. That is to say, they can literally be any color, any hue and any pattern. The Snakes “hair” can be one consistent color different from the “skin” scales, or exactly the same, or have a different pattern. The eyes can have any color, white scaled Slizzar exist in equal measure to blue scaled, red scaled and black scaled Slizzar. Some have patterns, others have one smooth color, and others have gradients. Some have snake-hair to their hips, others only just beyond the ears. Despite shape shifting in their Glamor Form however, Slizzar can never change the colors of their Birth Form on their body, even if they can shift around various features. Shifting their snake hair from snakes to dreadlocks will not change the color or pattern, nor will their eye color change.
====Glamor Form====
Slizzar are able to change their appearance at will and mimic any other race, or even combination of races across their entire appearance. At a glance, a Slizzar can appear like an entirely different person, changing gender, race, body shape, bodily components etc. This is called the Glamor Form (when this change also includes their legs that is). From top to bottom, in Glamor Form, Slizzar are able to combine Qadir hair with [[Eronidas]] skin tone, an Altalar face with Cielothar ears, the body hair of an Avanthar, the body shape of a Lesara, with furred and digitigrade Asha legs. If they however want to be more subtle, they might also just mimic an Ailor or an Altalar in their entirety, or choose be an Altalar that only differs from the members of the actual race, with Maraya ears. At its core, Slizzar are able to mimic any combination of races or individual race to the letter and indistinguishable to the naked eye, though appearing like a combination of races does set off some alarm bells, and those familiar with racial theory will be able to tell that an impossible combination of races, is in fact a Slizzar. Additionally, on top of this infinite combination of other races, Slizzar are also able to manifest small appearance aspects of their Birth Form, onto their Glamor Form. This might include patterns of scales on parts of their face, manifesting their Birth Form eyes, and even the snake “hair”, including coloring said snake “hair” with whatever color of hair they picked for their Glamor Form (the only exception to not being able to change colors from the Birth Form). Even though [[Url]] and [[Manathar]] are not Races, Slizzar can still mimic them. The Slizzar cannot mimic the [[Wylathar Kathar]].


====Common traits between Forms====
===Racial Abilities===
Either in Birth form of Glamor Form, Slizzar do not visually age beyond the age of 18, which is when they mature into adults, and all of their Abilities properly manifest. Unlike Yanar, Slizzar do have a biological sex that they are born with, but much like Songaskians, gynandromorphism exists, allowing both male and female Slizzar to carry children. When Slizzar reproduce, either with a non-Slizzar (in Birth or Glamor Form) or an actual Slizzar, children are always born in pairs of two, identical twins. Why this occurs, is not known, but it does differ per parent. Two Slizzar parents give birth to two identical Slizzar children, who in their Birth Form look identical, down to their scale patterns, besides a particular orientation of scales on their forehead, which is how they are told apart. If a Slizzar reproduces with a non-Slizzar however, one child is born as a Glamor Form Slizzar, and is in all aspects a Slizzar, while the other twin is born belonging to the race of the non-Slizzar parent, in all aspects not a Slizzar. If born from a non-Slizzar parent, the child will live in Glamor Form until the age of 18 when their identity of Slizzar is revealed to them on instinct and they gain their Abilities, or if they are told beforehand that they are a Slizzar and taught how to be a Slizzar by a Mentor, though even if taught before the age of 18, they still cannot use any Racial Abilities until the age of 18. Slizzar who do not wish to reproduce can manually suppress their fertility, thus never requiring contraception. Slizzar have one consistent Physical Stat across all Forms, but their Body Shape is malleable in both Birth and Glamor Form to whatever they want, the same goes for Body Fat, and also Character Height, though Character Height must remain consistent with racial limitations. That being said, both in Glamor and Birth Form, Slizzar only ever have access to the Racial Abilities of the Slizzar. Even if they are 100% Avanthar in appearance during Glamor Form, they can never gain the Avanthar Racial Abilities. Note: It is not permitted to identify a Slizzar based on the lack of their Racial Abilities. Challenging a Slizzar to perform Racials they do not have, or having a “gotcha” moment when a Slizzar is unable to use the Racials of the race they are imitating, is metagaming.
The Slizzar and Half-Slizzar have a different set of Abilities and Specials. Generally speaking the Slizzar have more Specials and the Half-Slizzar have more Abilities, both of them built around supporting the niche of the Shapeshifter.
===Slizzar Personalities===
====Slizzar Abilities and Specials====
There exist three distinct types of Slizzar. The first type of Slizzar, is Socialite Slizzar that while not necessarily co-operating with other Slizzar, let other Slizzar know who they are, and enjoy the company of their own race. Socialite Slizzar often work with other Slizzar on common plots and plans, but can also do things on their own independently. They may form friendly rivalries with other Slizzar, but generally speaking are positively pre-disposed to other Slizzar. Socialite Slizzar have a wider variety of personalities, but on average do have a sense of racial superiority over other races, as they do see themselves as the manipulators and puppeteers of world politics. The second type of Slizzar is the Wilder Slizzar, which involves all Slizzar that have not undergone typical Slizzar society raising, or were born entirely seperate, expelled, or orphaned in the wide world outside Sassrakkand. Wilder Slizzar are not expelled from Slizzar Society, they are always welcome to be re-introduced by a Slizzar Mentor, though more often than not choose not to, or to continue operating on the fringes, sometimes working with other Slizzar, sometimes not. Socialite Slizzar are not hostile to Wilder Slizzar, but Wilder Slizzar are not always friendly to Socialize Slizzar, seeing them as self-righteous and know-it-all. Wilder Slizzar generally have more unpredictable personalities, more fit to whims and fancies that aren't consistent with their planning, and less likely to even engage in plots or schemes, more-so just enjoying their racial Abilities to be hedonistic, or enjoy life to the fullest extent. The final type of Slizzar, is the Eremite Slizzar. Eremite Slizzar despise Slizzar society and the entire idea of co-operating with other Slizzar for schemes. While Socialize Slizzar and Wilder Slizzar don't necessarily dislike Eremite Slizzar, they sometimes dismiss them as fanatics and Nessrassian radicals (even if they do not follow Nessrassian tenets). Eremite Slizzar are extremely secretive and protective over their identity, they do whatever and anything they can to hide their identity, and refuse under any circumstance to work with other Slizzar. Eremite Slizzar tend to be more cruel, domineering and backhanded, acting very two-faced to otherwise more genuine Wilder Slizzar or ambivalent Socialite Slizzar. To be an Eremite Slizzar is usually a decision taken later in life, meaning that most Eremite Slizzar were once Socialite or Wilder Slizzar. By far, the majority of the Eremite Slizzar were once Wilder Slizzar, who could not re-integrate into Slizzar society, and saw weakness and stagnancy in the Slizzar that co-operate, believing that Slizzar should naturally be solitary schemers and puppeteers, and consider to even let one person know their true identity and plans to be a fatal weakness. Despite all these contrasting groups, Eremite, Wilder and Socialite Slizzar all come together celebrating religious festivals, even if they are not Nessrassians, purely for a sense of heritage and self-preservation, as these gatherings of Slizzar usually involve one or two loose-tongued Slizzar groups talking a bit too openly about their plans with an Eremite Slizzar listening in and plotting their demise for their own amusement.
 
==Summary of Racial Abilities==
All Abilities are listed in detail on the [[Ability List]] Page. Additional rules applied to those Abilities are recorded in the table below. Aesthetics for Abilities may be dictated by the players, as long as the Ability Name is mentioned in the Emote, which is mandatory for Ability use. The following Abilities are what is considered a Racial Ability Set. Meaning, that none of these Abilities attribute Aberrant status to any individual, even if they are classified like they would. Only additional Abilities gained from outside of this Racial Ability Set can attribute Aberrant Status.
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
Line 46: Line 47:
! Ability Range
! Ability Range
! Ability Description
! Ability Description
! Modifiers
|-
|-
| style="background-color:#dfe0ef;" | Slizzar Shift 1
| style="background-color:#b2adcf;" | Bonded Telepathy
| Mythic Shift
| Info Power
| Self
| N/A
| Grants the user {{#simple-tooltip: Slizzar Shift 1 | The Slizzar has no legs, and a lower body in the shape of a snake tail that is 3 times as long as their body. With the snake tail, the Slizzar can at most run at jogging speed, but can swim faster than all races, except Mai-Allar. They can form pseudo-gills, allowing them to breathe underwater for up to 48 hours. They can un-fuse the snake-tail to gain humanoid legs to run, but can no longer swim at high speeds. This change can occur instantaneously, unless the Slizzar is being pursued. They can adjust various visual features in this form, but can never change the colors they were born with. Slizzar can also manifest some of their aesthetics in other Mythic Shifts, such as their Snake-like Lower Body, as well as patches of scales, Slizzar Eyes, and Hair.
| Grants the user {{#simple-tooltip: Bonded Telepathy | The user may target another person creating a telepathic bond. These two may now telepathically communicate (via in-game Direct Message) across vast distances. This Ability has a 1 week cooldown before it can be applied to someone else, and only 1 person can ever be bonded to.
}}
}}
| N/A
|-
|-
| style="background-color:#dfe0ef;" | Flux Shift 1
|}
| Mythic Shift
* '''Slizzar Aging:''' Most Slizzar are capable of reaching an exceedingly high age, nearly 1000 years. While aging, in their natural form, Slizzar also do not visually age beyond what they look like at age 18.
| Self
* '''Slizzar Shapeshifting:''' Slizzar have access to complete shapeshifting that allows them to change a great deal of things about their body, and also doubles as a disguise, allowing them to change their appearance and become unrecognizable. They are able to change Race, sex, gender presentation, Body Shape, Body Fat, and every visual aspect about themselves by combining aspects of different Races. They can change Body Height, Age appearance, Hair length and texture and color, Skin markings and Tattoos and Scars, and most bone structures so long as they remain humanoid.
| Grants the user {{#simple-tooltip: Flux Shift 1 | This Ability allows the user to seamlessly mimic the features of any Race, changing their own appearance to exactly match any Race, or even combine various visual aspects of races in a combination. This Ability cannot be used to create a copy of another person visually, they will always look off or distinguishably different from the original. This Ability has no Cooldown.
* '''Slizzar Puppeteer:''' Slizzar are masters of manipulation and puppeteering. If another player gives strict OOC consent to have their Character mind-controlled, a Slizzar can establish a mind-enslavement on another person that gives them complete control. The target is still aware of the world around them and the Slizzar cannot affect their perception of reality, but any command that the Slizzar issues must be obeyed by the target. This mind enslavement can only be removed by any Exorcism-like mechanic or Ability. If a player revokes consent, the mind-control is off-screen cured. Players have the freedom to discuss additional limitations on mind control.
}}
* '''Slizzar Mutagenics:''' Slizzar are able to reproduce and mimic any mutation, and even invent things they think would be mutations, and apply them to their own appearance. So long as they are fake mutations, they can freely be removed or moved around. If however a Slizzar has a real Void/Exist/Ordial mutation applied to them, this Mutation cannot be removed or moved, and will remain exactly where it was regardless of how often they shapeshift.
* '''Mind Surging:''' A Slizzar can target another person and telepathically pry their mind for what their ideal romantic partner would look like. This Special immediately fails to work if the target is already actively romancing another person. If they are not, however, the data can be asked in DM, after which the other person should respond with a rough description.
* '''Slizzar Espionage:''' Due to close-knit Slizzar Society, Slizzar have webs of contacts across the world that they can use to counter-espionage someone who has the audacity to try and out-spy a Slizzar. A Slizzar may submit a solo-Order to Progressions to shield a very specific person or location from State-Saboteur usage by other Players. This does not affect other Slizzar, and over-use of this function will result in wear-and tear and eventual failure to prevent Sabotage.
* '''Slizzar Societyvex:''' Slizzar are capable, because of their shapeshifting, to break the usual requirements of Society Point Buy Packs. So long as it is explained in a Slizzar’s Backstory (for example: “Lived in Anglia as an Ailor for ten years studying Heks Wisdom, before running away with the Knowledge”), they can Point Buy any Society Point Buy pack regardless of meeting the requirements.
* '''Slizzar Speechvex:''' Slizzar are capable, because of their shapeshifting, to speak and understand the language of whatever race they are primarily shapeshifted as. So long as they are for example majority Eronidas, they can understand and speak Vasar. The moment they shapeshift away however, they lose the ability to understand or speak Vasar, and all comprehension of the language.
* '''Slizzar Afflictedvex:''' Slizzar are capable of changing the color and appearance of their eyes to whatever color they would like, even if they are Afflicted, and even if their Affliction demands that Afflicted eyes are visible while using Abilities or Specials from that Kit, or pretending to be a specific Afflicted.
* '''Slizzar Mimicvex:''' Slizzar are able to perfectly mimic another person’s appearance if they have seen them, both in progressions and in-game. It should be noted that society at large expects Slizzar to do this, so overly un-characteristic behavior of a Slizzar disguising as another person is fair-game to accuse of being a Slizzar, this may even happen in Progressions if NPC or player Characters suddenly start acting arbitrary and erratic, which may result in negative consequences.
 
====Half-Slizzar Abilities and Specials====
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
|-
| style="background-color:#dfe0ef;" | Flux Shift 2
| style="background-color:#b2adcf;" | Bonded Telepathy
| Mythic Shift
| Info Power
| Self
| N/A
| Grants the user {{#simple-tooltip: Flux Shift 2 | This Ability allows the user to change all visual aspects about themselves besides Race. This Includes: Sex-Coding, Hair Color, Eye Color, Skin Color, Body Shape, Body Fat, Body Height, Age Appearance. Hair Length, Hair Texture, Skin Markings, Tattoos, Scars, and Face Shape. Any of these changes occur instantaneously and seamlessly. This Ability has no Cooldown. This Ability cannot be used to appear younger than 18 years old, and can only be used at the age of 18 and onwards.
| Grants the user {{#simple-tooltip: Bonded Telepathy | The user may target another person creating a telepathic bond. These two may now telepathically communicate (via in-game Direct Message) across vast distances. This Ability has a 1 week cooldown before it can be applied to someone else, and only 1 person can ever be bonded to.
}}
}}
| N/A
|-
|-
| style="background-color:#dfe0ef;" | Flux Shift 3
| style="background-color:#b2adcf;" | Primed Defense
| Mythic Shift
| Self
| Grants the user {{#simple-tooltip: Flux Shift 3 | This Ability allows the user to create a perfect imitation of a target person, down to voice and even missing limbs. In order for this Ability to work, the user must be able to see the target within Emote Distance. This leaves the change in effect for 1 hour, after which it expires. If instead the user goes to an Event venue for a Calender-marked Event, the Ability will remain active for as long as the Event lasts and the user is at the Event. 5 minutes after leaving, the Ability will cease and they will return to normal. It is not possible to Mythic Shift or Racial Shift out of Flux Shift 3, after use, it cannot be removed in any way besides letting it time out. This Ability can only be used once per day.
}}
|-
| style="background-color:#dfe0ef;" | Flux Shift 4
| Mythic Shift
| Self
| Grants the user {{#simple-tooltip: Flux Shift 4 | This Ability allows the user to visually mimic any quantity of Mutations on their own body without actually acquiring these Mutations, or being infected with any Planar Essence that would manifest these Mutations. They can also be removed seamlessly and instantaneously. This Ability has no Cooldown.
}}
|-
| style="background-color:#dfe0ef;" | Flux Shift 5
| Mythic Shift
| Self
| Grants the user {{#simple-tooltip: Flux Shift 5 | This Ability does two things. Firstly, with this Ability, a Constant Passive is active for the user, that allows their clothes to perfectly resize and change to fit whatever Mythic or Racial Shift they engage in except if they would somehow become quadrupedal or no longer humanoid, while also returning magically after Shifting back from any such non-humanoid Shifts. Secondly, with this Ability, the user is able to magically change the color, shape, material and appearance as well as layering of their clothing and foot and head wear, including removing and adding new pieces on the fly. This Ability acts instantly and seamlessly with no Cooldown. This Ability cannot create or emulate armor or any tough materials that add extra armoring, and materials cannot consist out of rare materials that require Abilities or Progressions to produce.
}}
|-
| style="background-color:#dfe0ef;" | Mind Surge 1
| Control Power
| Emote Distance
| Grants the user {{#simple-tooltip: Mind Surge 1 | This Ability allows the user to target any Character without Control Power Immunity to transmit a strong desire to the subject. This Ability does not force them to comply, it merely gives them a strong urge to do what the Character is suggesting they do. The target is unaware that they are being Emotion Surged, and the Character using this Ability also gives off no telltale signs that they are using an Ability. This Ability can only be used to encourage a Target to do something, it cannot make them change their beliefs or alter things they consider truth. This Ability has no Cooldown, but players are expected not to spam it to every person. It is not permitted to engage in unprompted Romance-RP Emotion Surging without discussion with the Target beforehand.
}}
|-
| style="background-color:#dfe0ef;" | Mind Surge 2
| Control Power
| Emote Distance
| Grants the user {{#simple-tooltip: Mind Surge 2 | This Ability allows the user to change another target’s feelings about another person. For example, the Target may love their sibling, but the user may use Perception Surge to convince them that instead they hate this person, or they may convince someone who despises another person to like them instead. This Ability fabricates a fake event in the mind of the Target that would have made them change their mind. After use, this effect remains in the target as Possession, and as such can be removed by Exorcism mechanics and Abilities. The effect can also be broken when the Target has been undeniably convinced that the event in their mind did in fact not happen, but remain unaware of it otherwise. This Ability can only target other Characters, and cannot be used by the user to make other Characters like or dislike them. The targeted person must also be known by name for the user. This Ability can be used once per day. Control Power Immunity makes the Target immune to the effects of this Ability.
}}
|-
| style="background-color:#dfe0ef;" | Mind Surge 3
| Control Power
| Emote Distance
| Grants the user {{#simple-tooltip: Mind Surge 3 | This Ability allows the user to decipher the “ideal partner” appearance of a Target person as long as they are within Emote Distance. They may then store this as a “Template” in their memory for future use, and will be perfectly able to recall this Template if needed. If the Character has Flux Shift 1 and Flux Shift 2 as Abilities, they are also able to perfectly mimic this Template by using these Abilities, immediately, or any time later. It is best to request Template descriptions in Direct Messaging. If a player is refusing to cooperate, or states their Template is a specific other Character, contact Lore Staff.
}}
|-
| style="background-color:#dfe0ef;" | Mind Surge 4
| Control Power
| Direct Touch
| Grants the user {{#simple-tooltip: Mind Surge 4 | This Ability allows the user to, through Direct Touch, apply a Control Power that creates a bi-directional telepathic communication link. This Ability remains active indefinitely, unless some form of Exorcism or Possession removal mechanic or Ability is used on the target, or the user breaks the communication link voluntarily. The user is also able to mute the Target from speaking back, thus subjecting them only to their telepathic communication. This Telepathic communication can be done from any distance, but both players must be Online for it to be used. After the link is broken, this Ability cannot be used for another 24 hours. Any Target can only have one active Mind Surge IV on them, and anyone who has access to the Ability Mind Surge IV also cannot be the Target of Mind Surge IV from someone else. A maximum of one Telepathic link can be active at any time.
}}
|-
| style="background-color:#dfe0ef;" | Mind Surge 5
| Control Power
| Constant Passive
| Constant Passive
| Grants the user {{#simple-tooltip: Mind Surge 5 | The user is completely immune to Mind Surge 1, 2, 3 and 4. It also gives them Immunity to Puppet Control 1.
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
}}
| Grants the user {{#simple-tooltip: Primed Defense | Once every 24 hours, the user is immune to the first mundane (non Ability and non Mundane Technique) attack emote used on them, allowing them to inexplicably avoid it.}}
|-
| N/A
| style="background-color:#dfe0ef;" | Puppet Control 1
| Control Power
| Direct Touch
| Grants the user {{#simple-tooltip: Puppet Control 1 | This Ability allows the user to target another person, and establish complete Control over their actions and thoughts. After Direct Touch, the user creates a Control Power link with the Target that allows them to issue any command, which the Target must explicitly follow to the letter, even if the user of this Ability is no longer within Emote Distance of the Target. This Ability also allows the user to change the thought process or ideas of the target, and make them forget things that happened in the last hour so as to alter their perception. The Target is not incapable of independent actions or thoughts, but can at any point in time from any distance be overridden by the user of the Ability, and have their thoughts altered. The Target is unaware that they are being Controlled, and even after Control is removed, will be unable to fathom why they thought or did certain things. They will also be fiercely defensive of the user of the Ability on them for as long as Control remains, and not engage in any actions that would be detrimental to the user of this Ability. This Ability can be broken by the user at any time from any distance, or removed from the target with any Possession removal or Exorcism mechanic or Ability. While Control Power Immunity blocks this Ability from being used, the user may propose this level of control over the Target, and if the Target consents in Roleplay, then Control Power Immunity no longer applies. After this Ability is broken off, it cannot be re-used within 7 days. A maximum of 3 people can be targeted by this Ability at any time. WARNING: These Abilities are powerful, but require absolute OOC written consent from the other party. Further information can be read on the Ability List page.}}
|-
|-
|}
|}
* '''Half-Slizzar Aging:''' Half-Slizzar do not enjoy the 1000 year aging of the Slizzar, but do have their aging affected somewhat. Their aging is the same as their non Slizzar Parent’s aging speed, however they look forever young, stopping their visual aging anywhere between 18 and 27 years old. This also means that at more advanced age, their body does not start deteriorating, and they can still move around as dexterously as they did when they were young.
* '''Half Slizzar Shapeshifting:''' Half Slizzar have only have very limited shapeshifting. They are unable to shapeshift away from the race of their non-Slizzar parent, and whatever shapeshifting they do, it never counts as a disguise, meaning they are always recognizable. Within these constraints however, they can change the following aspects about themselves: Body shape, Body Fat, Body Height, Hair color and length and texture, Skin markings and tattoos and scars, eye color, facial hair length and color and texture and masculine or feminine body shape traits, and even biological sex.
* '''Half-Slizzar Tongues:''' Half-Slizzar are masters of linguistics, always prying to catch up to their Slizzar twin. Half-Slizzar, have a limit of 2 Linguist Packs, instead of 1.
* '''Half-Slizzar Afflictedvex:''' Half-Slizzar are capable of changing the color and appearance of their eyes to whatever color they would like, even if they are Afflicted, and even if their Affliction demands that Afflicted eyes are visible while using Abilities or Specials from that Kit.
* '''Half-Slizzar Puppeteer:''' Half-Slizzar are masters of manipulation and puppeteering. If another player gives strict OOC consent to have their Character mind-controlled, a Half-Slizzar can establish a mind-enslavement on another person that gives them complete control. The target is still aware of the world around them and the Half-Slizzar cannot affect their perception of reality, but any command that the Half-Slizzar issues must be obeyed by the target. This mind enslavement can only be removed by any Exorcism-like mechanic or Ability. If a player revokes consent, the mind-control is off-screen cured. Players have the freedom to discuss additional limitations on mind control.
* '''Half-Slizzar Mutagenics:''' Half-Slizzar are able to reproduce and mimic any mutation, and even invent things they think would be mutations, and apply them to their own appearance. So long as they are fake mutations, they can freely be removed or moved around. If however a Half-Slizzar has a real Void/Exist/Ordial mutation applied to them, this Mutation cannot be removed or moved, and will remain exactly where it was regardless of how often they shapeshift.
* '''Mind Surging:''' A Half-Slizzar can target another person and telepathically pry their mind for what their ideal romantic partner would look like. This Special immediately fails to work if the target is already actively romancing another person. If they are not, however, the data can be asked in DM, after which the other person should respond with a rough description.


==History==
==Language==
Slizzar have existed in [[Hadar]] for what most scholars assume is thousands of years. The forbidden city of Sassrakkand features a very unique pyramid at the very center of the city, the silhouette of which is frequently depicted in a variety of south-eastern Altalar murals, leading many to believe it has existed at the very least in the beginning of the [[Allorn Empire]], and possibly even before that. The reason why even the Altalar referred to it as the forbidden city, was because they could never quite penetrate its walls. In fact, it is said that many of the late Allorn city-states mimicked the massive bastion walls around Sassrakkand which stood for centuries unassailed. Each time an Altalar would come up with a plan to assault the city, they or their family mysteriously disappeared, and an actual assault never materialized.
The Slizzar language is Zoram, which is based on real-like Sanskrit. Many other Races accuse the Slizzar of speaking with a lisp, but this is generally just bigotry. In fact, Slizzar are very articulate, and their language has a lot of strong consonants, meaning they hardly make noises that one would expect a snake to make. Slizzar are however capable of producing a rattle-snake like sound at the back of their throat, which they frequently produce when in combat, or when they are about to attack someone, or as a way of warning others that they are annoyed or feel threatened. Slizzar naming customs also use real-life Sanskrit. It is very rare for Slizzar to have a surname, most Slizzar in fact only carry a single name, though they can sometimes adopt a surname for ease of use to the non-Slizzar members in their family. When they do, this surname is always from another culture or Race’s language. Here follows a list of example names for the Slizzar (they are all non-gendered, because sex and gender don’t exist in Slizzar psyche).
 
* Achyut, Advait, Bhavin, Chittin, Girivar, Jatasya, Jaitra, Kush, Manav, Nandish, Parth, Prayag, Sambhav, Shivansh, Udit, Vibodh, Yug, Bhoomi, Chetaki, Gatha, Kaveri, Namasya, Paridhi, Shloka, Swara, Tavishi, Udita.  
The city stood alone in Hadar for most of recorded Allorn history, though the Altalar were completely oblivious to the presence of Slizzar among their political elite, even to the very end of the Allorn Empire. In fact, to this day, the only evidence of Slizzar ever having been inside the Allorn Empire is through word of mouth from contemporary Slizzar. If any Slizzar did indeed exist among the Allorn, they likely died during the [[Wildering]]. The Altalar, who had several colonies in Hadaria, pulled out of the region around 300 BC to focus most of their military powers on combating the Ailor who had become more militarily capable and aggressive against their would be slave captors. This resulted in 250 years of practical isolation until 22 BC, when as a result of the [[Sendrassian Civil War]], a massive exodus of [[Allar]] arrived in the wild and untamed continent that was Hadaria. The land was filled with many jungles and a whole host of dangerous beasts, but considering what the Allar had just left, it was a paradise. The Allar were welcomed, less as friends but more so as tools for the Slizzar to use for their own good, and for the first time in their history, the Slizzar changed their strategy. Instead of being hidden and infiltrating, they chose to try and openly control the Allar, at first by softening them up to their presence, and later by pretending to integrate into their society as one of their lizard-kind, only to then turn and manipulate them into allowing them to absorb all the high positions of Allar politics.  
==Religion==
 
The Slizzar are by far and large [[Dragon Worship]] followers, with a particular favor towards Nox, who many of them view as their creator, otherwise called Zaalaanzaal in their own native language. Dragon Worship has been with the Slizzar for thousands of years, in fact for as long as record keeping or memory implies, and many Slizzar who are at least 500 years old and not Occult can still remember Nox at the pinnacle of Sassrakkand, the pyramid at the center of the city. While Nox has since disappeared in mysterious circumstances, the Slizzar continue one of the oldest and unbroken forms of Dragon Worship. It is possible for a Slizzar to follow a different Dragon than Nox as their favored, particularly if some life event caused them to disregard Nox's deceptive appeal, and align more with one of the other core ideologies of the other Dragons.  
This political control galvanized to such a degree that one Slizzar, [[Miko Missa]], was declared Empress, who has in modern times been classified as a [[Mage]] post-mortem. The reason why the Slizzar accepted one of their own to become more politically powerful than all other Slizzar is unclear, but it is likely that along with the fact that they started being a public part of Allar society, the Slizzar simply started sampling new ideas and trying new things that they had not done for thousands of years, a decision that would inevitably come to harm them. The Slizzar power spectrum finally came crashing down when the [[Regalians]] invaded Hadar with their superior military equipment in the [[Chrysant War]]. The Slizzar were first weakened by the Humans, and then suffered full racial genocide at the hands of the betrayed Allar, who had since learned of the serpent’s puppeting ways. This resulted in a massive flight of Slizzar back to the forbidden city of Sassrakkand, which the Ailor laid siege to at the end of the Chrysant War. While the tactic of infiltration against Altalar had always been successful to avoid a full blown siege of their city, this tactic was of no avail to them against the Ailor. The Slizzar were both unprepared, because of their focus on the Allar, and also unable to quickly enough win over the Ailor, who with a much shorter life span than Altalar reacted to the world’s events much faster, faster than the Slizzar could catch up.
 
The Siege of Sassrakkand ended in a complete disaster for the Slizzar. With the loss of the Empress who was noted as one of the most powerful Slizzar at the battle of Fessa Huallo, and most of their Allar guardians dead or resentful of them, the city had no defensive garrison to speak of, or any weapons to defend the walls. The Ailor also used the terrifying fire-power of their battleships to pound the ancient bastion walls into submission, since the city was essentially built in sea-shallows, and could easily be reached by gunboats and even smaller frigates. The outer wall of the city crumbled after a week of non-stop shelling, after which the Ailor discovered that the city was actually made of 3 encircling walls, each ringing around the inner wall. The outer section of Sassrakand was broken, and this section of the city experienced massive flooding, resulting in destruction of almost forty percent of the city. The Slizzar fled to the inner level, which then experienced terrifying mortar bombardment. The Ailor could not reach into the inner city, as the rubble of the bastion wall prevented the ships from sailing into the interior, and soldiers could not launch an amphibious assault on the high towering walls. They then chose to simply bombard the second ring into submission. This bombardment did massive amounts of damage until massive smoke plumes obscured view into the city interior, and the ailor simply assumed the city would burn up from the inside and left, never to return.
 
With the near destruction of sixty percent of their city, the Slizzar learned a hard lesson. While the vast majority of them had survived the reprisals of the Allar and the Ailor genocide, they were seriously caught on the backfoot and pushed into a corner. The Slizzar thus decided to make a public display of power, a sign that they were beaten but not broken, and that they should not be so easily dismissed. In one final act of complete co-operation, all Slizzar in the Regalian Empire were recalled after assassinating the aristocracy of the Empire. In a short time span, as the [[Regalian Military]] sailed back to the capital to celebrate their victory, the sleeper agents and infiltrants in Ailor society were all activated at once, poisoning, strangling and stabbing the nobles of the realm in one massive concerted revenge attacks. Many notable politicians and important families lost numerous important members, the death toll was particularly high among the [[van Sherburne]] and [[Kade]] families, resulting most notably in the death of the niece of the Emperor, Princess [[Liliane Kade-Ivrae de Sange]]. It is said to this day that every noble family in the realm has at least one family member that was killed in this manner, inflicting a massive humiliating loss on the Empire that has not been rivaled since by any other enemy. The Slizzar came together in the leftover parts of Sassrakand and started rebuilding, eventually venturing out into the world again and rebuilding their network of infiltrant manipulators.
 
It is commonly accepted nowadays that the Slizzar have infiltrated nearly every level of society among most Races, despite their small population number. In Regalia though, most of the memory of their assassinations have been forgotten, both because of the fact that remembering would be a painful humiliation, but also because the power void created by so many other nobles allowed for the catapulted rising of a new class of nobles who gained power from the series of events. In some cases, some of the detractors of these families would even allude to Slizzar helping these upstart nobles gain power, leading to their modern generally not-hostile yet distrusted view.  
 
==Society==
Slizzar society is a bit difficult to pin down, because Slizzar intrinsically do not live in a communal manner like other Races. While there are certainly still Slizzar within the walls of Sassrakkand, the vast majority live outside of these walls in the wide world, and have very little interactions with one another outside of Nests and the Sole Slizzar roaming around. That being said, to say that Slizzar don’t have a society is far from the truth, it just presents itself in a different manner that other Races would not consider a society. Slizzar do live communally in the city of Sassrakkand, but very little is known about this city by outsiders, and Slizzar like it this way, because most Slizzar simply don’t talk about their lives as Slizzar, and instead prefer to focus on their infiltrant life, or what life is like outside of the forbidden city. In Regalia, Nests may often have a compound to live in together, but for the sake of their hidden identity, also choose to have houses of their own further away from their Nest Compound, which usually ends up being a Clandestine base of sorts. Slizzar have a strange level of loyalty to one another not quite found in other races, that allows Slizzar to completely dismantle and destroy another Slizzar’s plots and livelihood, but never lead to their death. If a Slizzar is accidentally responsible for another Slizzar’s near-death or impending death, they are tasked by Slizzar society to prevent it from happening. Within Sassrakkand, there are no political leaders, this egalitarian self-investment is consistent throughout, and most Slizzar simply look after themselves, or in some way their descendants, for whom they might have a fondness, though not one that would stop them from competing against them in the game of influence and manipulation. The only real sense of communal loyalty Slizzar have is to one another inside a Nest, and towards their Matron if they have one.
 
===Culture===
Slizzar culture is incredibly subtle, since many of the individual actions taken as custom or tradition, can be attributed to other Races. Indeed, Slizzar don’t engage in much cultural expression like other Races do, and a lot of their quirks and expressions of identity are easily mistaken to belong to someone else’s culture. The most important person in a Slizzar’s life, sometimes even more so than their Slizzar mate (though the line between them can often blur) is their Slizzar Mentor. After they reach adult age, considered 18 in their society, they choose a mentor, who is usually a few decades or at the very least 10 years older. A Slizzar mentor teaches their student about the world at large and what dangers to find within, Slizzar culture, religion and other aspects of life, while also honing their skills through teaching. Most Slizzar who learned things in Sassrakkand, learn their Proficiencies from their Mentor, and continue to hone those skills later in life to perfection. Mentors remain important figures to look up to in a Slizzar’s life, and a Slizzar will generally speak fondly of their Mentor.
 
Slizzar do take other Slizzar as partners, but the relationship sometimes blurs between lover and partner in proverbial crime, and sometimes it gets more confusing when that partner ends up being their mentor. It is not uncommon for mentors to become partners with their students when their studies are complete (usually around 12 years after having become an adult Slizzar). Slizzar partners can also live far away from each other and remain loyal to one another in a bond that is not always physical. Some Slizzar couples can go without physical intimacy for decades, but have an unbreakably strong emotional connection that expresses itself in extremely emotional feelings. Children of Slizzar unions are carried to term by either parent, if both parents are Slizzar usually in Sassrakkand to be connected to their holy city, but otherwise anywhere outside of the general view of non-Slizzar to avoid complications with a snake-child being born. The children are usually taken care of for one year by the parent, after which they are given to the House of Mentors, where a group of currently retired and no longer teaching mentors of advanced age will raise them between the ages of one years old and six years old, though the parents can still be very much involved in this process. Twin Slizzar are always kept together, both through the House of Mentors, as well as the choosing of a Mentor who guides them both. Even after raising, parents become a model to look up to, and are frequently used as a motivation tool for the Mentors to encourage their students to excel and surpass the performances and achievements of their parents. Slizzar culture in such a way is very much focused around the concept of the child out-doing the parent, a stark contrast to many other Ailor cultures where respect for elders can sometimes border on accepting their parental superiority and not exceeding them. The Elders choose a Mentor for the Slizzar from the pool of eligible Mentors, though Mentoring does not have to take place in Sassrakkand, it can happen "on the road" out in the wide world, and there is no clear end-date for Mentoring. Each Mentor may identify that a Slizzar has learned enough and can be free from their guidance. Sometimes, the students may also choose a Mentor if their parents permit it, but in any and all cases, twin Slizzar gain the same Mentor.
 
Slizzar cultural quirks are far and wide in between, but some are fairly consistent. Firstly, Slizzar love smells, incense is a very common way Slizzar use to surround themselves with floral scents, but particularly chrysanthemum flowers and water lilies are very important to them. It is said that a specific type of water lily grows all over Sassrakkand, and the sweet scents remind them of home, which is why many Slizzar enjoy the smell of flower based incense. The Slizzar also have a heightened affinity for dancing, and turning their body in ways that other Races find alluring. To the Slizzar themselves, these dances are just a mode of entertainment, sometimes even bordering on religious theatre, as the movements are meant to represent their [[Deep Sea Serpent]] deities, but the unknowing and ignorant other Races just see these dances as alluring and sensual belly-dancing. Slizzar furthermore also love the feeling of fur, the exact reason why being unknown, but the sensation of fur between their fingers is like giving a cat a scratching pole. Many Slizzar wear clothing that has some form of fur lining, or wearing actual pelts or a fur coat.
 
The only expressions of Slizzar culture occur during the month of January, when most Slizzar return to Sassrakkand to celebrate communality. The exact sequence of events in Sassrakkand is unknown to outsiders, but every night is filled with communal singing to the moon as the moon rises above the city and reflects on the white marble of the walls and the cascading water that flows into, around and inside the city. This communal singing is sometimes so grand that it can be heard far outside the walls, lucky listeners describing it as a song bordering between melancholy and sadness, yet with a hopeful twist and a spark of passion to it.


===Religion===
==Historical Interactions==
The Slizzar follow the [[Nessrassian]] Faith: the faith of the giant Deep Sea Serpents. This faith has several gods embodied as various snakes which represent various aspects of a Slizzar’s personality. This religion is central in their life, for it guides their actions, and in hopes of becoming successful, they worship and offer tribute to their gods who they constantly aspire to become. It can be said as such that the Nessrassian Faith is less a religion, and more a life view or life philosophy. Still, the Slizzar worship the Sea Serpents as divine beings—and would even bow to the living ones if, or when, they surface. Many of their life choices and actions are woven into this concept of worship, whether it be manipulating others, succeeding in a plot, or rearing their puppets to have a mock-conflict with another Slizzar and prove the better manipulator by winning over the other. Within their home however, the Slizzar do not engage in active worship, and in some cases, Slizzar have even been known to accept a secondary faith, their Race being the only one known in Aloria that does this, called Faith Syncretism. That being said, they will still and must always acknowledge the Nesrassian gods as the primary more important diety, accepting the secondary god(s) as only a temporary additional fulfillment of a Spiritual need that is not always present in the Nesrassian Faith, which is often depicted as quite ruthless and uncaring for their own people.  
Because Slizzar live very long, and have been around for so long as a Race, their existence has impacted a variety of Races and Empires through the years. These do not strictly affect Racial interactions, but are relevant to old Characters.
* The Slizzar supposedly interacted with the Seraph, but next to nothing survives of this era. Zaalaanzaal always made the Slizzar burn all their records when a Void Invasion happened, and never speak of past interactions again, and as such, the information eventually died. Slizzar however will continue to insist that the surviving Seraph wall hieroglyphs are wrong, and that Seraph actually were [[Centaur]]-like.
* The Slizzar didn’t interact much with the [[Second Civilization|Second]] and [[Third Civilization]], as Zaalaanzaal kept Sassrakkand closed off during much of this period. It speaks volumes to the fact that the second and third civilizations were likely very violent periods in the world as the Dragons were attempting to compensate for their mistakes with the Seraph.
* The Slizzar had more extensive contact with the [[Maraya]], and implications exist that the Maraya and Slizzar actually had very good relations. Much of the context is lost to this day, however it is believed that one of the six Anindriya Slizzar resides within the Homefleet.
* The Slizzar had extensive interactions with the [[Allorn Empire]], until the Allorn became aware of them, and banned the Slizzar with kill on sight. They attempted to besiege the city of Sassrakkand a number of times, and did massive damage to the outer city on their last attempt. This is part of the reason why Aberrants are banned from entering Sassrakkand (if they could even breach beyond the Dragon shield that surrounds the city). Heavy use of Magic shattered the Magic shield for a moment, allowing the Allorn Mages to lay waste to nearly a third of the city. This part of the city was later allowed to be flooded, and is now the third ring of the city, with flooded ruins remaining in this uninhabited part.
* The Slizzar extensively interacted with, and were also the principal founders of the [[Essa Empire]] among the [[Allar]]. Slizzar and Allar interactions go extremely deep, many of the ruling Digmaan have their own Slizzar advisor, or are being manipulated by one. Following the destruction of the Essa Empire at the hands of the Regalians, there was a pogrom to kill the Slizzar who were blamed for the loss, but when the Allar started integrating into the Regalian Empire, this hatred cooled, and the Slizzar quickly retook their position.  
* The Slizzar had numerous interactions with the [[Sariyd]] and subsequent [[Qadir]], but generally despise them in the present era. The Qadir frequently attempted to abuse the Slizzar Honored Matron tradition to enter Sassrakkand as non-Slizzar, just to try and steal technology. Sassrakkand, while protected by Dragon Magic, has most of this Dragon Magic fueled by machines built by Zaalaanzaal. As such, Sassrakkand is considered the holy grail of Dragon tech to the Qadir, and something that they could use to finally lay waste to the Dragons in Farah’deen if only they could investigate the technology. Slizzar in turn have banned Qadir from entering Sassrakkand (even as Honored Matrons), and are always suspicious of their intentions.
* The Slizzar have only had recent interactions with the Regalian and [[Songaskian Masaya|Songaskian Empire]]s, while having no contact at all with the reborn Allorn Empire (as Slizzar are banned from it again on the penalty of death) and no contact at all with the Sihai realms to the east (as this is considered too far away). The Slizzar mostly affected the nobility following the Chrysant War, when revanchist Slizzar managed to convince a whole host of Allar and other Slizzar (with a high casualty cost to both also) to assassinate leading nobles across the Empire as a form of revenge. The loss of so many nobles all at once damaged the Empire, but did not cause it to crack in the long term, and as such, the Slizzar have shifted to infiltration.


:*''For more information on Nessrassian, click [[Nessrassian|here]]
==Families==
===Childhood===
Most Slizzar are raised outside of their own society, within the confines and childhood standards of the Race or culture that their non-Slizzar parent birthed them into. It is possible for a non-Slizzar mother to bring their children to Sassrakkand however. When a non-Slizzar gives birth to Slizzar children, and is aware of Slizzar society, the children’s identity, and wishes to immerse herself (or himself, in some cases, such as the Songaskians who are intersex) in Slizzar society and culture, such a “mother” is called “Honored Matron”. Honored Matron allows a non-Slizzar to essentially enter Sassrakkand, as the Slizzar cannot reproduce on their own, and consider a mother who is welcoming to their society and wishes to be included as something worth praising. It is important to note that this doesn't happen often however. Most Slizzar reproduce and then simply abandon their children, assuming that the visions and dreams will eventually lead them back to Sassrakkand, and it usually does. If a child is raised in Sassrakkand however, it usually lands more in a life of luxury and plenty, as Sassrakkand is often described as a paradise with no want.
===Romance and Gender Norms===
They don’t have them. The supposition of gender experience, expression, or identity is entirely nonexistent, and rules to do with romance are equally nonexistent, as the social constructs relating to these norms were never developed in Slizzar society. It is however possible that a Slizzar learns a gender identity from the Race they were raised as, which can cause a modicum of gender dysphoria as they actualize their Slizzar identity. This is usually what causes Aksunna Slizzar to reject Slizzar society and abandon their Slizzar heritage, being unable to console their old identity with the idea that their identity was merely a temporary fake, and that they are genderless and sexless. Equally, just because there are no gender norms, does not mean a Slizzar cannot prefer monogamy due to learned behavior from their childhood. To some effect, how a Slizzar is raised can affect their future opinions on things.
==Politics==
The Slizzar are formally led by Zaalaanzaal, who acts as both their highest figure of authority akin to the Regalian Emperor, religious entity akin to the Everwatcher (for Unionism) and general supreme being. Zaalaanzaal instructed the Slizzar in general sweeping commands, the details of which were usually hammered out by the Anindriya. The Anindriya Slizzar are a unique subrace of Slizzar, of which there can only ever be six. This is to say, while there are six of them, no Anindriya are born, and if one dies, then a new Anindriya is born somewhere to a Slizzar parent. The Anindriya usually pass their commands down to the Mauli, who in turn pass the orders down to all the other Slizzar. When Zaalaanzaal disappeared, the Anindriya essentially just filled that void by issuing orders of their own through a collective council, though by their claim, they will only hold the throne vacant for Zaalaanzaal’s return. Outside of Sassrakkand however, the Slizzar don’t really acknowledge the hierarchy of the Mauli, and they are freelancers just as much as any other Slizzar.
==World View==
* Slizzar attitudes towards Magic and the Occult are ambivalent. Slizzar have strictly banned Aberrants and Occult beings from entering Sassrakkand, and look down on any Slizzar who becomes Afflicted or becomes a Mage. That being said, they do appreciate the beauty of Magic, and especially the Devata enjoy the benefits of Magic in their lives of luxury and thrill experiences.
* One particularly daring Mauli Slizzar was Mananya-Manya that was declared Empress of the Essa Empire, though they were only called Empress by the Allar as the Allar language did not have a non-binary term. Their rule was short and competent, leading to the Allar dotingly calling them “Missa”, however the Chrysant War brought an end to their rule, and they disappeared shortly after the final battle, their memory acting as a deterrent to other Mauli to expose themselves like Mananya-Manya did.
*Due to the unique structure of Slizzar bodies, they “sit down” on their own coiled tails when the limb dominates the lower part of the body. When it splits into two legs and a tail, however, unique chairs allow for one to easily sit down, their tail put through a broad open area at the base of the chairback.
*Slizzar warriors often enjoy the use of bows rather than up-front combat weapons, though when they do get one-on-one melees, they engage in the use of the lethal Urumi (Sword whip) and Chakram (razor sharp circular blades), ancient tools used by the Slizzar for millennia.
*The culinary world of the Slizzar is eclectic, taking bits and pieces from across Aloria, and across time itself, as one of the few things to survive the purging of written records demanded of a Void Invasion was the culinary creations Slizzar learned from the outside world.
*Slizzar are naturally fond of edible flowers, and floral teas, but also have a heavy preference for seafood. A few more gluttonous Slizzar have been known to use their ability to unhinge their jaws to eat raw fish whole, as an effort of intimidation or to eat more and faster.
*The Slizzar have terrible relations with the nearby Minoor Nelfin. Not only do they see the Slizzar as offspring of the Deep Sea Serpents, which are the ultimate Demons to their society, but they generally mistrust the Race due to the old Allorn prejudices. There are few Minoor Slizzar, of any subrace, as a result, despite how open the Culture is to incorporating those willing to adapt.
*Slizzar who are interested in the arts are often well known for their musical ability, playing instruments not unlike those of the Suvial Altalar in most cases, to applause and enjoyment. This continues into the city of Sassrakkan itself, where singing is also key, used in the Mirror Serenade, a blessing upon the Silver Pyramid, and nearby mirrors, with the strange expectation that it will guide their god back to them through the infinitely reflecting realm.
*The connection between the Nasha of the Sundial Isles, and the modern Slizzar, is extremely unclear. Some Slizzar have made use of their cursory similarity to those beings of Allorn myth and ancient history to establish themselves in Suvial society, though they keep hidden to maintain the mystique.
*Aksunna Slizzar, born to a Slizzar and Songaskia parent, are still considered Songaskian even if they choose to accept their Slizzar heritage. This has led to a minor population of these unique beings to grow within Farah’deen.
*Some Slizzar find that a method of seeking revenge or sabotaging the Qadir from stealing technology from them, is to disguise as one themselves, and to seek out Qadir technological secrets. This gambit has yet to prove significant or detrimental to either society.
*The connection between [[Sapphire]]s and Zaalaanzaal goes beyond that the gemstone looks good in [[Silver]]. Slizzar society claims they are the god’s eyes, and so many Slizzar, even in disguise, will include iconography of an eye featuring a Sapphire in the middle.
*Adarrajya, a drug crafted decades ago as a result of the vanishing of Zaalaanzaal, is also known as the Mirror Tincture, because it produces a euphoric sensation in the body, and sees a Slizzar user transport into a realm of endless shifting mirrors and shapes, with them at the center. Non-Slizzar users, though, will have the sensation of being trapped in a mirror, and of needing to break the glass holding them within it.
*Slizzar enjoy being multilingual, not just because of their ability to jump forms between societies, and needing to learn new knowledge to hide, but because it is a point of social pride and bragging rights.
*The [[Ghor Ka Bloodscale]]s have a minor colony in the Slizzar holy city, where they serve the purpose of finding and disposing of vermin and pests which haunt the city’s streets and houses. As a result, many Slizzar are very pro-little lizards, and small reptiles are just about the only pet Slizzar keep (Slizzar do not engage in slavery if one ignores mind control).
*Slizzar do not commonly keep snakes as pets, no matter how many caricatures portray them as doing such. In fact, beyond small lizards, the [[Qarresh]], and other forms of native Hadar life, the Slizzar dislike caring for pets.
*Slizzar skin, bones, blood, and other body parts are highly sought after by alchemists, both Allar and not, with the only generally accepted donation being of blood. Slizzar who handle the remains of other Slizzar for profit are deeply reviled, and often end up hunted.
*Slizzar burials can often be tricky affairs. When they die, they revert out of their shifted form over the course of a few days, which can be a shock to friends, or even strangers, who find that the person in their life has suddenly been turned into a snake-person. For this reason, Slizzar bodies and their dead are often returned to Sassrakkand for entombment, even if one has been dead for decades.
*Deep Sea Serpent motifs exist among the Slizzar, but only ever in a bound manner. Instead of depicting them like a crest animal, they are always depicted with chains or bindings to illustrate their subjugation, which in turn represents Zaalaanzaal’s victory over the Teal Sea Dragons, who Zaalaanzaal reviles for hiding creation under the sea where they cannot go.


==Trivia==
==Trivia==
*It is rumored that one Slizzar once managed to worm their way to the chambers of Chancellor [[Morgann Kade]]. There is no physical evidence of this ever having occurred, but it would explain his erratic behavior, with how sensible and calm most Kade Chancellors have been.  
* Slizzar frequently pretend like cutting off their tail or hair tendrils is a big deal. It’s an acceptable form of corporal punishment for them, as while the pain is unpleasant, these body parts regrow within 24 hours.  
*Slizzar tails or legs that have been cut off slowly grow back over the course of two weeks.
* Slizzar tails are remarkably dextrous, especially the tip. Some Slizzar have been known to be able to write calligraphy with their tail, using a special metal ring attached to hold the pencil.  
*Slizzar greatly appreciate fruit, and have even been known to include flowers in their diet.
* Slizzar abhor the usage of ink or paint to cover up the natural colors of their birth form. It is considered a form of self mutilation akin to self amputation.  
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|Writers = MonMarty, HydraLana
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[[category:Races]] [[category:Gorr Races]]
[[category:Races]] [[category:Gorr Races]]

Revision as of 04:22, 7 December 2022

Slizzar
645px-Fullfemaleslizz22.png
Race
Pronunciation Slizz-ahr
Classification Gorr
Subraces Makara, Devata, Mauli, Aksunna, and Anindriya
Common Nicknames
  • Snake People (derogatory)
  • Shapeshifters (sort of praising)
  • Puppeteers (praising)
Languages Zoram, based on real-life Sanskrit
Naming Customs Sanskrit
Racial Traits
Distinctions Serpent-folk shapeshifters
Maximum Age 1000 years

Perhaps the oldest Race to have continuously existed on Aloria, the Slizzar are of serpent-like shapeshifters that are rarely seen in their natural form, mingling with other societies for both benign and nefarious purposes. Some claim that the Slizzar have been around since before even the fall of the Seraph, though it is hard to prove. For centuries, and sometimes even millennia, the Slizzar closed their holy city-state Sassrakkand off from the outside world, content to exist in luxury and ignore the woes of others. Following the last Void Invasion, the Slizzar have once again spread into the wider world, shape shifting among the locals to fit in. Some assist with research, others taste the delights of other cultures, and some yet quietly nudge decisions made in high positions of authority to their benefit.

Core Identity

Introduction

Slizzar are proud of their dragon-purple eyes, and frequently let it shine through despite shapeshifting. They do hide it when they want to avoid being identified as a Slizzar however.
Most Slizzar have a dominant and subdominant color scheme beyond their dark gray or black scales. These colors are usually very vibrant and consistent with their "hair".
Some Slizzar make their Birth Shape more humanoid to ward off accusations of being a literal snake, and reduce bigotry towards them, though it rarely works.
Scales are considered beautiful by the Devata Slizzar, who frequently incorporate them into their appearance, even while shapeshifted because they don't need to hide.
Due to a lack of gender or sex expectations, Slizzar just pick whatever trait they like the look of (or need in the moment) to compose their appearance.
Despite being able to combine any race's traits together, Devata and Mauli generally stick to what looks realistic for the race they are mimicking.
A Mauli's true appearance is regal and refined-- but few ever see it.

To be a Slizzar is to be a shapeshifter that is always highly keen on understanding the world and the people around them, but to inversely be extremely misunderstood by that world and those people. The Slizzar have a terrible reputation due to their natural ability to shapeshift, and the actions of some of their number. While many Slizzar enjoy the luxuries of life over politics, a few of them have steered global politics to such a degree that it caused great trouble to even the Regalian Empire, resulting in generational hate and fear for this seductive and sometimes subversive Race. Slizzar in Regalia should expect to experience extreme opposites, both to be ridiculed and spat on, but also to be desired and a frequent party invitee. They have great potential for fun and debauchery, but also great evil and manipulation.

Isolationism

The Slizzar are by nature isolationist, at least within their holy city Sassrakkand. Slizzar do not settle other regions, their race numbers are always roughly the same (never becoming higher than a few dozen thousand), and they make no colonies. When the world goes through a period of great chaos, the Slizzar perform their Great Recall, during which the Slizzar around the world have limited time to return (with any non-Slizzar family they want to take with), before the shield of Sassrakkand is closed, and the city closes off to the outside. This risk and flight response carries over to the Slizzar. If a Slizzar’s identity has been Burned as they call it, they abandon that identity and shapeshift into another to leave their problems behind.

Birth Shape vs Shapeshifting

To the Slizzar, the concept of Birth Shape (the body they were born with) versus shapeshifted body is a hot topic for debate. To many of the non-politically involved Slizzar, showing one’s Birth Shape is not that big of a deal, because there is no inherent risk towards it besides a negative reaction from bigots in Regalia. Among the more politically active Slizzar, especially the manipulators, showing one’s Birth Shape is considered a great weakness and personal risk. They believe that when their potential enemies know what their Birth Shape looks like, they will be easily discovered, as their foes will be able to sample their behavior traits that are difficult to mask between appearances. As such, among the more subterfuge focused Slizzar, showing one’s Birth Shape is considered very personal and a carelessness that they cannot afford.

The Great Game

To the politically active Slizzar, controlling, manipulating, and steering events to their benefit through political manipulation is called The Great Game. Many Slizzar participate in The Great Game, attempting to climb political ladders to try and reach close to the top. A Slizzar would never draw so much attention to themselves as to seize the actual highest position, and are most content in the background of actual authority, always gently nudging them into a direction of their liking without even being noticed. There is never truly a great plan of scheme behind this, especially with the disappearance of Zaalaanzaal, the Slizzar patron Dragon, the Slizzar simply do the Great Game because it’s a great deal of fun, and to many of them, a good kind of stress that gets the blood pumping with excitement. There are however plenty of Slizzar who also think The Great Game is a waste of time or even just evil. This approval is especially noted among the Devata Slizzar who would prefer to live harmoniously with other Races, and more often receive negative experiences because of hate-mongering over what the Mauli Slizzar did. Despite all this however, and despite all the disapproval, they would never reveal a Mauli’s actions on purpose, or out another Slizzar to non-Slizzar.

Design

There exist only two Slizzar Subraces, the Slizzar themselves, and Half-Slizzar. Among the Slizzar, there are cultural distinctions which the Slizzar themselves treat as Sub-Races, but from a scholarly point of view, these are not Subraces, because they do not confer different appearances, Abilities, or Specials. To understand Slizzar subraces, one must understand Slizzar reproduction. Slizzar are by nature biological sex-less, and cannot reproduce within their own Race. To reproduce, a Slizzar must always shapeshift, and mate with another Race to have that person bear the offspring. Slizzar gestation can be incredibly short, 10 days, though it can be made longer to hide the identity of the Slizzar. Slizzar children always produce twins, one being a full Slizzar, and the other being a Half-Slizzar, though both are born as the Race of their non-Slizzar parent and slizzar-parent’s disguise Race combined. For example, if the non-Slizzar parent was Ailor, and the Slizzar parent disguised as a Qadir, the children would appear Half-Qadir. When both twins are 18 years old, their Slizzar identity manifests through a series of dreams and visions, where they gain a deep understanding of their powers. Here, the Half-Slizzar can reject their heritage, in which case they stop being a Half-Slizzar and become whatever Race they were born as. The full-blood Slizzar twin never has a choice, and sheds their disguise to become their true Slizzar Self. With this understood, the rest of the Race’s design can be considered.

Physical Characteristics

As Shapeshifters, Slizzar do not truly have one set appearance, save for their natural Slizzar appearance. Slizzar natural appearance is quite snake-like, with a body covered in black, gray, white, or silver scales, some slizzar have the lower body of a snake, legs, or the lower body composed of both legs and a snake tail. Slizzar may have have horns colored like their scales on their head, the head itself which looks quite alien compared to the other humanoid Races, with a flat nose, double-hinged jaw, and a series of cranial and jaw protrusions forming unique features that are different for each Slizzar. Slizzar usually have a dominant and secondary color, the dominant color being the majority of their hair and shoulders, while their secondary color adds contrast to their neck and some of their hair, particularly close to their cranium. These colors can be any combination, though are usually quite vibrant. All Slizzar have slitted purple eyes and dark sclera. While Slizzar are shapeshifters, they can never change this base Slizzar appearance. Half Slizzar don’t have a Slizzar form, their natural form is always whatever they were born as. The only real trait Half-Slizzar have in common are their purple slitted eyes, though they can obviously (and often) hide them with their lesser shapeshifting.

Mental Characteristics

Slizzar cannot truly be ascribed any one particular personality trait that is either created through cultural pressure or biological need. The Slizzar self-categorize based on their cultural distinction of the “subrace”, with militaristic, boisterous and loud Slizzar called Makara. Devata Slizzar are the Slizzar who are more laid back and enjoy life and the wide world. Mauli Slizzar are plotting and scheming Slizzar who are trusted by few and trust others even less, keeping their Slizzar identity hidden. Half-Slizzar (also called Aksunna Slizzar) usually have a temperament more closely aligned with the mental characteristics of their non-Slizzar parent’s Race. There is a technical fifth cultural “subrace” distinction that the Slizzar define, which is the Anindriya. The Anindriya are exceedingly rare, and are known to possess a piece of the soul of Zaalaanzaal their creator, or the Dragon Nox These Anindriya Slizzar can only be encountered in Progressions, and possess an opalline scale-color.

Racial Abilities

The Slizzar and Half-Slizzar have a different set of Abilities and Specials. Generally speaking the Slizzar have more Specials and the Half-Slizzar have more Abilities, both of them built around supporting the niche of the Shapeshifter.

Slizzar Abilities and Specials

Ability Name Ability Type Ability Range Ability Description Modifiers
Bonded Telepathy Info Power N/A Grants the user Bonded Telepathy

N/A
  • Slizzar Aging: Most Slizzar are capable of reaching an exceedingly high age, nearly 1000 years. While aging, in their natural form, Slizzar also do not visually age beyond what they look like at age 18.
  • Slizzar Shapeshifting: Slizzar have access to complete shapeshifting that allows them to change a great deal of things about their body, and also doubles as a disguise, allowing them to change their appearance and become unrecognizable. They are able to change Race, sex, gender presentation, Body Shape, Body Fat, and every visual aspect about themselves by combining aspects of different Races. They can change Body Height, Age appearance, Hair length and texture and color, Skin markings and Tattoos and Scars, and most bone structures so long as they remain humanoid.
  • Slizzar Puppeteer: Slizzar are masters of manipulation and puppeteering. If another player gives strict OOC consent to have their Character mind-controlled, a Slizzar can establish a mind-enslavement on another person that gives them complete control. The target is still aware of the world around them and the Slizzar cannot affect their perception of reality, but any command that the Slizzar issues must be obeyed by the target. This mind enslavement can only be removed by any Exorcism-like mechanic or Ability. If a player revokes consent, the mind-control is off-screen cured. Players have the freedom to discuss additional limitations on mind control.
  • Slizzar Mutagenics: Slizzar are able to reproduce and mimic any mutation, and even invent things they think would be mutations, and apply them to their own appearance. So long as they are fake mutations, they can freely be removed or moved around. If however a Slizzar has a real Void/Exist/Ordial mutation applied to them, this Mutation cannot be removed or moved, and will remain exactly where it was regardless of how often they shapeshift.
  • Mind Surging: A Slizzar can target another person and telepathically pry their mind for what their ideal romantic partner would look like. This Special immediately fails to work if the target is already actively romancing another person. If they are not, however, the data can be asked in DM, after which the other person should respond with a rough description.
  • Slizzar Espionage: Due to close-knit Slizzar Society, Slizzar have webs of contacts across the world that they can use to counter-espionage someone who has the audacity to try and out-spy a Slizzar. A Slizzar may submit a solo-Order to Progressions to shield a very specific person or location from State-Saboteur usage by other Players. This does not affect other Slizzar, and over-use of this function will result in wear-and tear and eventual failure to prevent Sabotage.
  • Slizzar Societyvex: Slizzar are capable, because of their shapeshifting, to break the usual requirements of Society Point Buy Packs. So long as it is explained in a Slizzar’s Backstory (for example: “Lived in Anglia as an Ailor for ten years studying Heks Wisdom, before running away with the Knowledge”), they can Point Buy any Society Point Buy pack regardless of meeting the requirements.
  • Slizzar Speechvex: Slizzar are capable, because of their shapeshifting, to speak and understand the language of whatever race they are primarily shapeshifted as. So long as they are for example majority Eronidas, they can understand and speak Vasar. The moment they shapeshift away however, they lose the ability to understand or speak Vasar, and all comprehension of the language.
  • Slizzar Afflictedvex: Slizzar are capable of changing the color and appearance of their eyes to whatever color they would like, even if they are Afflicted, and even if their Affliction demands that Afflicted eyes are visible while using Abilities or Specials from that Kit, or pretending to be a specific Afflicted.
  • Slizzar Mimicvex: Slizzar are able to perfectly mimic another person’s appearance if they have seen them, both in progressions and in-game. It should be noted that society at large expects Slizzar to do this, so overly un-characteristic behavior of a Slizzar disguising as another person is fair-game to accuse of being a Slizzar, this may even happen in Progressions if NPC or player Characters suddenly start acting arbitrary and erratic, which may result in negative consequences.

Half-Slizzar Abilities and Specials

Ability Name Ability Type Ability Range Ability Description Modifiers
Bonded Telepathy Info Power N/A Grants the user Bonded Telepathy

N/A
Primed Defense Constant Passive Self

Grants the user Primed Defense

N/A
  • Half-Slizzar Aging: Half-Slizzar do not enjoy the 1000 year aging of the Slizzar, but do have their aging affected somewhat. Their aging is the same as their non Slizzar Parent’s aging speed, however they look forever young, stopping their visual aging anywhere between 18 and 27 years old. This also means that at more advanced age, their body does not start deteriorating, and they can still move around as dexterously as they did when they were young.
  • Half Slizzar Shapeshifting: Half Slizzar have only have very limited shapeshifting. They are unable to shapeshift away from the race of their non-Slizzar parent, and whatever shapeshifting they do, it never counts as a disguise, meaning they are always recognizable. Within these constraints however, they can change the following aspects about themselves: Body shape, Body Fat, Body Height, Hair color and length and texture, Skin markings and tattoos and scars, eye color, facial hair length and color and texture and masculine or feminine body shape traits, and even biological sex.
  • Half-Slizzar Tongues: Half-Slizzar are masters of linguistics, always prying to catch up to their Slizzar twin. Half-Slizzar, have a limit of 2 Linguist Packs, instead of 1.
  • Half-Slizzar Afflictedvex: Half-Slizzar are capable of changing the color and appearance of their eyes to whatever color they would like, even if they are Afflicted, and even if their Affliction demands that Afflicted eyes are visible while using Abilities or Specials from that Kit.
  • Half-Slizzar Puppeteer: Half-Slizzar are masters of manipulation and puppeteering. If another player gives strict OOC consent to have their Character mind-controlled, a Half-Slizzar can establish a mind-enslavement on another person that gives them complete control. The target is still aware of the world around them and the Half-Slizzar cannot affect their perception of reality, but any command that the Half-Slizzar issues must be obeyed by the target. This mind enslavement can only be removed by any Exorcism-like mechanic or Ability. If a player revokes consent, the mind-control is off-screen cured. Players have the freedom to discuss additional limitations on mind control.
  • Half-Slizzar Mutagenics: Half-Slizzar are able to reproduce and mimic any mutation, and even invent things they think would be mutations, and apply them to their own appearance. So long as they are fake mutations, they can freely be removed or moved around. If however a Half-Slizzar has a real Void/Exist/Ordial mutation applied to them, this Mutation cannot be removed or moved, and will remain exactly where it was regardless of how often they shapeshift.
  • Mind Surging: A Half-Slizzar can target another person and telepathically pry their mind for what their ideal romantic partner would look like. This Special immediately fails to work if the target is already actively romancing another person. If they are not, however, the data can be asked in DM, after which the other person should respond with a rough description.

Language

The Slizzar language is Zoram, which is based on real-like Sanskrit. Many other Races accuse the Slizzar of speaking with a lisp, but this is generally just bigotry. In fact, Slizzar are very articulate, and their language has a lot of strong consonants, meaning they hardly make noises that one would expect a snake to make. Slizzar are however capable of producing a rattle-snake like sound at the back of their throat, which they frequently produce when in combat, or when they are about to attack someone, or as a way of warning others that they are annoyed or feel threatened. Slizzar naming customs also use real-life Sanskrit. It is very rare for Slizzar to have a surname, most Slizzar in fact only carry a single name, though they can sometimes adopt a surname for ease of use to the non-Slizzar members in their family. When they do, this surname is always from another culture or Race’s language. Here follows a list of example names for the Slizzar (they are all non-gendered, because sex and gender don’t exist in Slizzar psyche).

  • Achyut, Advait, Bhavin, Chittin, Girivar, Jatasya, Jaitra, Kush, Manav, Nandish, Parth, Prayag, Sambhav, Shivansh, Udit, Vibodh, Yug, Bhoomi, Chetaki, Gatha, Kaveri, Namasya, Paridhi, Shloka, Swara, Tavishi, Udita.

Religion

The Slizzar are by far and large Dragon Worship followers, with a particular favor towards Nox, who many of them view as their creator, otherwise called Zaalaanzaal in their own native language. Dragon Worship has been with the Slizzar for thousands of years, in fact for as long as record keeping or memory implies, and many Slizzar who are at least 500 years old and not Occult can still remember Nox at the pinnacle of Sassrakkand, the pyramid at the center of the city. While Nox has since disappeared in mysterious circumstances, the Slizzar continue one of the oldest and unbroken forms of Dragon Worship. It is possible for a Slizzar to follow a different Dragon than Nox as their favored, particularly if some life event caused them to disregard Nox's deceptive appeal, and align more with one of the other core ideologies of the other Dragons.

Historical Interactions

Because Slizzar live very long, and have been around for so long as a Race, their existence has impacted a variety of Races and Empires through the years. These do not strictly affect Racial interactions, but are relevant to old Characters.

  • The Slizzar supposedly interacted with the Seraph, but next to nothing survives of this era. Zaalaanzaal always made the Slizzar burn all their records when a Void Invasion happened, and never speak of past interactions again, and as such, the information eventually died. Slizzar however will continue to insist that the surviving Seraph wall hieroglyphs are wrong, and that Seraph actually were Centaur-like.
  • The Slizzar didn’t interact much with the Second and Third Civilization, as Zaalaanzaal kept Sassrakkand closed off during much of this period. It speaks volumes to the fact that the second and third civilizations were likely very violent periods in the world as the Dragons were attempting to compensate for their mistakes with the Seraph.
  • The Slizzar had more extensive contact with the Maraya, and implications exist that the Maraya and Slizzar actually had very good relations. Much of the context is lost to this day, however it is believed that one of the six Anindriya Slizzar resides within the Homefleet.
  • The Slizzar had extensive interactions with the Allorn Empire, until the Allorn became aware of them, and banned the Slizzar with kill on sight. They attempted to besiege the city of Sassrakkand a number of times, and did massive damage to the outer city on their last attempt. This is part of the reason why Aberrants are banned from entering Sassrakkand (if they could even breach beyond the Dragon shield that surrounds the city). Heavy use of Magic shattered the Magic shield for a moment, allowing the Allorn Mages to lay waste to nearly a third of the city. This part of the city was later allowed to be flooded, and is now the third ring of the city, with flooded ruins remaining in this uninhabited part.
  • The Slizzar extensively interacted with, and were also the principal founders of the Essa Empire among the Allar. Slizzar and Allar interactions go extremely deep, many of the ruling Digmaan have their own Slizzar advisor, or are being manipulated by one. Following the destruction of the Essa Empire at the hands of the Regalians, there was a pogrom to kill the Slizzar who were blamed for the loss, but when the Allar started integrating into the Regalian Empire, this hatred cooled, and the Slizzar quickly retook their position.
  • The Slizzar had numerous interactions with the Sariyd and subsequent Qadir, but generally despise them in the present era. The Qadir frequently attempted to abuse the Slizzar Honored Matron tradition to enter Sassrakkand as non-Slizzar, just to try and steal technology. Sassrakkand, while protected by Dragon Magic, has most of this Dragon Magic fueled by machines built by Zaalaanzaal. As such, Sassrakkand is considered the holy grail of Dragon tech to the Qadir, and something that they could use to finally lay waste to the Dragons in Farah’deen if only they could investigate the technology. Slizzar in turn have banned Qadir from entering Sassrakkand (even as Honored Matrons), and are always suspicious of their intentions.
  • The Slizzar have only had recent interactions with the Regalian and Songaskian Empires, while having no contact at all with the reborn Allorn Empire (as Slizzar are banned from it again on the penalty of death) and no contact at all with the Sihai realms to the east (as this is considered too far away). The Slizzar mostly affected the nobility following the Chrysant War, when revanchist Slizzar managed to convince a whole host of Allar and other Slizzar (with a high casualty cost to both also) to assassinate leading nobles across the Empire as a form of revenge. The loss of so many nobles all at once damaged the Empire, but did not cause it to crack in the long term, and as such, the Slizzar have shifted to infiltration.

Families

Childhood

Most Slizzar are raised outside of their own society, within the confines and childhood standards of the Race or culture that their non-Slizzar parent birthed them into. It is possible for a non-Slizzar mother to bring their children to Sassrakkand however. When a non-Slizzar gives birth to Slizzar children, and is aware of Slizzar society, the children’s identity, and wishes to immerse herself (or himself, in some cases, such as the Songaskians who are intersex) in Slizzar society and culture, such a “mother” is called “Honored Matron”. Honored Matron allows a non-Slizzar to essentially enter Sassrakkand, as the Slizzar cannot reproduce on their own, and consider a mother who is welcoming to their society and wishes to be included as something worth praising. It is important to note that this doesn't happen often however. Most Slizzar reproduce and then simply abandon their children, assuming that the visions and dreams will eventually lead them back to Sassrakkand, and it usually does. If a child is raised in Sassrakkand however, it usually lands more in a life of luxury and plenty, as Sassrakkand is often described as a paradise with no want.

Romance and Gender Norms

They don’t have them. The supposition of gender experience, expression, or identity is entirely nonexistent, and rules to do with romance are equally nonexistent, as the social constructs relating to these norms were never developed in Slizzar society. It is however possible that a Slizzar learns a gender identity from the Race they were raised as, which can cause a modicum of gender dysphoria as they actualize their Slizzar identity. This is usually what causes Aksunna Slizzar to reject Slizzar society and abandon their Slizzar heritage, being unable to console their old identity with the idea that their identity was merely a temporary fake, and that they are genderless and sexless. Equally, just because there are no gender norms, does not mean a Slizzar cannot prefer monogamy due to learned behavior from their childhood. To some effect, how a Slizzar is raised can affect their future opinions on things.

Politics

The Slizzar are formally led by Zaalaanzaal, who acts as both their highest figure of authority akin to the Regalian Emperor, religious entity akin to the Everwatcher (for Unionism) and general supreme being. Zaalaanzaal instructed the Slizzar in general sweeping commands, the details of which were usually hammered out by the Anindriya. The Anindriya Slizzar are a unique subrace of Slizzar, of which there can only ever be six. This is to say, while there are six of them, no Anindriya are born, and if one dies, then a new Anindriya is born somewhere to a Slizzar parent. The Anindriya usually pass their commands down to the Mauli, who in turn pass the orders down to all the other Slizzar. When Zaalaanzaal disappeared, the Anindriya essentially just filled that void by issuing orders of their own through a collective council, though by their claim, they will only hold the throne vacant for Zaalaanzaal’s return. Outside of Sassrakkand however, the Slizzar don’t really acknowledge the hierarchy of the Mauli, and they are freelancers just as much as any other Slizzar.

World View

  • Slizzar attitudes towards Magic and the Occult are ambivalent. Slizzar have strictly banned Aberrants and Occult beings from entering Sassrakkand, and look down on any Slizzar who becomes Afflicted or becomes a Mage. That being said, they do appreciate the beauty of Magic, and especially the Devata enjoy the benefits of Magic in their lives of luxury and thrill experiences.
  • One particularly daring Mauli Slizzar was Mananya-Manya that was declared Empress of the Essa Empire, though they were only called Empress by the Allar as the Allar language did not have a non-binary term. Their rule was short and competent, leading to the Allar dotingly calling them “Missa”, however the Chrysant War brought an end to their rule, and they disappeared shortly after the final battle, their memory acting as a deterrent to other Mauli to expose themselves like Mananya-Manya did.
  • Due to the unique structure of Slizzar bodies, they “sit down” on their own coiled tails when the limb dominates the lower part of the body. When it splits into two legs and a tail, however, unique chairs allow for one to easily sit down, their tail put through a broad open area at the base of the chairback.
  • Slizzar warriors often enjoy the use of bows rather than up-front combat weapons, though when they do get one-on-one melees, they engage in the use of the lethal Urumi (Sword whip) and Chakram (razor sharp circular blades), ancient tools used by the Slizzar for millennia.
  • The culinary world of the Slizzar is eclectic, taking bits and pieces from across Aloria, and across time itself, as one of the few things to survive the purging of written records demanded of a Void Invasion was the culinary creations Slizzar learned from the outside world.
  • Slizzar are naturally fond of edible flowers, and floral teas, but also have a heavy preference for seafood. A few more gluttonous Slizzar have been known to use their ability to unhinge their jaws to eat raw fish whole, as an effort of intimidation or to eat more and faster.
  • The Slizzar have terrible relations with the nearby Minoor Nelfin. Not only do they see the Slizzar as offspring of the Deep Sea Serpents, which are the ultimate Demons to their society, but they generally mistrust the Race due to the old Allorn prejudices. There are few Minoor Slizzar, of any subrace, as a result, despite how open the Culture is to incorporating those willing to adapt.
  • Slizzar who are interested in the arts are often well known for their musical ability, playing instruments not unlike those of the Suvial Altalar in most cases, to applause and enjoyment. This continues into the city of Sassrakkan itself, where singing is also key, used in the Mirror Serenade, a blessing upon the Silver Pyramid, and nearby mirrors, with the strange expectation that it will guide their god back to them through the infinitely reflecting realm.
  • The connection between the Nasha of the Sundial Isles, and the modern Slizzar, is extremely unclear. Some Slizzar have made use of their cursory similarity to those beings of Allorn myth and ancient history to establish themselves in Suvial society, though they keep hidden to maintain the mystique.
  • Aksunna Slizzar, born to a Slizzar and Songaskia parent, are still considered Songaskian even if they choose to accept their Slizzar heritage. This has led to a minor population of these unique beings to grow within Farah’deen.
  • Some Slizzar find that a method of seeking revenge or sabotaging the Qadir from stealing technology from them, is to disguise as one themselves, and to seek out Qadir technological secrets. This gambit has yet to prove significant or detrimental to either society.
  • The connection between Sapphires and Zaalaanzaal goes beyond that the gemstone looks good in Silver. Slizzar society claims they are the god’s eyes, and so many Slizzar, even in disguise, will include iconography of an eye featuring a Sapphire in the middle.
  • Adarrajya, a drug crafted decades ago as a result of the vanishing of Zaalaanzaal, is also known as the Mirror Tincture, because it produces a euphoric sensation in the body, and sees a Slizzar user transport into a realm of endless shifting mirrors and shapes, with them at the center. Non-Slizzar users, though, will have the sensation of being trapped in a mirror, and of needing to break the glass holding them within it.
  • Slizzar enjoy being multilingual, not just because of their ability to jump forms between societies, and needing to learn new knowledge to hide, but because it is a point of social pride and bragging rights.
  • The Ghor Ka Bloodscales have a minor colony in the Slizzar holy city, where they serve the purpose of finding and disposing of vermin and pests which haunt the city’s streets and houses. As a result, many Slizzar are very pro-little lizards, and small reptiles are just about the only pet Slizzar keep (Slizzar do not engage in slavery if one ignores mind control).
  • Slizzar do not commonly keep snakes as pets, no matter how many caricatures portray them as doing such. In fact, beyond small lizards, the Qarresh, and other forms of native Hadar life, the Slizzar dislike caring for pets.
  • Slizzar skin, bones, blood, and other body parts are highly sought after by alchemists, both Allar and not, with the only generally accepted donation being of blood. Slizzar who handle the remains of other Slizzar for profit are deeply reviled, and often end up hunted.
  • Slizzar burials can often be tricky affairs. When they die, they revert out of their shifted form over the course of a few days, which can be a shock to friends, or even strangers, who find that the person in their life has suddenly been turned into a snake-person. For this reason, Slizzar bodies and their dead are often returned to Sassrakkand for entombment, even if one has been dead for decades.
  • Deep Sea Serpent motifs exist among the Slizzar, but only ever in a bound manner. Instead of depicting them like a crest animal, they are always depicted with chains or bindings to illustrate their subjugation, which in turn represents Zaalaanzaal’s victory over the Teal Sea Dragons, who Zaalaanzaal reviles for hiding creation under the sea where they cannot go.

Trivia

  • Slizzar frequently pretend like cutting off their tail or hair tendrils is a big deal. It’s an acceptable form of corporal punishment for them, as while the pain is unpleasant, these body parts regrow within 24 hours.
  • Slizzar tails are remarkably dextrous, especially the tip. Some Slizzar have been known to be able to write calligraphy with their tail, using a special metal ring attached to hold the pencil.
  • Slizzar abhor the usage of ink or paint to cover up the natural colors of their birth form. It is considered a form of self mutilation akin to self amputation.

Accreditation
Writers MonMarty
Artists MonMarty
Processors HydraLana, MonMarty, Okadoka
Last Editor Birdsfoot violet on 12/7/2022.

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