Sihndar

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Sihndar
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Race
Pronunciation Sihn-dar
Classification Nelfin
Subraces None
Common Nicknames Dark Elves, Demon Slayers, Demon Hunters
Languages Sihndar Dialect
Naming Customs Fantasy Elven (not Tolkien)
Racial Traits
Distinctions Demon hunting guardians of the world, tainted by the dimensions
Maximum Age 300 years
Eye Colors Green, blue, and grey
Hair Colors Always pure white
Skin Tones Various shades of dark blue and purple

The Sihndar are an enigmatic Race of warrior people that have their roots in the old Allorn Empire, but have since far diverged from their racial cousins. While similar to the Isldar and Avanthar in their secession from Allorn authority, the Sihndar are distinct in their own way; rather than secluding themselves in icy mountain keeps, or regressing themselves to plains riding horse lords, the Sihndar chose their own path of martial excellence, and the thankless task of protecting and eventually ridding, the world of what they believe their ancestors unleashed upon it. The Sihndar are the most well-trained and highly disciplined mage and aberrant hunters in the world, and continue to defend the Forsaken Continent against the Void and Exist Incursions that still occur because of the chaotic nature of the dimensions. Trained from early childhood, the Sihndar reach out to the world that often remains oblivious and deaf to their cause, traveling far and wide to rid it of what they consider malign influences. They are the polar opposite of the Kathar in terms of their hatred for the Void, but their morality is often considered just as cruel albeit pragmatic and necessary. While it may be said that most notable kingdoms have court mages, many rulers ensure that they carry the reverse; a Sihndar demon slayer, employed to defend against the schemes and actions of mages and magical beings. The Sihndar enjoy a professional reputation of knowledge and skill against the dimensions without equal, even if the common man cannot often tell the difference between the Sihndar and the Kathar.

Physical Characteristics

The Sihndar are in many respects physically identical to the Altalar, sharing their physical proportions, but are also much sturdier than their relatives. The Sihndar have developed on Drowda to be broader, able to carry more weight, and wield weapons with greater efficiency. This has since moved them away from the old Altalar combat principles, developing a unique set of their own. The biggest aspect that sets the Sihndar apart from their other Nelfin cousin Races, is the color of their skin and the color of their hair. Sihndar exclusively have pure snow-white hair. They also grow more hair than the other Nelfin species, and although less so than the Avanthar, they can still grow facial hair and body hair without trouble. The most eye-catching feature of the Sihndar is their skin; usually a very dark purple or grayish blue, the Sihndar stand out against all other Nelfin. The Sihndar also have a curious reproduction cycle related to other Nelfin species. The Sihndar cannot breed with Ailor (so a Sihndar can never produce a Half-Elf), but they are compatible with all other Nelfin species. If however they procreate with another Nelfin, instead of a racial mix or mutt being born, a purebred Sihndar is always born, no matter how many generations pass. Why this occurs is not entirely understood, but the Sihndar believe from their own folklore that they were cursed by the Northern Taint and that their Nelfin children will always carry their Taint with them. The Sihndar age similar to their Altalar ancestors, though with some considerable differences; whereas an Altalar may live to be 400 years old, Sihndar may only live to be 300. As well as this, the ageing of a Sihndar ends much later, at the age of 40 rather than 30. Strangely, however, Sihndar completely cease ageing after this point, and even up until the point of their death, appear to be only 40 years old, and even after death, they do not rot or decompose, simply becoming stiff, cold, and lifeless. Scholars associate this shortened lifespan and peculiar behaviour after death with the Northern Taint, which gives them their abilities and appearance, though they also theorise that it negatively affects their health over their full lifespan. Sihndar cannot be Soul Shards, as their soul has been battered with Magic energies to such a degree that Shards are unable to bind with their souls.

Mental Characteristics

Sihndar are outwardly stoic, reserved, and to some, emotionless, although this is no fault of an inherent hatefulness for others. To those fresh from Drowda, the regular luxuries and passions of outside life are completely alien; art for the sake of art, or gorging oneself on food purely because they have the urge to, are entirely foreign to the Sihndar, who have rarely, if at all, eaten more than their rations allow them, and the presence of such luxuries may overwhelm some Sihndar. The Sihndar share a predisposition to self-aggrandizing arrogance and self-satisfaction as Altalar, prompting most to respond to their unknown stimuli in one of two ways; strengthening their resolve, devotion, and discipline to the eradication of magical influence in the world, or accepting the vices of the world, and relinquishing their duties to turn to a life of pleasure and fulfilment of base desires. In spite of their outward coldness, however, the Sihndar have a great warmth for their loved ones, and a unique tendency towards self-sacrifice when concerning the matters of others. This tendency stems from the fleeting nature of relationships on Drowda; family units and friendships are special due to how abruptly they may end at the hands of the horrors of war. As a result, every loved one is cherished and treated as though every interaction is their last. Sihndar have a special deference for the act of gift giving. While owning items that are useless in war is generally seen as wasteful to the Sihndar, in Sihndar culture, charity is one of the greatest honors that can be bestowed and one of the greatest virtues to have. Generally speaking, the less a Sihndar has, the more the gesture means both when given or received. Practically all Sihndar have an unending hatred for everything that is not of the normal world, meaning from the Void or Exist. This includes Mages, Silven, Abberrants, Mutants, Vampires and any and all non-normal things. This isn’t just a cultural notion picked up by the Sihndar in their raising, but an almost identity-defining feature that is extremely hard to coax away even with years of trying. It is often speculated that this mentality is kind of like a sixth sense caused by the Northern Taint that taints their Race. Because of their corruption, their body becomes averse to anything that is not of the normal world and they can actually become physically ill from being near something that radiates, for example, Void Essence for too long. The Taint’s effects aren’t all completely negative, however, as they grant the Sihndar some unique and powerful abilities.

Powers of the Taint

The Powers of the Taint are the Sihndar's natural ability to turn part of their cultural and religious psyche into manifested abilities to affect the world around them. Essentially, given that their form was blasted by Void and Exist Essence to give them the Northern Taint, they are able to use this latent power to fuel their own abilities in a non-Magical kind of way, making them unstoppable or uninterruptible by any race or power, save for the Maraya Race-Weave. The Powers of the Taint Manifest themselves in two ways: The Lordings and the Archons. The Lordings are the three cornerstone beliefs of Sihndar Society. The first is the Lording of War, the reliance on physical strength and martial skill to carve a path through the demons and traitors. The second is the Lording of Magic, to subject the demonspawn and magicspawn to their will by nullifying their abilities. The third is the Lording of Spiders, which is a direct manifestation of the spider theme of Sihndar's Faith of Estel variety in their psyche. Followed by the Lording, are the Archons, six in total, which were once great famous warriors and intellectuals among the Sihndar who represent patron saints of sorts to their people, like Unionists have them. Each Sihndar chooses one Archon that they stick with for the rest of their lives during their coming of age ceremony, indicating they wish to be more like this Archon, while Lordings may change. A Sihndar is allowed to change Lording once a month, but only on the first day of the month (for gaming reasons). Each of the Lordings and Archons give specific traits and abilities, a summary below:

Lording Features and Functions Primary Theme
Lording of War Lord of War allows the Sihndar to unsummon and summon their Khoptar in their hand. Additionally, it allows Kathar Threlwar Summons Mutations, Monster Cho'Roq to occur on their body. The Lording of War believe in the need to crush enemies with military force.
Lording of Magic Lording of Magic allows the Sihndar to become immune to the effects of any Instant Ability or Channel Ability, though still be affected by Mind Abilities and Illusion Abilities. Additionally, they gain another ability called the Gate Breaker. Any gate that is represented with iron fence or wooden fence, can have a Sihndar with this Lording walk up to them, and cast a breaking spell for a total of 10 seconds, which counts as a Channel Ability. If they are not stopped in these 10 seconds, the whole gate turns to glass, shatters, and then the shards turn to fine purple dust before disappearing. This ability can only be used once per day by the Lording of Magic. The Lording of Magic believe in the denying of Magical powers to enemies to crush them.
Lording of Spiders The Lording of Spiders allows the Sihndar to turn their lower body from the waist down into that of a spider, including a spider body and spider legs, turning into a dryder (spider/humanoid hybrid). While in this form, they gain no additional speed or powers, nor can they climb walls or have any other Spider traits. They are however immune to any type of knock-over, knock-back, push-to-the-ground, or yanking/pulling ability or trait, on account of their spider legs being able to compensate for sudden shock bursts of movement. Additionally, they become immune to the Isldar trapping shots with their Soul Essence Bows. Finally, they also gain long extendable black nails which can extend and shrink on command, and can snap off dug in someone's skin and regrow immediately, though not to much combat effect, mostly for aesthetics. This is counted as a Beast Type Transformation, but is the only Beast Transformation that cannot be copied by the Archon of the Everbeast. This transformation is instant, but is capped at a few hours. A Sihndar is not able to stay in this form perpetually. The Lording of Spiders believe in the need to embrace the Spider Queen's gifts to fight their enemies.
Archon Features and Functions Primary Theme
Archon of Everbeast Archon of the Everbeast allows the Sihndar to copy a Beast Type Transformation of any person within Emote Range, either in active Transformation or about to be. To keep this form up, said person must remain within visual range. This gives them the same abilities as the Beast Transformation would. The only exception here is Soul Shards. Instead of (Clawbeast, Manebeast, Grizzlebeast) transferring their Beast Transformations, they transfer their Bitten Beast Full Transformation instead. The Archon of Everbeast was a great warrior beast master who managed to tame Demonic infected creatures in Drowda.
Archon of Everburning Archon of Everburning causes any Instant Ability, Channel ability, Mind Ability, Illusion Ability that affects the Sihndar directly, to also be reflected back to the person who cast/made the effect happen, but inverted. For example if the Sihndar is attacked by a Magic fireball, so will the caster be, and if they become magically blind by an illusion, so will the caster who did it to them. The Archon of Everburning was said to hate Mages so much that the very act of casting Magic on him would set them ablaze.
Archon of Stalwarding The Archon of Stalwarding is able to provide shelter to the soul of a dying person in their own body, to create multiple split personalities. A person who is dying can have their soul absorbed into the Sihndar on the moment of death if they consent, which will allow their consciousness to live on inside the Sihndar, and even speak through them. The Sihndar can harbor any amount of souls, and summon them to speak through them, which causes their eyes to turn a solid light of <insert player chosen color here>, allowing a different person to control their body. This does not transfer Proficiency points or abilities or deep-lore knowledge, and does not allow for Ancient Characters to be put inside a young Sihndar. In most cases, this is purely aesthetic and allows for multiple personality roleplay, not for actual benefits IC. Additionally, the Sihndar no longer needs to eat, drink or sleep, and is able to feed off the souls of others inside their body perpetually, never dying of hunger or thirst, or lacking sleep to be awake and alert. The Archon of Stalwarding was said to have such compassion for the dying that she gave up her own body to keep them safe.
Archon of Agebranding The Archon of Agebranding allows the Sihndar to cast an Illusion Ability on themselves that causes them to appear like an Altalar version of themselves, while being completely immune to any Abberant, Mutant, Magic or Power ability detection mechanic that any character could possess. Also, this ability makes them immune to Maraya Race-Weave while they are in Altalar form. The Archon of Agebranding was such a clever politician that he managed to use Altalar schemes against them.
Archon of Harbingers The Archon of Harbingers is able to disable any active ability or trait of another Sihndar within emote distance. This ability can be used as many times as the Sihndar wants, and for as long as they want. It cannot disable certain immunities and passive effects however. The Archon of Harbingers was said to be a traitor to his own kind, yet also the perfect traitor hunter.
Archon of Dimenthism The Archon of Dimenthism has a passive ability that causes any Teleport, Blink, Ability based Leap, Dimensional Teleportation, Portal Teleportation or any other form of instantaneous or extremely rapid translocation to give the person performing it Portal Sickness. Portal Sickness occurs at the point of exit of whatever mechanic was used to do such rapid translocation, but only if the exit point is within the Sihndar's Emote Range. Portal Sickness causes a person to become extremely disoriented for up to 30 seconds, unable to fight or cast any abilities, and barely being able to keep standing, until the effect fades. This effect is active at all times and cannot be countered or cancelled except by Maraya Race-Weave. The Archon of Dimenthism hated other dimensions so much that she was able to simply deny portals from opening.

History

Sihndar history dates back to the integration of the Drovv peoples of Drowda into the Allorn Empire as very distant client-peoples of the main Empire. Very little is known of the Drovv, they are generally assumed to be an extinct Race of Aloria as the last Void Invasion utterly eradicated them within the first weeks of the Veil opening. The Drovv are often described as tall, frail beings with long necks, and small heads but with immense strength and martial skill. Not much is known about their culture beyond their martial upbringing, one that was adopted by groups of Altalar living on the northernmost borders of the Empire, partially in Drovv territory. The Grandening period of the Altalar history saw the rise of the Cult of Dronnal, a militarily inclined cult formed where the Altalar believed that politics and cultural engagement was weak and fleeting, and that the only way to move Altalar society forward was through military training. It was around 950 BC or so that this cult gained major traction in the very northern most fringes of the Allorn Empire under the stewardship of the Drovv people. From a historical perspective, this has always been seen as an oddity, in that the Altalar forefathers of the Sihndar allowed themselves to be taught and guided by a Race that was generally seen as a client species to them, an unusual and remarkable case of outwards acceptance and lack of the usual Altalar racist attitudes.

The stewardship of the Drovv drove the Cult of Dronnal to develop many of the martial means that would later define the Sihndar people and their military conduct. It was however also the Cult of Dronnal and the Drovv who suffered the most when the Veil tore open during the last Void Invasion. The continent north of the Allorn Empire, called Drowda, was the northernmost point of the Allorn Empire, and also the epicenter where the world’s proverbial barrier that kept out the Void and Exist from bleeding into the world tore open. From this opening, demonic energies spewed forth that corrupted everything in their path, with the intention to rid all living being from the world. The Drovv people were the first to rise to the challenge of pushing back apocalypse, and it utterly crushed them. Their civilization was completely wiped off the face of Aloria, and not even ruins remain of them. In fact, in modern times, it is frequently mentioned when discussing Drovv that their existence cannot actually be proven aside from the folklore tales of the Sihndar. The Cult of Dronnal also rose to defend their borders against the demonic hordes, but was equally stampeded out of the area by the overwhelming forces of the Archdemon.

The arrival of the Allorn Empress and the grand army offered reprieve, and it was also the Cult of Dronnal who mostly filled the ranks of the first responders in the Allorn armies. As the Empire fell when Cataclysm beset them, they too fell, though a different event occurred in Drowda. While the rest of the world was thrashed with natural disaster, Drowda faced a more unnatural disaster in what the Sihndar nowadays call the Wretching Tear. When the Demons were cast back into the Void, the hole from which they came (which was at this point a large magical chasm) destabilized and ripped at the fabric of existence on the continent of Drowda. Swirls of magical energy both seen and unseen lashed the land and all living things on it, mutating large portions of the fauna and flora that would continue to be a threat to the inhabitants of this continent centuries later. It was the Cult of Dronnal Altalar who during this time were also affected by the Wretching Tear as it infected them with the Northern Taint. Their skins turned dark purple and grayish-blue, and their hair turned white. Many of them died, poisoned by the Void and Exist energies that infected them, but those that survived would eventually form the foundation of Sihndar society. At this point, the Cult of Dronnal Altalar stopped being Altalar and became known as the Sihndar, a rough translation to “The sinning high ones” in reference to their belief that they now needed to redeem the world for the damage the Altalar had done.

Sihndar quickly organized into functional military units, taught to them by the Drovv many centuries before, which allowed them to stabilize Drowda fairly quickly. While the rest of the world suffered chaos, the Sihndar immediately went methodically to work to ensure they would survive and thrive on Drowda, though the latter would prove more challenging than they originally anticipated. The Wretching Tear had caused most of the Fauna and Flora to become hostile to the sentient beings of Drowda and much of the environment had been torn to pieces. Old maps were no longer relevant and fresh water springs had sometimes relocated to miles away because of underground fissures. It took the Sihndar about 30 years to formally develop their Hold strategies, and the next 100 years or so were spent attempting to expand and stabilize their population. It was in 150 AC that all the holds came together in what the Sihndar refer to as the College of Sins, where the elder representatives of all the Holds discussed their strategies and planning. It was here that the Great Call was developed, and soon after, thousands of Sihndar spread out into the world to purge the remnants of Void and Exist taint.

Sihndar as such fought Void Cults, Vampire infestations, corrupted Dragon worshipers, Kathar, corrupted Altalar, and sometimes even their own kind when they had gone too far. Their reputation spread quickly, and before long, some of them were hired by foreign courts to keep their lands clean of other worldly taint. The Sihndar came to the conclusion that stemming the flow of energies from the wound would eventually solve the problem, but that this was a worthless venture if the rest of the world was still drowning in taint. They developed the strategic belief that while they needed to remain stalwart at home and keep Drowda clean of taint, that the rest of the world also needed to be cleansed in order for the healing process to truly commence. To this day, the Sihndar roam the world, hunting what they consider vile corruptions wherever they can find it, making enemies, but also alliances, with other Races and other people wherever they go with the ultimate goal of redeeming their Race.

Society

Politics

Sihndar Politics is incredibly rigid, but also extremely decentralized. To disobey the authority of a leader is almost a death sentence in Sihndar society, but each unit can function very independently from the main political structure back in Drowda for the sake of in-the-field practicality. At the very top of Sihndar society is no centralized figure. Rather, Sihndar society is split in many massive city castle-like structures that are called Holds. Holds are fairly confined, they lack amenities and public services, and housing is cramped. Food is usually provided by cook houses and there is a constant draft and noise coming from the bowels of these holds from bustle and activity that keep the Sihndar alive. This almost impoverished existence is chosen by the Sihndar as it is a means to remain grounded and focused on what is important, namely the cleansing of otherworldly filth from Drowda and the world at large. Each Hold is overseen by a so called Xaster. Xasters are like generals who control the defense of a Hold, but they rarely actually perform civilian duties (for as far as there can be civilian duties due to the military dominance of Sihndar society). Civilian activities are instead performed by the Hold Elders, who tend to be 250+ years. They obviously all look as young as they were when in their 40’s, their age is represented by a series of medallions that they have bound around their arms, one such medallion for each 15 years of being alive. The Elders administer the functioning of the Holds such as repairs, food supplies, logistics and communication. They also administer what little services are provided in terms of civil union, divorce, child registration and sickness aid. The Elders also represent the Holds during College of Sins, which is when all the Elders come together to represent their Holds and discuss future planning.

On a more local scale, Sihndar are led by the Sihn-Fallar, which roughly translates to “the burden maker of sins”. This person acts like a local warlord of sorts, but it is more often compared to a leader of a special team or a strike force. A Sihn-Fallar can have as few as 3 and as many as 30 followers, and multiple can operate in the same area. Sihn-Fallar are sometimes also the leaders of their family units. A particularly strong son might rule over his parents and siblings, though a strong father may also be the central figure. Sihndar units usually consist of family members but outsiders and strangers who were adopted by the Sihn-Fallar are not uncommon. Sihn-Fallar are tasked with receiving commands from the Xasters they belong to, or from the College of Sins as a whole, which they then execute in whatever way they deem necessary in the field. Currently, a major command is issued by the College of Sins of 302 AC to become present in all layers of Regalian society and to root out vile corruptions of Void and Exist elements in society. The College of Sins is also aware that the Regalians are more accepting of things like Silven who would normally be executed on sight by the Sihndar outside of the Empire. As such, an additional command for the Sihndar in the field is to try and turn Regalian society’s attitude against Silven and Mages to become more aggressively anti-Magic.

Culture

Sihndar culture is extremely uniform because the overall Sihndar population is small and they all maintain the same rigid cultural practices with little to no local variation. That being said, it is not like the Sihndar are devoid of cultural expressions, in fact they have a very rich culture that is deeply steeped in martial lore and worship of combat as high form of art and skill, even if most Ailor might not consider this culture. The Sihndar have a special sickle blade weapon called a Khoptar, which is granted to them at the rite of adulthood. Every Sihndar gives their blade a personal name that they vow only to tell those they intend to kill. These weapons are crucial to Sihndar culture as they are represented in every aspect. The foremost use is the dance they call Daeca l’aya S’an, or the “Dance of the Holy Blade”. It is a spectacle of fake sword fighting that is done in a very slow and dance-like manner. The Sihndar have also found a way to make music with their swords and perform at least once every week in what they call the “Night of the Whistling Blades”. The Sihndarhave invented a kind of metal object that when lightly scraped past the blade’s sharp edge serves to both sharpen the blade and resonate in a loud bell-like tone. Thousands of Sihndar join in on this spectacle, causing a massive orchestra of whistling blades all across the Sihndar citadels. Finally, Sihndar treat their blades almost like their own children and aim to personalize their weapons. Some engage in metal carving, while others reforge their weapons to alter the bend or change the grip. Some have even enlarged the blade or turned it into a double bladed Khoptar. The love the Sihndar have for their weapons is so profound that when asked for a census, a Sihndar Xaster will count all living members and their Khoptar as numbers of manpower, treating the blades as actual combat abled bodies.

Sihndar traditionally wear very light clothing, or clothing lacking in coverage. Surprisingly, Drowda is not actually that cold, experiencing great geothermal heat. The Sihndar as such commonly wear clothing that is multi purpose both for warm weather, training, and combat practicality. While armor is certainly not unheard of, most demonic creatures on Drowda favor speed and alertness over defense, and the Sihndar have followed suit. Their traditional wear is the Xavloay outfit. On their feet they wear a long black ribbon that cushions the sound of their movement, and keeps them flexible and agile. Bound around their waist is a single silk belt that is sturdy yet thin, and usually colored in the colors of the Sihn-Fallar the Sihndar belong to. This silk belt holds up the Xav pants, a special type of pants which is both airy and breathes very well while being water resistant because of the material used to wax the fabric. The design is also peculiar, bound at just below the knees while the conventional crotch section is far lower than the actual physical crotch of the individual, eliminating all chafing. Sihndar usually don’t wear anything on their torso, but a special kind of Lavoy chest piece exists of very flexible weaved leather strips that cover only the pectoral muscles or breasts in case it involves a woman, leaving the stomach exposed and unrestrained. Sihndar wear medallion bands on their arms indicating their age, each medallion being of either copper or gold, and being roughly an inch wide and round. They are worn one for each 15 years of having lived, and another bigger hook-shaped medallion is worn to indicate the identity of a Sihn-Fallar. Finally, the Sihndar have wrist straps of black bandage of the same fabric as their lower legs, covering most of the palm of their hands but leaving their fingers free, and extending all the way up to their elbow. At their elbow is a knot that is tied in such a way that is aims away from the body, where a single lint of ribbon is allowed to hand loose to about just below the knee in a rested position. These ribbons have the practical use of allowing the Sihndar to tie themselves to something in great need, but also have a combat use in that they distract opponents with their erratic movements. Sihndar frequently also wear clothing of foreign cultures and nations however, being culturally attuned enough to understand that always walking around shirtless is neither medically sound (due to the much lower temperatures of the south) nor culturally sound (for those cultures who dislike bodily exhibition). Still, they might indulge during summer periods or during national remembrance days or training sessions. Sihndar are also not averse to wearing armor, but have a cultural inclination to refuse, because they believe armor makes them too easy to detect and slows down their natural Nelfin agility.

Sihndar worship the idea of exercise, training and bodily fitness to an almost obsessive degree. This is particularly troublesome to the more lazily inclined Sihndar because much of the discipline in a Sihndar’s life means meeting certain fitness goals set by the Sihn-Fallar including being able to jump to a certain height, being able to lift a certain amount of weights, and being able to run a certain distance in a certain amount of time. Physical pain from exercise is seen as a good thing among the Sihndar and a pleasant feeling to have, while gaining weight sends one in a quick spiral of depression. Sihndar also love pets. Pets are the only real guilty pleasure the Sihndar have in Drowda, even if it doesn’t make any sense for a war-like people to keep large amounts of pets. Still, because Xasters calculate swords as manpower (and thus mouths to feed) it always balances out, as the food supplies are stretched to accommodate both pet and master by coincidence (since swords don’t need food). Frequent pets used by Sihndar are bird and lizard-like pets, which is also why some Regalian born or based Sihndar may take to taking actual Allar as their pets, angering their Cro-Allar, but some Drowda based animals can also be found used by the Sihndar. Finally, the cultural norm among the Sihndar is to hate everything Kathar, and to engage in the exact opposite, or to punish acts which are perceived as Kathar. Are Kathar engaging in mass orgies and rites of pleasure? Then the Sihndar rove to punish adulterers and public signs of affection. Are the Kathar slaughtering their slaves and bathing in blood? Then the Sihndar volunteer at the medical wards to help the sick and heal the injured to prevent their death. Are the Kathar calling on the powers of death and the unliving? Then the Sihndar patrol the graveyards, attacking anyone who so much as looks like a grave robber.

Religion

The faith of the Sihndar is considered the oddest of all Faith of Estel offshoots and for good reason. The only god that is actively worshiped is Evsrenllir-Mullontavan, better known to Regalians as the “Spider Queen.” This deity is commonly depicted as a female or a genderless dryder, with an upper body cloaked in ragged, ancient clothing and a hood covering her head. She is displayed with four to eight red eyes, gleaming in the shadow produced by the hood and her odd strands of wisping hair. Her arachnid half is also somewhat monstrous, appearing like that of a Drow Giant Spider but with an even more spindly, spined body and an unhealthy discoloration of green on the thorax of the body. Despite her hideous appearance, she is considered to be a servant of the greater good by the Sihndar, for she is a direct servant of Estel. After the Cataclysm, when the Sihndar were still new to the world, it was the Spider Queen who came to them all. She led them on her Great Web to each other and ultimately helped them congregate. She did this in the name of Estel, who had formed her to watch over the Sihndar Race and to help create a Race of warriors strong enough to withstand the corruption of Magic. She then bestowed the Sihndar the gift of the three Lordings from Estel; these abilities, on top of the Archons which she helped the Sihndar tame and refine into the six seen today, serve as a method for the Sihndar to improve as a warrior people. She is also seen as being responsible for the dryder subtype of Sihndar as a whole, as supposedly Estel gave her “deference” on what shape the final Lordling would be. The Spider Queen then departed to form her brood and, since then, she has tested the Sihndar people. The Sihndar believe that the Drow Giant Spider is her creation, made in her image and, somewhere deep on the Forbidden Continent, she lies at the center of a vast spawning web. From this den, she is able to listen to and sense the actions of the Sihndar through her Great Web and sends out Drow Giant Spiders to do her bidding such as to force hostile animals toward the Sihndar, or by directly attacking and challenging Sihndar warriors to improve themselves.

As for the role of Estel in this religion, she is still a goddess, albeit a faded one, who sacrificed a physical form in Aloria to prevent the worst of the Cataclysm to instead descend into the earth to watch over the world. The Sihndar also harbor great distaste for the Altalar ideas of faith, as they are also taught that the world nearly perished because the Altalar invited decay and corruption into the world through their physical weakness and pursuit of vile energies. Because of this, the great Drovv teachers paid the ultimate price for the Altalar betrayal of warrior virtues. A Sihndar will not outright seek conflict with the Altalar, but failing to convince them to abandon their errant ways, will always use a sharp tongue to denounce the Altalar’s self indulgence. The Sihndar consider the other Nelfin species (except for the Kathar) naive and deluded about what the main objective of all living beings should be, though they have a slight respect for the Avanthar as a fellow warrior society. This, in turn, contributes to an ironic sense of arrogance among the Sihndar, who consider themselves the only capable and truly interested in protecting the world from the corruption that the other dimensions spread.

Combat and Warfare

Sihndar Combat and Warfare is entirely focused around the use of their Khoptar weapon and their agility. Sihndar do not use ranged weapons and while they could pick up another weapon, abhor the idea of using anything but their trusted combat compatriot, their Khoptar. The Sihndar work in small guerrilla based groups who first establish a forward post (usually behind enemy lines) and then engage in camouflage (for example by fighting at night or using mud and other natural products to conceal themselves). Sihndar attack in silence, fight in silence, and disappear quickly again. They do not function well in formal armies, and hardly have any tactics that would accommodate such, though it is not unheard of for a Sihndar to perform well as a bodyguard of an employer in a battlefield, particularly the front line commanders. In contrast with the Altalar, the Sihndar continue to wield a heavier blade category with the same speed and proficiency as Altalar combat techniques, and in contrast with the Avanthar, the Sihndar continue to favor disciplined precision over blind fury.

Trivia

  • The Sihndar have a very peculiar accent when they speak Common. They do not put much emotion in their speech and sound their r’s more like ah’s. Weak vowels are also merged, and most Ailor consider this accent very exotic (they essentially speak IRL Australian English).
  • Most Ailor and Regalians do not see the difference between the Kathar and Sihndar, especially since some Sihndar who follow the Archon of Destruction have horns and other mutations. This usually leads to both Races being referred to as Dark Elves or Demon Elves, much to the annoyance of the Sihndar who hate being mistaken for Kathar.
  • The Sihndar have an unusual love for ice-cream. Mount Helena Gelato produced by the Dressolini in Regalia can drive even a disciplined Sihndar wild, who love the creamy and ice-cold sugary flavor of the shaved mountain ice flavored with syrups and heavy cream, like a guilty pleasure.
  • Because the Sihndar come from the continent of Drowda and originally were called the Cult of Dronnal, they are incorrectly identified as Drowdar. The Altalar in particular use this term as a means of insulting the Sihndar, because it carries the connotation of them being from a backwards province of the Allorn Empire. The Altalar believe the Sihndar are fanatical and far too serious.

Accreditation
Writers MonMarty
Artists MonMarty
Processors HydraLana, Scribbe,
Last Editor MonMarty on 11/9/2019.

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