• Inventory Split Incoming

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    Important Dates

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    Please make sure to submit any items you wish to preserve in the trunk storage or one of the roleplay worlds before the deadline. After the split, inventories will no longer carry over between game modes.

Allar Race Rewrite Live!

MonMarty

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"Wow these lizards are bloody useless"
"Yes. They were, but not anymore."

Allar as a race had largely been neglected for years and pushed into a corner. While for a long time the whole "genocide lol" narrative was functional, it's proven to not really help the Alorian story as of late, which is why we decided to change it. The Allar had their alchemy niche already, but their culture seemed completely lacking and in many ways the Allar just sort of existed without really having their own place in the Regalian Empire or lore as a whole beyond just a fan service to people who like lizards.

Hopefully with this update, Allar feel far more integrated, and actually can claim a niche of their own in society beyond "lol alchemy" as the second race of the Empire.

Read the changes here: https://wiki.massivecraft.com/Allar

Things to consider for Allar Roleplayers:
  • Likely nothing. The Al-Allar in the way they used to be played are practically identical except for some changes:
    • Tails are now prehensile, meaning they can be used as a third arm.
    • The regeneration of lost body parts has been extended to limbs and eyes and teeth as well as opposed to just hands and feet.
    • The scale color palette was expanded to grayish blue also.
  • Sa-Allar have been made less stupid and dependent, and their size downscaled a bit to compensate.
  • New Zu-Allar race which acts as a "Tank", but we eliminated the Dakkar problem by essentially downsizing their actual strength and making them purely about pensive damage deflection.
  • New Es-Allar for those who just really like playing angry little frogs who are terrifyingly powerful mages (pending Trustee Permission).
  • Implemented a new Cro-Allar race, which is arguably the most lethal race in existence right now, but hampered by their brutishness, while also limited to Trustee Permissions and locked into a non-Ailor Nobility system.
  • Mu-Allar made part of the regular spectrum. Increased their size a bit and allowed greater military prowess.
  • Complete history rewrite to fit the new narrative.

We love feedback and comments here, and questions in Lore Q/A!
 
This is really cool how you integrated the Allar into Regalian society. Hopefully more races can follow suit, so everyone isn't just an oppressed minority.
 
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A high quality lore rewrite that will hopefully get more players interested in the diverse subspecies of the Allar phenotype. Great work all 'round.
 
I love this new update. Nearly across the board, each of the races are awesome and fit perfectly for what is intended for them. Still, I have a few questions.

The height, weight, and color distinctions between each sub-race are almost nonexistent. I don't know how tall or short any of the races can be (except that Cro-Allar max out at 7ft and Es-Allar bottom out at 5'5), nor do I have any idea what weights each of these races are. For all I know, Cro-Allar are 800 pounds and Sa-Allar are 400 pounds. I'm also unsure of how each of these sub-races are colored. Can I have a brown Cro-Allar or a blue Sa-Allar? I just feel that the info-box should be expanded to include the specifics such as height, weight, and color.

Finally, Cro-Allar are described as possibly the most lethal race on Aloria and their hands are mentioned to be large. It ends there, really. What about them makes them so deadly? Is it just their size combined with their teeth and claws, or do they have something similar to the Dakkar and are able to break bones through pure grip-strength?
 
Everything I had wished for was included in this update, and more. I'm glad to see Allar can once again be played usefully, and hey, it seems we've already got some new reptiles in the line. Glad to hear, and good work lore staff!


break bones through pure grip-strength?
Also, on the Wiki it seems to lean towards this incredible strength.
"In many ways, their vanity could be compared to that of the Elves, except they can snap bones of anyone who goes out of their way to insult their sense of style."

I would agree though in the fact, that colors for each type of Allar are mentioned, or are general weight, height or body build types. This may be good to include somewhere if it all possible. Hopefully there is also some sort of combat school for veterans of the Chrysant War, or soldiers from Hadar. Mu-Allar players will most definitely need this in the future, and so might Cro-Allar. Currently the only place Allar are mentioned to have any special part in a combat-related school is on the School of Bannership. (Thankfully this will be could be used now with the introduction of Cro-Allar!)
 
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Mu-Allar players will most definitely need this in the future
I just love the Mu-Allar
I love this new update. Nearly across the board, each of the races are awesome and fit perfectly for what is intended for them. Still, I have a few questions.

The height, weight, and color distinctions between each sub-race are almost nonexistent. I don't know how tall or short any of the races can be (except that Cro-Allar max out at 7ft and Es-Allar bottom out at 5'5), nor do I have any idea what weights each of these races are. For all I know, Cro-Allar are 800 pounds and Sa-Allar are 400 pounds. I'm also unsure of how each of these sub-races are colored. Can I have a brown Cro-Allar or a blue Sa-Allar? I just feel that the info-box should be expanded to include the specifics such as height, weight, and color.

Finally, Cro-Allar are described as possibly the most lethal race on Aloria and their hands are mentioned to be large. It ends there, really. What about them makes them so deadly? Is it just their size combined with their teeth and claws, or do they have something similar to the Dakkar and are able to break bones through pure grip-strength?
I forgot to ask. The Sa-Allar bit mentions a "cold weakness". Does this mean that Allar are cold blooded? It'd be good to know.
 
The height, weight, and color distinctions between each sub-race are almost nonexistent.
The height distinctions are pretty consistent on the page, but I clarified them a bit, since they relied on comparative distinctions.
  • Al Allar float at max 5'6
  • Mu Allar float at max 5'8
  • Zu Allar float at max 5'10
  • Sa Allar float at max 6'2
  • Es-Allar float at max 3'0
  • Cro-Allar float at max 7'3
Color distinctions are irrelevant, they are the same across all breeds. As for weight though, that matters little too. We use comparative body shapes and exact weight distinctions don't matter in roleplay when comparative height and body shapes are defined for comparison. I did add a more specific clarification of cold weakness.

What about them makes them so deadly?
Large, meaty hands with claws that make them akin to blades. Their hands are so large and meaty they are "blocked" from using any Alorian weapon or combat school, and they fight purely with their claws and mouth. No wrestling or boxing either, just flat clawing at people. Generally speaking, due to the race's inherent physiology and design however, that all takes a backseat and should be considered a last resort and a progression combat style. Cro-Allar are not designed to have daily slice of life combat rp with, and players who do venture for them are strongly discouraged engaging in that sort of roleplay. They represent non Ailor nobility and in many ways find themselves constrained by societal regulations because of that.
 
As for weight though, that matters little too. We use comparative body shapes and exact weight distinctions don't matter in roleplay when comparative height and body shapes are defined for comparison.

Weight distinctions are still nice, though. It prevents you from having a 500-pound Orc or a 300-pound Altalar. Without it, there is no reference to be had with comparable real-life examples. It helps a lot.