Physical Characteristics
Build: Average to thin but the Allarin are quite obviously a people of the water. Even at their thinnest they maintain a sleekness that has unsurprisingly been likened to that of a swimming seal.
Coloring: The Allarin have a blue-white complexion dappled with darker blues and browns - much like the skin of other sea mammals. Their hair is uniformly short, straight and pitch black, never growing to more than an inch in length. Their eyes are dark brown to black with blue or light gray occasionally - but rarely - found as well. The irises of their eyes tend to be quite large leaving only a bit of white visible and their pupils can dilate to the extent of their irises allowing them to see quite well in the quieter light of the ocean depths.
Endurance: Generally average but higher when in contace with their element, lower when removed from it.
Height: As with all of the Second Children the Allarin are fairly similar in appearance. Particularly when they are young. Starting height is 5'2" +/- 3" with no differance between male and female Allarin. Again in keeping with the nature of the Second Children they continue growing over their entire lives. Elder members of the Elven races are rarely encountered but when they are the age they carry is apparent to all. Note that this aspect of the Elven races is known to very few on Whent. It is the younger members of these races who serve as messengers, ambassadors, traders and the like and all of the elven races are happy to maintain that ignorance. (For gaming purposes the Allarin grow 1" every 10th of their age rounded up. E.g., if they begin at age 70 they add one inch to their height when they reach age 77, another inch when they reach age 85, another when they reach age 94, 103, 113, 124, etc.)
Lifespan: 1,000 to 1,700. Allarin consider 70 to be the age of majority and will generally allow young Allarin to act independantly after reaching this age. As with all of the long lived races there are still a number of levels of adulthood - each with their own duties, responsibilities and advantages. While 70 is the age of majority (and the starting age of Allarin adventurers) they would certainly have no authority over any other being and would not have access to any of the secret knowledge or history of the Allarin.
Special Abilities: Functional gills allow the Allarin to breath normally while submerged in water (salt or fresh). The Allarin are also naturally and very strongly attuned to the element of Water. They are also particularly susceptible to damage from fire and ferrus metals. (Note: The Allarin commonly grow a special coral which they use to craft weapons and armor out of. Such items are uniformly of very high quality and are used in place of the metal items that other races typically use for these purposes.)
Other Factors
Demeanor: Most other races consider the Allarin aloof at best. Most Allarin won't even bother with common pleasentries unless it suits what ever purpose they are advancing.
Prejudices: None - well except for their absolute conviction in their own superiority.