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| {{Info afflictions
| | #REDIRECT [[Sihndar]] |
| |image = sinsplash.png
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| |races = [[Nelfin]]
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| |contraction = Consumption of [[Flora]] from [[Drowda]], or from Birth
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| |mortality = 0%
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| |origins = Drowda
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| |symptoms =
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| |treatment = N/A
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| |}}
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| Sihndar, also known as those afflicted with the Northern Taint, are a people defined by duty and resolve. They are an afflicted sect of mostly [[Altalar]] warrior-protectors that have roots stretching back to the old [[Allorn Empire]]. They are inseperable from the [[Sihndar]] culture, which defines their beliefs and duties. While the [[Isldar]] separated to seek icy mountainous keeps, the Sihndar set their own standard of martial excellence, dedicating themselves to protecting non-afflicted Nelfin from otherworldly terrors. The Sihndar are in a class of their own when it concerns discipline and martial strength, and are specialized in anti-deimenthist battle tactics. They defend the [[Forsaken Continent]] against [[Void]] and [[Exist]] incursions, and travel throughout the world to put down terrors that are too often raised by other [[Nelfin]]. A Sihndar’s travels may take them to the ends of the world in search of demons to put down, allies to be made, and commitments to defend their homeland. Even the Kathar, whom most Sihndar despise on general principle, allow Sihndar to keep a permanent embassy in [[Kathar]] lands to deal with any especially dangerous [[Demons]] the Kathar accidentally summon. Such agreements are becoming more common throughout the world since the turn of the century, as various dangers begin to arise, threatening lords and commoners alike. Through it all, the Sihndar wander and hunt, working in noble courts as expert demon slayers, or wandering from town to town, dealing with [[Vampires]], [[Cahal]], and otherwise. Sihndar tend to keep in touch with their kin back home, gaining allies and friends, for the express purpose of strengthening the cause of the Sihndar, and their ability to hold back the tide of Void and Exist horrors. The Sihndar are simultaneously respected for their roles as protectors, demon slayers, and worthwhile allies to be made while being constantly kept at arm's length for fear of their true intentions, or openly disrespected by those who can’t tell the difference between a Kathar and Sihndar on sight.
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| ==Physical and Mental Characteristics==
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| [[File:Sihndarcolors2.png|260px|thumb|right|Compliant Skin tones for Sihndar. All colors on this image are allowed for Sihndar. All colors not on this image, are not.]]
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| At first glance, many would view the Sihndar as little more than a dark, near violet skinned Altalar. They share generally similar physical proportions to the Altalar, with the most noticeable difference being the affliction that affects the Sihndar known as the Northern Taint. The Northern Taint physically changed the [[Cult of Dronnal]] Altalar who were present on Drowda during the Cataclysm. When the Wretching Tear tore open above the continent, The Northern Taint infected not only the Altalar present, but the lands, fauna and flora likewise. The Northern Taint has since expanded beyond just the Altalar, infecting the other Neflin Races in small numbers, yet never spreading beyond those peoples. Corruption has left their skin tones a range from deep purple to blues; their hair colors a mix of blacks and whites, with a rare occurence of Maroon or Mahogany; their eyes commonly come in a mix of shades from blue, green, and grey, and rarely violet and a dark gold. However, their facial structure, height and body shape remain untouched by their affliction. Aging is a peculiar thing for Sihndar, as they seem to cease aging at around 30 years old. That being said, not all Sihndar look like they are in their prime years at all times. This is because Sihndar, like the Altalar, can actually change their age appearance at will. Even though they do not physically age beyond a certain point, Sihndar can through meditation change how old they look. In Sihndar society, the cultural notion of a Sihndar changing their age-appearance is controversial. Generally speaking, the Sihndar believe that someone’s aged appearance should be dictated by the level of respect they demand from other Sihndar, as opposed to it being an aesthetic choice. Among the Sihndar, choosing to appear the equivalent of a middle-aged Ailor will cause some resistance if the Sihndar in question does not have an appropriate level of respect. Unlike the Altalar, however, the aging of the Sihndar never advances, right up until the age of 300 (though aging your character beyond 150 years old requires a Special Permission). Every known Sihndar at this point has been recorded to freeze up and become statue-like. Their body never decomposes, and will remain in this frozen state until destroyed through outside forces. Even when they die in the heat of battle, a Sihndar will freeze-up and become a stiff statue-like corpse. It is commonplace to take heroic Sihndar of great renown after death to great halls of heroes, where their bodies are kept and treated as if alive, on display for all to gawk and question over.
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| [[File:Sinningplants.png|260px|thumb|right|Not all Sihndar need to fight to support their common cause. Some Sihndar live as simple Apothecary workers, sending shipments of medical supplies home.]]
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| ==History==
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| [[File:Exoticsinningman.png|260px|thumb|right|The Sihndar often oscillate between being thought of as attractive and repulsive due to their afflicted nature.]]
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| The Northern Taint first inflicted on a wide-scale only once in recorded history; when the Wretched Tear spread forth the Northern Taint upon the Altalar that were present in Drowda at the time. The Infection has since been passed down from those originally infected Altalar by birth, and more recently, has been discovered to infect Nelfin who consume a variety of Flora from Drowda. However, it should be noted that the history of the Northern Taint is tightly wound up in the history of the Sihndar on Drowda, and further information on this topic is available elsewhere.
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| :*''For a more detailed History related to the Northern Taint, you can read further [[Drowda#History|HERE]]
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| ==Becoming a Sihndar==
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| There are two known ways that one can be infected with the Northern Taint, and thus become a Sihndar. Firstly, any Sihndar that bears a child will produce another Sihndar, no matter the race of their partner. Secondly, any Nelfin that is infected with the Northern Taint can become a Sihndar. Any Nelfin can be infected with the Northern Taint by consuming infected [[Flora]] from Drowda, but this process must be administered by another Sihndar, and is explained in detail under Sihndar Hunter 3, and below. There persists rumours that the Northern Taint can be harnessed through magical means and used to infect others, but these remain merely rumours.
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| *When first consuming a variety of Flora from Drowda, the individual will begin sweating and soon become bedridden, requiring a Sihndar to watch over them during the transformation process. After 24 hours of this bedridden state, the new Sihndar’s body structure will violently change in a few painful seconds, and their skin, hair, and eye color will take on appropriate changes. Once this is done, the change is permanent.
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| *Upon becoming Sihndar, all Abilities from the previous Nelfin [[Race]] become null and void, and all Sihndar abilities are immediately activated.
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| *While Sihndar is a form of Arcane [[Aberrancy]], it cannot be cleansed by any source, not even [[Arken]] or [[Ordial]] Powers.
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| *Sihndar are incapable of using the following Abilities, regardless of their source: [[Volacorum]] , [[Sorcery]]. In addition, Sihndar cannot be physically mutated from any source.
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| *Upon becoming Sihndar, their eyes, hair, and skin take on any of the following combination.
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| **Eyes: Green, Blue, Grey. Rarely Violet or Dark Gold
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| **Hair: Black, White, Maroon or Mahogany
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| **Skin: Deep Purples to Blues
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| ==Sihndar Abilities==
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| The following Abilities are gained instantly when a Nelfin is infected with the Northern Taint. They lose access to all previous Racial Abilities, but retain their Proficiency Boosts from their Race.
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| {| class="wikitable"
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| |- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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| ! Ability Name
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| ! Ability Type
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| ! Ability Range
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| ! Ability Description
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| | style="background-color:#f5d7e7;" | Age Control 1
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| | Toggle Passive
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| | Self
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| | Grants the user {{#simple-tooltip: Age Control 1 | The user is able to change their visual appearance to be of any age within the adult age ranges at any time. This transition is near-instant and may affect wrinkles, skin, hair graying, and more. After toggling an age appearance, any Counters do not revert changes, they only prevent further changes until the Counter is removed.
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| }}
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| | style="background-color:#f5d7e7;" | Order Brand 1
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| | Object Enchant
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| | Self
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| | Grants the user {{#simple-tooltip: Order Brand 1 | This Ability allows the user to Enchant their melee weapon with the Order Brand Enchant. While active, the weapon glows a faint color. When striking any weapon that has any number of active Enchants on it, all those Enchants are instantly Cancelled, and any additional effects the user would receive from the Enchant hitting them or being Deflected or Parried or Blocked by the user are Prevented. This Enchant lasts for 30 minutes, or until it cleanses its first weapon after which it is disabled. If it cleanses a weapon within the 30 minute duration, Order Brand I can be used a second time with a mere slap on the blade, though it still respects the same 30 minute timer of the first Enchant. After the second Enchant does its job, or the original 30 minutes expire, this Ability goes on a 10 minute cooldown. This Enchant can only be used by the user, if they hand the weapon off or attempt to Enchant anyone else’s weapon, the Ability simply does not work. While Order Brand 1 is used on a weapon with a pre-existing Object Enchant that is not another type of Order Brand (2 or 3 for example), this Enchant is Cancelled, and any future application made impossible so long as Order Brand 1 remains active.
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| }}
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| | style="background-color:#f5d7e7;" | Battle Dress 1
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| | Toggle Passive
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| | Self
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| | Grants the user {{#simple-tooltip: Battle Dress 1 | The user may wear any type of armor regardless of whether it has been adjusted to fit their body, and it will automatically re-adjust to fit their body contours. Additionally, if they are wearing armor that has somehow been damaged or destroyed by Abilities, they may choose to instantly auto-mend every piece of armor worn by them into a pristine state before any damage was applied. This specific part of the Ability can only be used once per day.
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| }}
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| | style="background-color:#f5d7e7;" | Cursed Soul 1
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| | Constant Passive
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| | Self
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| | Grants the user {{#simple-tooltip: Cursed Soul 1 | While the character has an Affliction that includes this Ability, they are unable to use any Abilities found in Sorcery, Magic, and Faith Manifest. While having this Affliction, no other Affliction can be acquired. Proficiency Points are not refunded for Abilities lost. When the Affliction is removed (and this Ability), all normal use of Abilities is restored, and the Character can be Afflicted again.
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| }}
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| | style="background-color:#f5d7e7;" | Keen Mind 1
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| | Trigger Passive
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| | Emote Distance
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| | Grants the user {{#simple-tooltip: Keen Mind 1 | Whenever any Control Power is used on the user that has some sort of Emotion, Feelings, Opinion or Perception reading element, the user immediately becomes aware that their mind is being prodded, and can send back whatever signal they want, thus effectively faking any attempt to read them and manipulate the person trying to read them on top.
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| }}
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| | style="background-color:#f5d7e7;" | Hunt Sense 1
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| | Toggle Passive
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| | Self
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| | Grants the user {{#simple-tooltip: Hunt Sense 1 | The Character has permanent Night-Vision in dark or night-time locations, thus being able to see through Mundane Darkness, but not Ability based Darkness. Additionally, if the Character has tasted or smelled freshly drawn blood of an individual within the last 30 minutes, are able to track their location wherever they are in Regalia proper. If the target leaves to a Clandestine Base or Noble Estate however, the tracking ends. While tracking, it's not allowed to use fast travel or sprint, the distance must be walked.}}
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| | style="background-color:#f5d7e7;" | Exorcism 3
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| | Control Power
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| | Direct Touch
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| | Grants the user {{#simple-tooltip: Exorcism 3 | The User can instantly Cancel any single Target Curse, Target Illusion, or Magic Spell currently affecting someone by touching them. This Ability only Cancels the most recently used Ability. Additionally, the Target cannot be affected by the same Target Curse, Target Illusion, or Magic Spell again for the next minute. This Ability cannot be used on Self. This Ability can only be used once every 10 minutes.
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| }}
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| | style="background-color:#f5d7e7;" | Home Enchant 4
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| | Region Enchant
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| | Player Region
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| | Grants the user {{#simple-tooltip: Home Enchant 4 | The user is able to Home Enchant 4 inside any Player Region such as Rental House Region or Clandestine Base, adding certain effects. While the region is Enchanted, floating candles, orbs of light, or a general gaze of light may fill the building. This has a number of effects. Firstly, the building itself and all rooms there-in are completely immune to any Darkness being cast into it with an Ability, or being cast from inside of it. Secondly, anyone with the Ability Light Mend 3 can use the interior as if they are standing outside with an uninterrupted line to the sky. Thirdly, the building or region denies entry to Mindless Dimenthist Creatures, such as Void Ghasts, and other Lesser Void Demons that are commonly seen during Events where monsters appear through Veil tears, creating a safehouse of sorts. Only one Region may be Enchanted by the user, and they must be allied or the owner of that Region. In order to represent this Enchant, the region’s ceiling should have several glowstone blocks on it, or floating in the air.
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| }}
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| | style="background-color:#f5d7e7;" | Sihndar Hunter 1
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| | Trigger Passive
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| | Emote Distance
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| | Grants the user {{#simple-tooltip: Sihndar Hunter 1 | The user can, if any unarmed Nelfin is within Emote Distance, and they are being attacked or targeted by an Attack or harming Ability, instantly leap towards them and intercept the Attack or harming Ability. This Ability does not work if there is a physical barrier between the user and the target that the user cannot pass, and while the user can be harmed while intercepting, they cannot be stopped by any mundane means. If the Ability has an Area of Effect or some sort of splash damage, the target also becomes immune to this radius damage, all of it transferring to the user instead. This Ability can only target one person per day, however after the first use on that person, this Ability can be reused up to 4 times within a 24 hour timespan on that person only, before it is reset and can be used on anyone again.}}
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| | style="background-color:#f5d7e7;" | Sihndar Hunter 2
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| | Constant Passive
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| | Self
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| | Grants the user {{#simple-tooltip: Sihndar Hunter 2 | The Character negates all effects and harm from Abilities caused by any Ability used as part of a Vampiric Bloodline or Vampiric Base kit, or a Cahal Bloodline or Base kit. Additionally, the Sihndar is immune to any damage from weapons summoned or created by Abilities when utilized by a Vampire or Cahal. The Exceptions for Any Abilities that allow Vampires or Cahal to feed on the Character do not apply to Sihndar. They are completely immune to feeding.}}
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| | style="background-color:#f5d7e7;" | Sihndar Hunter 3
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| | Control Power
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| | Direct Touch
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| | Grants the user {{#simple-tooltip: Sihndar Hunter 3 | The Sihndar loses all access to their prior Racial kit, but maintains their prior general appearance, with updated hair, skin, and eye color. The Character cannot invest points into Caster Ranged Combat. The Character can, through a ritual, transform another individual (of any Nelfin race) into a Sihndar. The target Character must be fully willing, aware, and can be of any Aberrancy, except Primal, Draconic, or Ordial. This process is irreversible. The Transformation takes 24 hours to complete. Aesthetics for the process of this ritual should involve unique Flora from Drowda.}}
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| |}
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| ==Curing==
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| There is no known cure for becoming infected with the Northern Taint. Once infected, this change is permanent.
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| ==Trivia==
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| *The Northern Taint has been occasionally attempted to be inflicted upon non-Nelfin, but this is reported to result in the patient vomiting profusely with no further changes. However, not many tests of this nature have been conducted by Sihndar from Drowda, as the sacred nature of defending Nelfin people from the Void is seen as a problem they alone ought to solve.
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| *Discussing a potential cure to the Northern Taint to a Sihndar is seen as a personal insult, as if their very existence is something to be destroyed and their noble pursuits reversed.
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| {{Afflictions}}
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| {{Accreditation
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| |Artists =
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| |Writers = LumosJared
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| |Processors = birdsfoot_violet, HydraLana
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| }}
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| [[category:Afflictions]] [[category:Primal Afflictions]]
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