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{{Info races
{{Info Lineage
|image = Sinsplash.png
|name = Sihndar
|pronunciation = Seen-dar
|test = Sinadaar (in Altalar)
|classification = [[Magus]]
|test2 = [[File:Sihndarflaggg.png|80px]]  
|nicknames =  
|test3 = '''Motto:''' "Stalwart is the Sovereign Watch"
* Void Wardens (praising)
|image = Lesbiansplash.png
* Demon Slayers (praising)
|state = Drowda (and others)
* Demon Hunters (praising)
|ruler = Hold Councils
|languages = Sinnayed
|suzerain = Varied
|distinction = Prized warriors and Demon hunters who search the world for aid
|languages = [[Altalar]]
|maxage = 500
|religion = Varied
|height = Average to Tall
|first_recorded = 0 AC
|eye = Any shade of blue or green or brown.
|demonym = Sihndar
|hair = Raven Black, White, or Auburn
|skin =  
[[File:Sihndskin.png]]
[[File:Sihndskin2.png]]
|}}
|}}
[[File:Sinningplants.png|260px|thumb|right|While all Sihndar have some combat capability, many of them engage in non-combat related tasks like securing herbs and healing plants for the homeland as herbalists.]]
[[File:Sihndskin222.png|294px|thumb|right|Because being Sihndar is a condition that transcends heritage and descent, this page will not feature a formal eye color/skin example sheet, as these are inherited from one's parents. This is however the three main tones of Sihndar skin-tone, which is consistently either a blue, teal, or magenta tinted purple shade.]]
[[File:Exoticsinningman.png|260px|thumb|right|Sihndar are sometimes called Dark-Finu, in reference to the fact they look very similar to Fin’ullen, just much darker toned.]]
[[File:Sinningplants.png|294px|thumb|right|While all Sihndar have some combat capability, many of them engage in non-combat related tasks like securing herbs and healing plants for the homeland as herbalists.]]
[[File:159317b6d22561910830ddf8208aba7d.png|260px|thumb|right|Sihndar frequently dress foreign clothing to fit in. In Regalia, this means the Regal dress-code.]]
[[File:Exoticsinningman.png|294px|thumb|right|Sihndar are sometimes called Dark-Elves, but this is mostly a misconception among Ailor that they are related to the Kathar and thus Void worshipers (which is very insulting).]]
[[File:5f1e174c43418c5c679ef33717301cdf.png|260px|thumb|right|Sihndar tattoos make use of a particular mushroom that produces a highly concentrated ink with a faint bioluminescent light-blue tone, gently glowing.]]
[[File:Untitle25342d Artwork.png|294px|thumb|right|ex-Urlan Sihndar are believed to have some of the most beautiful fur patterns due to strong color contrasting.]]
Holding the first and last line of defense against the Greater Demons, the Sihndar were an [[Altalar Cult]] that weathered the [[Cataclysm]] and eventually became its own [[Race]]. Sihndar are a purpose-driven and pragmatic race of Dark Elves who hail from the cursed continent [[Drowda]], from which the last [[Void Invasion]] started. Their society is built around their defense of the world against the Greater Demons that still roam in this land, and use their immensely powerful magics to summon lesser Demons and corrupted creatures to assail the living. Despite their praiseworthy reputation as the most skilled [[Nelfin]] fighters, the Sihndar fight a losing war against a never-ending foe, and as such, many travel out in the world, seeking all manner of aid for their beleaguered homeland. The world may have gone deaf and blind to the woes of Drowda, and if ignored for too long, the Sihndar know all too well that the evil held back by them will spread to other continents. There are yet allies to be found in the wider world: most of all [[Regalia]], the city where everything comes together.
Holding the first and last line of defense against the Greater Demons, the Sihndar were an Allorn Cult that weathered the [[Cataclysm]] and eventually became its own people. They saw firsthand the death and destruction that a full Void Invasion brought onto Aloria, and picked up the weapons left behind by all the people that were brought to extinction by the Spirit invaders. Despite their world-renown reputation for being the most skilled Spirit hunters and fighters, as well as excellent Elven warriors in their own right, they fight a losing war against the Spirits that enroach ever further to expanding their domain on Aloria. With the Void Invasion three centuries past and the world believing that the next one will never come, the Sihndar occupy a forgotten corner of the world that is nonetheless crucial to the peaceful existence of other nations across the world. From the scars left behind by the last Void Invasion, the Sihndar hold the line against the Spirit Sovereigns that try to break out of Drowda to corrupt and control the wider world. Hope is not all lost however, as there are yet allies to be found in the wider world: most of all [[Regalia]], the city where everything comes together. Note, the Sihndar Page is considered very dense and long due to their complex heritage and historical narration. If you are new to the server and want to play a Sihndar, it is recommended you seek help from another player or a Staff member in a Discord Ticket to help you through the process of understanding Sihndar Lore.  
==Origins==
 
The Sihndar were originally [[Suvial]], [[Teledden]], and [[Fin'ullen]] Altalar members of the [[Cult of Drovv]], a highly militaristic order and Altalar Cult that centered around martial training. Some of the [[Allorn Empire]]’s greatest champions and physical warriors were Drovv Cultists, who followed the unusual teachings of the [[Drovv Race]] that settled on the Drowda continent. The Drovv people were a warrior-monk race of bipeds with long necks and small heads, but four arms with which they wielded khopeshes with great skill. For several hundreds of years, this was all the Cult of Drovv did, until the outbreak of the last Void Invasion. The Void Invasion instantly wiped out the Drovv people and culture, the first to fall to the Demons spewing forth from the Void Tear in Drowda, quickly followed by the [[Velheim]] colonists who had settled the area. The Cult of Drovv was quick to deploy, along with the Allorn armies, but marched to their doom in the face of the Demon-tide. When Cataclysm occurred and the Void Tear closed without explanation, a small part of the Cult of Drovv was still intact, and preached to the few fighting guilds and soldiers left in the Allorn Empire that their duty lay north. Their reasoning was that for the thousands of years of debauchery, genocide, deceit and corruption, the Allorn had a collective guilt to undo their sin through an eternal vigilance against Demons. The Cult of Drovv gained a large following and traveled to Drowda to quickly set up makeshift forts and start fighting the never-ending Demon tide that still remained, severed from the Void but not any less dangerous. Over time, the magical essence trapped in the air around them bombarded their bodies, and physically changed them to what is seen as an entirely separate race in the modern era. The Cult of Drovv eventually renamed itself to Sihndar, or the “Old-ones who bear Sins” in [[Ancient Elven]]. From then-on, their never-ending watch started, though quickly on, they sent out parties into the wider world, in search of aid for their homeland that the rest of the world would eventually grow complacent to.
==Core Identity==
To be Sihndar is centered around their solemn mission to hunt all Demons: a duty which can be either embraced, or rejected. They are saddled with the thankless task of seeing the bigger picture, to fight the imminent and still very real threat of the Greater Demons who reside in Drowda, to protect the rest of the world from their invasion. To be Sihndar is to inevitably be sent out in the world to find something useful for the homeland, and to be faced with apathy and indifference from all who live outside of Drowda, who live while the Sihndar keep the Demons at bay with such success that the rest of the world has even forgotten they were there to begin with.
===Faustian Bargain===
The Sihndar are Demon hunters, but not Demon haters. There is a complex nuance that would break open the head of any Unionist trying to wrap their mind around it. The Sihndar consider the Greater Demons to be a far greater threat (and subsequently the [[Void Gods]]) than [[Arken]], [[Vampires]], [[Cahal]], or other Occult creatures that don’t have explicit murderous tendencies. The Greater Demons are beings of carnage and destruction, and so can never be bargained with, but Sihndar have on occasion and are fully capable of plying their utilitarian and pragmatic identity to make bargains with other types of less harmful Demons to gain an edge over the truly dangerous ones. This is why by population numbers, Sihndar actually have a higher [[Silven]] population as well as a number of fighters whose souls are already bound or sold to some Demonic entity, waiting to collect their due. The Sihndar do not hate all things Occult: they make an on-balance decision whether something is harmful to the world and needs to be exterminated, or whether something can be used to fight fire with fire.
===Homeland Reprised===
Many Sihndar live outside of Drowda, but the homeland is always in their mind, whether they tried to flee away from it, or are still attempting to aid it. While Sihndar can get engaged and involved in local drama of whatever place they inhabit, inevitably, all actions must be done through the scope of how it relates to Drowda. Even through seemingly unrelated activities like socializing with a Noble or marrying a local Aristocrat can have the long-term goal of freeing up finances to be sent as war-support for the Sihndar still fighting back home. Many Sihndar become apprentices to engineers and smiths, so that when they return to Drowda, they can take newfound skills along and be of benefit. In essence: every action no matter how small, must reflect the cause.
===Repressed Mind===
Despite the lofty goals and aims of the Sihndar, and their selfless teachings and harsh discipline for those who fall out of line, not all Sihndar can keep up with their doctrine. A sizable minority of the Sihndar who are sent out in the world secure missions specifically to get away from Drowda, and the suffocating nature of their eternal duty. Some find the way Sihndar society operates, and how it demands they sacrifice while the world is blind to their suffering, an unfair arrangement. As such, they seek to free themselves from these duties and disappear in the crowd abroad, being called Sihn-Fallar from that point on, or “national traitors”.
==Design==
==Design==
===Mental Characteristics===
Despite what one might think from first appearances, the Sihndar are not a daughter-people of the Allorn Elves widely speaking. Though the majority of them are indeed Elves and descend from the Allorn Elves since the collapse of their Empire, to be Sihndar transcends individual heritage, and involves the bearing of a burden most of the world is keen to forget. What makes the Sihndar a Sihndar, is called the Drowda Taint. When a person accepts the Drowda Taint in their body and soul, they become Sihndar and often accept both their cultural as well as their historical heritage as their own. There are Sihndar of every variety of people of Aloria ranging from Eronidas, to Ailor, to Asha, to Urlan, to Songaskian. Additionally, Sihndar who reproduce with other Sihdar also continues to sire Sihndar, thus leading to expanding lineages. The exact explanation of what the Drowda Taint does to a person is discussed further below, including the mandatory visual aspects. Beyond that, Sihndar can appear like any of the [[Races|People of Aloria]], just with modified traits. A large part of the Sihndar population descends from the initial Elves caught in the magical reverberations of the Cataclysm on Drowda, having the Drowda Taint forced on them. Since then, however, their population has waxed and waned from natural reproduction but more importantly incorporation of outsiders who accepted the Drowda Taint willingly to aid their cause, and thus become part of their people and struggle.  
Sihndar are stoic and pragmatic, while also venomous and sarcastic. Most Sihndar who have grown up in the extremely repressive militaristic environments of their Xasters (Fortress-Cities) have a level of unease with the wild, expressive and energetic outside world, which results in them being more quiet and observant until they understand the situation around them. As well, there is a level of disdain towards outsiders for ignoring their plight in Drowda, which results in a very holier-than-thou attitude towards the smaller problems that people have out in the world. After all, how does a local Duke being upset because his wife ran off with the stable-hand possibly compare to Alamat incinerating a whole Xaster with all the people inside. Sihndar often use double-speak, sarcasm, ridicule and passive-aggression in their communication, to the point that few outsiders can ever tell if they are being serious without asking. Otherwise, Sihndar personalities are fairly varied, as many of them have inherited the mentalities of their Suvial, Teledden and Fin’ullen ancestors, mixing all of their wildly varying traits.
 
===Physical Characteristics===
Sihndar are physically similar to the Fin’ullen, [[Maquixtl]], and [[Ailor]]: meaning for a Nelfin race, they are well-built and wide-framed. They excel at physical tasks as well as combat, and are generally built for reflex and endurance over raw strength despite their size. Their faces can be either more pointy or more square-like, though they lean towards more rough and masculine-leaning appearance traits. The most notable Sihndar trait is their dark purple-gray to blue-gray skin-tone, which is often accompanied by dramatic white or raven-black or auburn hair. These traits are largely why the Sihndar are called Dark Elves, and also why they are often mistaken for [[Kathar]].  
===Sihndar in Regalia===
===Sihndar in Regalia===
Sihndar in Regalia are often either integrated citizens or foreign visitors who nonetheless secure a base of operations or house from which to operate their services. Sihndar, because of their duties to their homeland, have a wide range of activities in Regalia (unless they are Sihn-Fallar, in which case they try to avoid other Sihndar as much as possible). The Regalian Government and society is largely ambivalent to the Sihndar. While there are some institutions that support Drowda, and the Emperor even sends a monthly support tribute north, by far and large Regalian society is blind to the dangers of Demon breakouts in Drowda, and as such ignores the Sihndar pleas for aid. A list of frequent activities of the Sihndar is as follows:  
Sihndar are a people that one might at first glance think have no reason to be in Regalia. After all, their struggle is thousands of miles away in foreign lands where the Spirit Sovereigns roam free and threaten the world. This section discusses some basic premises for why a Sihndar might want to be in Regalia, which is where all of the Roleplay takes place:  
* The Sihndar have a unique relationship with the Regalian Knights, to the point that being a Sihndar almost makes one a member of an unofficial Knight Order. The Sihndar work intensely with all the Knight Orders in their own tasks, and even have a legal exception to fulfill any Knight’s task alongside them. Examples are chasing after a Renegade Mage with the [[Aelrrigan Order]], guarding a [[Unionist]] Temple with the [[Reliquary Order]], or entering a battlefield together with the [[Viridian Order]]. Sihndar, so long as they are on an active patrol or mission together with at least two Knights, have automatic Armor and Weapon Permits for the duration of their mission.
* The Sihndar seek allies across the world to aid in their struggle, whether it is to invite non-Sihndar to help fight in Drowda, or to court the nobles and Emperor of Regalia for an increase in financial support and shipments of supplies for their homeland. This can also involve fostering positive relations with already existing groups and organizations by being a member.  
* The Sihndar are always on the lookout for expert fighters. Sihndar will actively scout skilled warriors and Mages during battles and if deemed suitable, invite them to join a so-called Menxer. A Menxer is a Sihndar’s personal group of “Friends in Arms”, where they collect non-Sihndar to go on missions to fight lesser Demons with. This is mostly a self-generating Roleplay role, which involves the Sihndar writing Lore Stories incorporating fights with Lesser Demons as explained in the Drowda section of this page.
* The Sihndar seek skills and information from abroad that might aid in their struggle back at home. Regalia is a nexus of learning and intellect, and many of the world leading theories on the magical as well as on warfare are developed in such a capital of science. This can also involve just campaigning for more awareness among the common people and collecting for home.  
* On top of recruiting their own Menxer, the Sihndar also host their own tournaments in Regalia, using some trinkets or tokens they have acquired as lure for warriors to show up, only to snatch the winners up afterwards to assist them in Drowda. Sihndar by population are the most avid hosters, participators and assisting members of tournaments in Regalia, as well as military reenactments and Honor duels. When a Sihndar is not actively doing anything, they are positively glued to Arenas.
* The Sihndar battle Spirit Sovereigns wherever they appear, and Regalia is no exception to their presence. While the majority of them struggle to breach beyond Drowda, Regalia as a nexus of Magic and magical events has frequently been affected by Spirit Sovereigns and Dukes. As a result, many Sihndar are stationed in Regalia to help it against its own Spirit problems.  
* Sihndar also try to explain the dangers of the Drowda situation up north. Part of their mission of collecting aid is also to raise awareness for their sacrifice, and to mobilize people into caring about the situation in Drowda that could one day negatively affect the rest of the world. Seeking out alliances with Noble House and securing their financing is only part of that, as well as becoming apprentices to forgers, researchers, mages, fighters and politicians to pick up useful skills for the homeland. A Sihndar must always be learning something new.
* Some Sihndar break away from their duties and their communal struggle and become Sihn-Fallar. Sihn-Fallar are Sihndar who have brazenly abandoned their duties, and decided to leave the rest of their people to their fate. Such Sihn-Fallar could exist in Regalia, because it is the capital of the world, no pleasures denied to the Sihndar at home cannot be found here.  


==Racial Abilities & Specials==
==Heritage Traits==
Racial Abilities are generally a set of unique powers and effects that all peoples of that Race all innately have, while Specials are more passive, aesthetic focused capabilities. Specials are defined per-page, while Abilities can be searched on the Ability List page to determine their generic function. Sihndar mostly get a whole slew of Specials because of their flexible nature as well as point-refund Packs, but have some combat arranged Abilities. There is no such thing as a Half-Sihndar. Anyone who reproduces with a Sihndar will simply have Sihndar children, regardless of what Race they are, and these children will always be born with zero traits of their non-Sihndar parent.
When designing a Character, Proficiency Points allow for a limited Ability selection with Point Buy Packs. Heritage Traits adds free Packs and Mechanics on top of that to help with cultural themes. Free Packs grant Abilities usually, while Mechanics change the way a character functions in Roleplay through subtle, and usually out of Combat ways. In essence, Mechanics just add aesthetic flair that invest in the niche of each culture. Free Packs never raise Proficiency Points, but the character must be able to purchase them normally. (ex. if a character is a certain Affinity that locks them out of a category, they cannot take that specific free pack and must choose the alternative option.) If a Free Pack grants Magic of some type, that Magic can be of any Alignment the character can normally choose, or limited to a select alignment, which will always be written in the Free Pack description. '''It is not possible to play Mixed Heritage Sihndar with Mixed Mechanics'''. You may make them appear Mixed Heritage visually, but due to their Mechanics being derived from the Drowda Taint + Sihndar Heritage, it is not allowed to pick and combine Mechanics as normally would with Mixed-Heritage Characters. Mixed Heritage Sihndar derive all Mechanics from the Sihndar Heritage Traits always.
===Abilities===
===Free Packs===
{| class="wikitable"  
* Sihndar gain the Magical or Mundane variant of [[Adapt_Point_Buy#Safeguard_Pack|Safeguard Pack]] for free, or choose one pack from [[Chem Point Buy]].
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
* Sihndar choose one Pack from [[Melee_Point_Buy|Melee Point Buy Pack]] or from [[Athletic Point Buy]] for free.
! Ability Name
 
! Ability Type
===Mechanics===
! Ability Range
* Sihndar take less damage when hurt by Spirits or those possessed by Spirits. If a Mystech Spirit-Type (incl Bound Automata) Character  applies -2 HP damage, reduce that by -1 HP.
! Ability Description
* Sihndar cannot become Afflicted, some exceptions may apply in Soul Bargains, and some greater Entities like Gods and Arken can still force infect them.
! Modifiers
* Sihndar can perform the Weakening Ritual on a Greater Vampire, which does not kill them (ported back to a safe base), but turns them into a Fledgeling Vampire.
|-
* Sihndar are immune to mind control of any type, particularly [[Adapt_Point_Buy#Mindcontrol_Pack | Magic Variant Mind Control Pack]]  and all of its Mechanics to do with Thralling and Persuasion Dices, if used to convince them.
| style="background-color:#f5d7e7;" | Weapon Summon
 
| Summon Power Power
===Sihndar Heritage===
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
As noted, most Heritages have 5 Mechanics, while Sihndar only have 4. This is because Sihndar receive their fifth Mechanic from their pre-Drowda Taint Heritage, depending on what [[Races|People of Aloria]] their ancestors were part of. When playing a Sihndar, choosing one such Sihndar Heritage is necessary. It is not possible to combine, and if you have trouble choosing, just pick the heritage of the most important ancestor that fits your current Roleplay needs. Because there is no such thing as a Sihndar Appearance, choosing a Heritage also directly affects your Character's appearance. Characters that have the Drowda Taint applied to them in Roleplay, lose all their prior Heritage Traits, and gain the Sihndar Traits, including this one, but must choose the Sihndar Heritage of their dominant Heritage pre-Tainting.
| Grants the user {{#simple-tooltip: Weapon Summon | The user can summon any type of weapon from Melee Weapon Point Buy, or Ranged Weapon Point Buy made out of Magic. This weapon functions like a normal weapon would, has the same durability, but does not use any ammunition to fire if ranged. The user can give the weapon to someone else, but can't summon more than one. A destroyed Summoned Weapon cannot be Summoned again for 12 IRL Hours.
* '''Ailor:''' These Sihndar are masters of many languages. Even for languages they do not speak, if someone insults them in their native tongue, they will know what was said.
}}
* '''Skyborn:''' These Sihndar do not need to choose a Tech Branch, they are able to build/edit/repair any Branch. Try to be conscientious when other players feel pushed out of their niche however!
| N/A
* '''Dragonkin:''' These Sihndar retain Mechanic 2 and 3 as they are presented on the [[Dragonkin]] Page. Dragon Machines and Dragons will also still acknowledge them as Dragonkin.
|-
* '''Sihai:''' These Sihndar can telekinetically move, reshape, recolor, and restructure Jade with their mind. They can also turn any crystal-like substance or noble metal into Jade.
* '''Dwarves:''' These Sihndar gain +1 Main Defense Stat while another Dwarf or Sihndar is within a 5 block range, which can break Cap up to 11. This mechanic can stack up to a +2 bonus.
* '''Isldar:''' (regardless of Life/Death Isldar) Life Isldar can use Farsight to receive vague visions of things happening and existing in faraway lands. (this may require communication with Event DM's or Tickets).
* '''Lanlath:''' These Sihndar cannot use God Magic. However, Sihndar can Dimension Align to Lathan Magic, which is extradimensional like Void/Exist/Ordial, and unique to the Lanlath (and Drowda Tainted Lanlath).
* '''Fin'ullen:''' These Sihndar can breathe underwater without any Abilities, and can also see perfectly underwater without it blurring their vision, allowing them to stay submerged indefinitely.
* '''Solvaan:''' These Sihndar inherit the ability to Transform into Mist Beasts, though applying the Drowda Taint to each visual appearance of these Mist Beasts.
* '''Suvial:''' These Sihndar gain +1 Main Combat Stat when attacking a Character with Theurgy Point Buy Abilities, which can break Cap up to 11.
* '''Kathar:''' These Sihndar can apply a glamor to themselves of any Kathar they have canonically killed. This glamor counts as a Disguise but breaks if the Character drops to 0 HP.
* '''Sihndar:''' (meaning, pure-blood since Cataclysm) During Events, Sihndar may be warned of making a bad decision by Melca's Foresight that warns them with a vision of something they are about to do.
* '''Maquixtl:''' These Sihndar can use Maquixtl Gene Editing, but must apply Drowda Taint visuals to all of them. Additionally, they can enter Guldar without suffocating in the toxins in the air.
* '''Yanar:''' These Sihndar can speak to plants and trees, and even encourage them to grow faster or hide, or change their appearance.
* '''Asha:''' These Sihndar have perfect nightvision, capable of seeing in the dark and low light environments without needing an external light, and have a limited body language to do with tails
* '''Narim:''' These Sihndar can revert to a larval stage (not child-like, but grub-like) shedding their body, for 3 days. They can then change their arthropod species, and recover any lost limbs or remove scarring.
* '''Eronidas:''' These Sihndar can perform great feats of strength out of Combat (carry multiple people, throw boulders etc.). They also gain +5 in out of Combat dice roll Strength competitions.
* '''Urlan:''' These Sihndar can declare 1 chosen person as their Protected Ward (with OOC consent), granting them +1 Defence Stat (break cap up to 9) while within 5 Blocks of them.
* '''Allar:''' These Sihndar are immune to any (non Magical) disease or illness, such as viruses or bacteria, though they can become asymptomatic carriers.
* '''Slizzar:''' These Sihndar can no longer Shapeshift and become locked in their appearance upon being Tainted, but gain +2 added to every final Persuasion Dice Result after every Roll.
* '''Maraya:''' These Sihndar have small Ichor glands on their hands, which are capable of producing Chrysalis that they can shape into Crystals of any shape or size.
* '''Bralona:''' These sihndar can no longer change shape and become locked in their appearance upon being Tainted, but gain +1 Defence Stat (breaking Cap to 11) in fighting a Shapeshifter (Abilities/Mechanics)
 
===Drowda Taint===
The Drowda Taint is a magical condition that is shared by all Sihndar and makes them all part of the same historical and cultural heritage. The Taint itself represents such a heavy and oppressive blast of uncontrolled chaotic Magic that it does the opposite of instantly killing or mutating the host: it is like complete Magical sterilization. Because this process is experienced as rather unpleasant and painful, it requires both IC and OOC consent. The most notable aspect of the Drowda Taint is that it turns the skin a variant of mid to dark shade purple or blue-purple, while it can also turn the hair white (though born hair colors can be kept also). It does not affect the eyes or any other part of the body. Simpler put, the Drowda Taint changes the skin tone of a Character (and can change the hair color to white, but does not have to), but has a lot of other effects:
* All previous Heritage Traits are lost. Instead, the Character gains the Sihndar Heritage Traits and counts as a Sihndar henceforth.
* If the Character had multiple Alignments, all but the first one are cut off, though they can be re-learned later, like a Magic reset.
* Any Afflictions (except for Undead) are instantly Cured. It is not possible to apply the normal Drowda Taint to an Undead Character.
* Any Spirits attached to the person are instantly purged, and any damage left behind by Spirits in the soul/emotions/memories is restored.
There is an upgraded version of the Drowda Taint called the Searing Drowda Taint. This also requires IC and OOC consent, as it is a more aggressive application of the Drowda Taint that affects aspects more deeply rooted in the soul. The Searing Drowda Taint has generally the same outcome but is more aggressive to get rid of additional aspects of a Character before fully making them Sihndar. This can be useful in some cases to "cleanse" a Character from certain Magical conditions. This is commonly seen as a variety of Magical Lobotomy, and can apply the following effects:
* If the Character is Undead, they are instead instantly killed and become a Spirit of their strongest Alignment.
* If the Character is Godborn/Arkenborn, they lose all Godborn/Arkenborn Mechanics.
* If the Character is a Mage, they are cut off from the Veil, and cannot use Magic anymore (points are refunded).
The Drowda Taint Ritual can be performed by any Sihndar and takes place over several minutes during which uncontrolled Magic is funneled into the body and soul of the target, hence the experience being painful. This ritual can be done in Roleplay, done off-screen, time skipped, or in backstory. It is however not possible to revert the Drowda Taint in any way, not even by Divine Entities, so think carefully before changing an existing Character to a Sihndar, as it is a one-way change. When a Sihndar speaks of their pre-Sihndar life or refers to the heritage of their family from before becoming Tainted, one refers to "ex-" something. For example, a Fin'ullen who became Sihndar would refer to themselves as ex-Fin'ullen Sihndar, where necessary to explain their heritage. It is permitted to play a Sihndar that has post-Tainting regret, however communicate with the people who apply the Drowda Taint to your Character, because it is generally not a fun experience to try and include people in Sihndar Roleplay, only to have them turn on it afterward. Roleplay should aim for positive experiences on both sides.
 
==Sihndar Holds==
The Sihndar people are divided over so-called Holds, which are largely autonomous super-fortresses that house city-size populations of Sihndar all dedicated to the defense against Spirit Sovereigns that attempt to conquer parts of Aloria. The first 8 Holds mentioned on this page are native to Drowda, meaning they are all somewhat united under the Hold Council where representatives meet and discuss domestic matters. The 10 that follow are not native to Drowda and are often part of other countries, but still maintain strong ties to the Drowda Homeland. They should however not be considered colonies or external territories like the Skyborn have, these Holds were built with the permission and support of the local state, and are often (tax-exempt) parts of those local states. You do not have to read this to play a Sihndar, but it can give a lot of context to individual Sihndar groups and their behavior, as well as backstory for your Character. You can pick any Hold to have your Character come from/belong to, except Usimaar and Konarot which are utterly destroyed (Ferian and Alamat had survivors).
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<span style="font-size:130%;><center>'''Torama Hold'''</center></span>
The Torama Hold sits on the far west of Drowda, where it fights against the Spirit Sovereign Torama which twists trees into shambling horrors of twisted bark and root. Despite the heavy corruption of Torama on local nature, the locals excel at cleansing soil and plant-based corruption, and this is subsequently also the region where most of the agriculture occurs that supports the other Drowda Holds. Sihndar from the Torama Hold tend to be good nature tenders and plant cultivators, thriving with their produce even in harsh conditions.  
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<span style="font-size:130%;><center>'''Lirayna Hold'''</center></span>
The Lirayna Hold is the largest southern Drowda region, where it fights against the Spirit Sovereign Lirayna which has taken a liking to shaping its Demons like horrific spiders. Lirayna's Spiders come in many forms, from minuscule to tower-sized, posing a massive challenge for the locals. Sihndar from this Hold face an extremely low life expectancy due to the very high mortality rate when fighting Lirayna Demons, leading to many of the locals having a very morbid sense of humor, and a very no-nonsense and no-delay attitude to life.
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<span style="font-size:130%;><center>'''Qamta Hold'''</center></span>
The Qamta Hold is found in the northern swamp regions of Drowda, where they fight against the Spirit Sovereign Qamta of the fogs. Qamta inhabits the fogs in this swampland, seeping into the mind of any who wander in, and making them forget. Qamta Sihndar are very training and self-awareness oriented because Qamta's mists create duplicates of the warriors sent in to slay Demons, making anyone fight themselves. Qamta Sihndar are exceptionally mistrusting of anything that is unknown or unfamiliar, thinking it a Demon plot.
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<span style="font-size:130%;><center>'''Alta Hold'''</center></span>
The Alta Hold is found in the mild southern plains of Drowda, where Alta's relatively pacifist nature causes the environment to be exceptionally peaceful. Alta is a Spirit Sovereign of corruption, who lures the locals to give in to their vices, and in doing so sell their soul to its will and become Demons themselves. Alta Sihnda are considered hardliners among the Sihndar who refuse to accept any bargaining or indeterminate use of Spirits. They consider any consorting with Spirits or refusing to kill them outright, treason.
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<span style="font-size:130%;><center>'''Milai Hold'''</center></span>
The Milai Hold found in the densely forested northern regions of Drowda, fights against the Spirit Sovereign Milai who creates amalgam horrors of animals and wildlife to beset upon mortals. Most common are the great Colossi, massive beasts similar to the Akula in the east, who roam the forests and take whole detachments of Sihndar climbing them to take down. Due to the intense need for cooperation among the Sihndar of this hold, Milai Sihndar tend to be kindest and most socially adapted to others, seeking genuine alliances.
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<span style="font-size:130%;><center>'''Lost Alamat Hold'''</center></span>
The Alamat Hold was once found on the eastern side of Drowda in the mountains. It fought against the great Fire Spirit Sovereign Alamat. The Hold was destroyed in 253 AC when Alamat plunged its sword into the ground, erupting all volcanoes and fire-blasting the province along with all inhabitants and the Hold. Few Alamat Sihndar survived while abroad or in other Holds on work trips. Alamat Sihndar were famed for their skill in metallurgy and forging, producing the majority of Melcarite weapons and armor for the Drowda at large.
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<span style="font-size:130%;><center>'''Zarak Hold'''</center></span>
The Zarak Hold is found in the easternmost plains of Drowda, where the frost Spirit Sovereign Zarak attempts to create eternal winter and darkness. While magic is usually shunned among other Holds, Zarak Hold Sihndar are almost exclusively Mages, and use many Artifacts in their struggle against Zarak who sends forth legions of flowing-snow and ice Demons to attack their fortress. Zarak Sihndar have a close working relation with the Aelrrigans, but are generally more disliked by the other Holds because of their callous Magic usage.
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<span style="font-size:130%;><center>'''Tazman Hold'''</center></span>
The Tazman Hold is located on the southern islands of Drowda, which are mostly submerged. The Hold is unique in that it does not have a Superfortress, but a large collection of ships nailed together into a vast floating city. The Tazman Hold is also predominantly inhabited by ex-Fin'ullen Sihndar, who continue the fight against Tazman the Spirit Sovereign of Drowning, after it submerged the province in 179 AC. Unlike the Alamat Hold destruction which is seen as a collective trauma, Tazman's hold largely survived as they saw it coming, boarding the fleets.  
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<span style="font-size:130%;><center>'''Mutani Hold'''</center></span>
The Mutani Hold is located in Farah'deen where once the Sariyd fought the Dragons before the Great Storm at Kouriyasui. The Mutani Hold is predominantly inhabited by ex-Songaskian Sihndar, who battle against the Ordial Spirit Sovereign Ishitan that serves the Machinist, and attempts to create hordes of machine monsters from the wreckages of Sariyd clockwork colossi. Mutani Sihndar are the only Sihndar that are positively disposed to Shades that have broken free, and even consider some Ordial Shades are brothers in arms in the fight against Ishitan.
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<span style="font-size:130%;><center>'''Lost Usimaar Hold'''</center></span>
The Usimaar Hold was located in the Sundered Lands on the south-east of the Allorn Empire. The Usimaar Hold, like Tazman, was built on a large fleet of ships fighting the Demon-horrors of the deep who served the Spirit Sovereign Zzaric. The Hold was created in 189 AC, but suddenly lost in 289 AC when the world wasn't paying attention to this Region at the height of the Chrysant War. Of the loss, there were no survivors, not even abroad. It is as if all the Sindar belonging to this Hold, along with their fleet, all disappeared all at once.
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<span style="font-size:130%;><center>'''Lost Konarot Hold'''</center></span>
The Konarot Hold was once located where now the Dorkarthi State stands on the western point of Ellador. The Sihndar, many of whom were Velheim Ailor become Sihndar, fought the Spirit Sovereign Konarot, who had escaped Drowda in 12 AC and arrived in Ellador. The Konarot Hold was not able to fully construct its fortress, and was destroyed in 67 AC when the Spirit Sovereign allied with the local Vampires that would later form the Dorkarthi State. Some descendants from the Konarot Hold still survive as bred Blood Cattle in Dorkarthi slums.
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<span style="font-size:130%;><center>'''Wanli Hold'''</center></span>
The Wanli Hold is a Superfortress built into the Jade Wall on a more northward stretch of the wall. The Wanli Hold specializes in its defense of the wall against Akula, making it the only Hold not formally defending against a specific Spirit Sovereign but more a wide spectrum of Spirits. Wanli Hold Sihndar are taught the Sihai combat arts, and practice in particular combat without the use of weapons through strength and belief in one's own raw power. There are concerns of this hold collapsing if the Jade Wall crumbles, with the fortress falling into the sea.
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<span style="font-size:130%;><center>'''Montaro Hold'''</center></span>
The Montaro hold is found on the northern most edge of Ithania, where the Spirit Sovereign Morian escaped Drowda and tried to corrupt the locals. The Montaro Hold is predominantly filled with ex-Ithanian Ailor Sihndar, many of whom were ex-convicts who chose service among the Sihndar as a preferred alternative to life imprisonment. The Montaro Hold is commonly believed to be the most well funded and supplied Hold, as it has vast support from the Ithanian Government. Montaro Hold Sihndar tend to be more rogueish and favor ranged weapons as well as cutthroat tactics.  
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<span style="font-size:130%;><center>'''Ulman Hold'''</center></span>
The Ulman Hold is found drifting in among the Drifting Isles between Guldar and the Allorn Empire, where the locals hunt the escaping Spirit Sovereign Ulman. Ulman is considered weakened after a fight with Lirayna, and attempting to reach Guldar, but the Sihndar of this Hold keep thwarting its crossing while battling it across the many Drifting Isles. Ulman Sihndar are excellent sailors, and their Hold is mostly comprised of ex-Maquixtl and Eronidas who also have a hobby and inclination towards archeology and spelunking due to the nature of the Drifting Isles.
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<span style="font-size:130%;><center>'''Razu Hold'''</center></span>
The Razu Hold is positioned in the mountains of Kezzeret Shubasha, an Eronidas state north of the Allorn Empire. The local Sihndar who are mostly ex-Eronidas and ex-Dwarves, fight the Spirit Sovereign Razu, who escaped Drowda around 60 AC and inhabited these islands. This Spirit Sovereign relishes in the suffering of an endless maze, having colonized the mountains with massive sprawling networks of hellish tunnels with monsters. Razu Sihndar are considered the most glory-seeking and careless Sihndar, with a nack for brewing and feasting, and arena duelling.
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<span style="font-size:130%;><center>'''Helburg Hold'''</center></span>
The Helburg Hold is spread across the small islands between Hvit and Middeskag, and Drowda. Despite its proximity to Drowda, it belongs to the Velheim states, explaining the high ex-Velheim Ailor Sihndar population. The Helburg hold fights the Spirit Sovereign Helby who escaped Drowda and settled these islands. Helby is the Spirit Sovereign of meaningless tasks, capturing those that fall under its influence to build pointless cairns of stacked stones until they perish from the cold or hunger. Sihndar from this region are excellent mentors.
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<span style="font-size:130%;><center>'''Kitalos Hold'''</center></span>
The Kitalos Hold is built on the tall cliff overlooking the soul pit in Maartasil, a Regalian subject state that was once the gateway for all Oblation Trade to be brought into the Allorn Empire. The Spirit Sovereign Kitalos resides in the misery and pain of this soul pit where imperfect Oblation pearls were dumped for centuries, with the remnants of souls trying to claw their way back out. Kitalos Hold Sihndar specializes in the use of artillery and siege weapons, with the edge of the soul pit having many such installations built to push back waves of bone horrors trying to crawl up along the cliffsides.
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<span style="font-size:130%;><center>'''Lost Ferian Hold'''</center></span>
The Ferian Hold was once found in the north of the Farador Kingdom (north of Arlora and Torse). This hold was lost during the Bone Horror Crisis in 304 AC when the sudden eruption of the Bone Horrors overwhelmed the hold which was already battling the Spirit Sovereign Ferian's cannibalist glen beasts. A few survivors of the Ferian Hold happened to be in Regalia at the time of its demise. Due to their old connections with the Ailor Kingdoms, most of the survivors became diplomats in Regalia, having no home to return to, and campaigning for more finances to the Sihndar cause.
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[[File:159317b6d22561910830ddf8208aba7d.png|294px|thumb|right|Sihndar frequently dress foreign clothing to fit in. In Regalia, this means the Regal dress-code.]]
[[File:Songaskiansihndar.png|294px|thumb|right|Why there is a predisposition for Songaskians and Sihndar to have white hair is unknown, but one trait shared between them.]]
[[File:Lesbianwithmetal.png|294px|thumb|right|Even if Melcarite has a religious meaning to Estelley worshipers, even non-Estelley worshiping Sihndar frequently use it.]]
[[File:643grsd.png|294px|thumb|right|Sihndar don't have much in the way of personal possessions, leading their hair to be a great tool of personal expression.]]
==Language and Naming==
Note, because Sihndar as a people are not a singular homogenous ethnicity, they don't really have a language of their own. That being said, since Elves are the majority of Sihndar, and because Altalar is the official Language in Drowda, this section will discuss Altalar from the perspective of the Sihndar. If a Character becomes Sihndar in their lifetime, or has parents who have held onto old cultural traditions, they might only speak Ailor or Eronidas languages, and maintain their naming conventions. People who become Sihndar obviously also do not magically learn Altalar, so they tend to keep their own languages and names. Sihndar language has remarkably remained consistent with early Allorn [[Altalar]], and continued to develop along with the language spoken by the other Elves insofar it never developed a dialect. This was largely because the Sihndar were very dependent on outsider help, early on, especially from their Elven kin in the south, so it would be detrimental to linguistically diverge and no longer be able to communicate with them. That being said, Altalar as a language is verbose and does not serve the Sihndar quite as well on the battlefield. This is why the Sihndar both speak Altalar and so-called Pig-Altalar, which is a form of Altalar where many concepts, phrases and ideas have been replaced with singular words to expediate communication. It is still mutually intelligible with Altalar, but sounds like Altalar "caveman" speech to anyone who only speaks Altalar. Altalar as a language is a fantasy language that borrows some verbage from modern-day Spanish but cannot be taken one to one. Altalar is meant to change much of the vocabulary by softening hard consonants, stressing vowels, and generally smoothing out the pronunciation. A good example might be the words "Adios, Gracias, and Hola" Altalar does not contain the consonants D, R, or H from these examples. To make these words sound more in-lore Altalar, Adios would become Alïos, Gracias would become Ce'lias, and Hola would become Äula. It is not recommended to try and translate whole sentences from Spanish, this is purely for the flair of some word usage in day-to-day roleplay. When it comes to naming, Sihndar naming conventions somewhat differ from the other Elven cultural basis. A common habit for Sihndar is to add "Sihn-" as a prefix to their names, for example Sihn-Noveyn or Sihn-Veani. Another common habit is for Sihndar names to start with an X, such as Xenia or Xivar. This can even be combined to form Sihn-Xenia or Sihn-Xivar. Keep in mind that most Sihndar have a public-facing name that isn't their actual name (which they keep secret, because Names give Demons power), while having a more private name for truly close ones.
* '''Example Male Altalar Names:''' Ëasiel (Daniel), Lüsas (Lucas), Näul (Raul), Noveyn (Robert), Äuonshe (Jorge), Lavlo (Pablo), Mancel (Marcus), Sönsalo (Gonzalo), Na'ael (Rafael), A'losso (Alfonso).
* '''Example Female Altalar Names:''' Samila (Camilla), Isaveyl (Isabel), Sa'alia (Natalia), Siliana (Clara), Fisonia (Victoria), Savniella (Gabriella), Veani (Beatrix), Nassissa (Fransisca), Eyfa (Eva).
* '''Example Unisex Altalar Names:''' Sil (Gil), Aleycis (Alex), Ëasi (Dani), Eysmeynlea (Esmeralda), Äuiamey (Jaime), Monshaa (Morgan), Qüiem (Quim), Feyno (Vero), Savia (Gabi), Cimme (Kim).
The Sihndar have completely ejected the traditional Elven naming customs of long names with prefixes and suffixes based on social class and heritage. This is because they did not adopt the old Allorn Nobility system, in fact there are no class distinctions among the Sihndar.


===Specials===
==Brief History==
* '''Ageless:''' Sihndar are Ageless, meaning they never show aging. When they become adults, Sihndar simply appear as if they are young adults forever, unless they choose not to. Any Sihndar can choose to change their aged appearance, meaning they can choose to appear however old they want to appear (so long as it is 18+). A 33 year old Sihndar might for example choose to appear like a 70 year old Ailor with whitened hair and wrinkles, while a 300 year old Sihndar might choose to appear like a 25 year old Ailor with smooth skin and youthful features.
The Sihndar were originally Suvial, Teledden, and Fin'ullen members of the Cult of Drovv, a highly militaristic order and Allorn Cult that centered around martial training. Some of the Allorn Empire’s greatest champions and physical warriors were Drovv Cultists, who followed the unusual teachings of the Drovv Race that settled on the Drowda continent. The Drovv people were a warrior-monk race of bipeds with long necks and small heads, but four arms with which they wielded khopeshes with great skill. For several hundreds of years, this was all the Cult of Drovv did, until the outbreak of the last Void Invasion. The Void Invasion instantly wiped out the Drovv people and culture (though they put up a very tough fight), the first to fall to the Demons spewing forth from the Void Tear in Drowda, quickly followed by the Velheim colonists who had settled the area. The Cult of Drovv was quick to deploy, along with the Allorn armies, but marched to their doom in the face of the Demon tide. When Cataclysm occurred and the Void Tear closed without explanation, a small part of the Cult of Drovv was still intact and preached to the few fighting guilds and soldiers left in the Allorn Empire that their duty lay north. They reasoned that for the thousands of years of debauchery, genocide, deceit and corruption, the Allorn had a collective guilt to undo their sin through an eternal vigilance against Demons. The Cult of Drovv gained a large following and traveled to Drowda to quickly set up makeshift forts and start fighting the never-ending Demon tide that still remained, severed from the Void but not any less dangerous. For the Elves still in Drowda, the magical essence erupting during Cataclysm bombarded their bodies and physically changed them to what is seen as an entirely separate people in the modern era. The Cult of Drovv eventually renamed itself to Sihndar, or the “Old-ones who bear Sins” in Ancient Altalar. From then on, their never-ending watch started, though quickly on, they sent out parties into the wider world, in search of aid for their homeland that the rest of the world would eventually grow complacent to. It should be noted that in the modern era, this spiritual self-penitance for debauchery is no longer an ideological belief among the Sihndar. Over time the ideas of sin punishment were replaced with the generally held belief that Spirits are the single most dangerous threat to the continued existence of the world and that the people of the world should unite to beat back their demonic tides. There certainly are still debauchery-regretting penitents among the Sihndar, but they are far in the minority.  
* '''See no Evil:''' Sihndar gain night vision or perfect sight at night time. As such, they are not affected by the darkness of night, and can still clearly see as if it was day. Mundane Darkness from being inside equally does not affect them, though Ability based Darkness will still affect them all the same.
* '''Hear no Evil:''' Sihndar are immune to any Specials that would establish Mind Control over them, or that would influence their emotions or perception of reality, unless they want them to work.
* '''Feel no Evil:''' Sihndar are immune to any infection-based Afflictions, and cannot be fed on by Vampires or Cahal.
* '''Expel all Evil:''' Sihndar have knowledge on how to perform an Exorcism Ritual, which counts as an Exorcism Mechanic. This follows all other rules for Exorcism Mechanics, and cannot be taught to others.
* '''Defeat the Summoner:''' If a Sihndar is directly fighting a Theurgist actively using [[Theurgy]], any attacks they perform on the Theurgist  will gain +1 their primary combat Proficiency (e.g. Strength, Dexterity, Magic) that can break Cap applied to those attacks only.
* '''Defeat the Summoned:''' If a Sihndar is directly fighting an Anchored Spirit, any attacks they perform on the Anchored Spirit will deal twice the amount of damage that might normally be applied.
* '''Khoptar Masters:''' Any Melee Weapon a Sihndar uses doubles as a shield, meaning it counts as if they were also holding a shield. If a Shield-Destroying Ability is used on them, it just disables this for 15 minutes.
* '''Elder Voice:''' Sihndar can invade the minds of others with telepathic communication that is a one-way form of vocalization of their thoughts. A Sihndar can project a command or exclaimed statement into the mind of another person within Emote Distance, though the Target cannot talk back. While using the Elder Voice, the Sihndar eyes glow, and they must look at the Target they are speaking to in their mind. This form of communication is experienced as unpleasant, and causes headaches in the Target, but not so far that it inhibits their other actions. Elder Voice cannot be used in a chase, in Combat Roleplay, or while the Sihndar is physically or Magically bound or constrained in any way.
* '''Menxer Proving:''' Sihndar do not shy away from holding the best duels and enhancing their arenas. Sihndar gain the Spell Point Buy Specials Dueling Brand, Scan Sight, Evil Tongues, and Altered Voice without needing a Spell Point Buy investment. While this pack is still either Void or Exist based, it does not confer occult status. Sihndar enchantment aesthetics are either Void-fire, which is purple and red flames, or exist fire, which is white and blue flames.
*'''Sihndar Aesthetics:'''Sihndar Aesthetics depend on their ideology, and whether or not they have a bargain with a greater entity. Sihndar with bargains usually draw on that entity for aesthetics, while those without have generic Void/Exist magic aesthetics (or none at all).
* '''Soul Bargained:''' Sihndar can opt (in backstory or in roleplay) to bargain their souls with entities other than Greater Demons, who are their mortal enemies. This usually takes the form of bargains with Arken, but can rarely also result in a bargain with a God from another religion, or a Void God. Each bargain is mostly for Roleplay flavor, and grants one Special, but means the Character is bound to a specific entity that will someday come to collect their soul. This means that during Progressions, Events, or just day to day RP, these entities (portrayed by Lore Staff) might show up and steer the Character’s roleplay in a direction the Player may not want: and if they refuse, kill the Character. As such this Special is optional, though there is always an expectation that Lore Staff will play fair, and aim to steer a Character’s roleplay in an interesting direction, and not just present them with an impossible dilemma to PK the Character. Soul Bargains also lock a Sihndar out of [[Technician Point Buy]]. The following Bargains can be made in backstory or in active RP:
** '''Bargain with Ifrit:''' The Character’s soul is bargained to [[Void_Worship#Cult_of_the_Lording,_Ifrit_the_Darkscale|Ifrit]]. As a result, the Character can transform themselves into a pseudo Dark-Scale [[Archon]]. While transformed, they gain all Dark Scale Archon Specials, but not generic Archon Specials. This includes the Commutable Point Buy, but they only gain 1 Point, which remains consistent through transformations. When transformed in this way, the Sihndar does not have the trade-mark Vampire eyes, but all other Ifrit related tells.
** '''Bargain with Xor:''' The Character’s soul is bargained to [[Void_Worship#Cult_of_the_Beast,_Xor_the_Untamed|Xor]]. As a result, the Character becomes a pseudo-Marken, able to transform into a Marken at will, and always retaining their intelligence and even ability to speak while in Marken form, but true Marken can never attack Xor Bargained Sihndar. Marken form does not confer combat benefits, and is largely aesthetic. Xor bound Marken always look different than regular Marken, in that they have fur-patterns and colors similar to Xor himself. Additionally, they gain 1 Athletic Point Buy Pack for Free, which does not confer Stats, or count towards the cap.
** '''Bargain with Odal:''' The Character’s soul is bargained to [[Old_Gods#Odal,_Prince_of_Vengeance|Odal]]. As a result, the Character can take on any of the aesthetics of Odal as seen on the Old Gods page (horns, claws, electric hole in chest, horns, black skin discoloration). Odal bargained Sihndar are immune to (non-Ability) harm from electricity, thunder, or engineering induced shocks. Odal bargained Sihndar also gain 1 [[Spell Point Buy]] Pack for Free, which does not confer Stats, count towards the cap, or Greater Mage.
** '''Bargain with Asbjørn:''' The Character’s soul is bargained to [[Old_Gods#Asbjørn,_the_Punished_Winter|Asbjørn]]. As a result, they can channel the strength and ferocity of the Bear, gaining the Dismount Pack from Melee Weapon Point Buy. Additionally, (non-ability based) ice and snow does not hurt them and they are comfortable in colder environments.  
** '''Bargain with Elen:''' The Character’s soul is bargained to [[Unionism#Elen,_Lady_of_Rivers|Elen]]. As a result, the Character can manifest (or always have) a set of feathered wings either in white or raven-black or colored to their skin-tone. While they have these wings summoned, they gain the Protectorate Pack from [[Defensive Point Buy]], and the Accursed Fall Special from [[Curses Point Buy]].
** '''Bargain with Eir:''' The Character’s soul is bargained to [[Ordial_Cultism#Eir|Eir]]. As a result, the Character can transform themselves into a Corpsefolk or Hollow Undead. While transformed, they gain those of the Hollow Husk or Corpsefolk Husk Undead. This Transformation can be upheld for 1 Hour, or until the Sihndar is killed. If they are killed, they are instead revived like normal, but are forced to instantly retreat to their Rental Region / Noble Estate / Clandestine Base, while this Transformation goes on a 48 Hour Cooldown.
** '''Bargain with Savellon:''' The Character’s soul is bargained to [[Estellon#Savellon,_Gilded_Strike_of_Perfection|Savellon]]. As a result, the Character can change their gender presentation, sex, hair-color, facial configuration, hair length and texture, body height and broadness/slenderness and eye color at will, however none of these changes ever constitute a disguise and the Character is always recognizeable. Additionally, anyone in Emote Range, they can remove external personality or conscience blockers, meaning they can for example remove a Vampire’s Vampiric personality corruption and make them feel emotions like normal, so long as they remain in Emote Range, and only ever one person. This includes temporary removal of consent based mind-control.
** '''Bargain with Nox:''' The Character’s soul is bargained to [[Dragon_Worship#Nox,_Weaver_of_Silk_Accords|Nox]]. As a result, the Character race-changes to a Slizzar, however they keep Sihndar Abilities and Specials. Additionally, they gain the following Slizzar Specials: Slizzar Shapeshifting and the special Mutatevex and Voicevex, but none of the other Abilities and Specials. An additional rule is imparted: While they can Shapeshift to other Races or combinations of other Races, they only ever have one form as a Sihndar, which is their default Sihndar body they were born as, which they cannot change.  
** '''Bargain with Freiderikos:''' The Character’s soul is bargained to [[Evintarian_Unionism#Freiderikos,_Prince_of_Evolution|Freiderikos]]. As a result, the Character can transform at will into a Northern-Tainted Urlan, meaning the Urlan’s fur is the same color as their skin-tone, and its eyes are the same as their normal Sihndar self. This transformation is purely aesthetic and does not grant any Urlan Racial Abilities, however it does grant the following Urlan Specials while transformed into an Urlan: Body Infusion, Horn Growth, Beast Charge, Hide Mastery, Hoof Mastery, Cold Power. Additionally, they gain +1 Constitution Stat.
** Because bargains with Void Gods and by extension other religions are incredibly illegal in Regalia, it is highly recommended that Sihndar do not reveal to anyone that they have a bargain. In fact, a bargain lies somewhere in between a shame and a burden, and as such, they rarely even talk about it with fellow Sihndar. While Sihndar can recognize these bargains when used, non-Sihndar are not allowed to identify them, as doing so will be metagaming. It is expected for other Sihndar to not reveal these bargains to non Sihndar, as doing so is powergaming.


==Language==
==Conflicts & Alliances==
The Sihndar language is called [[Sinnayed]]. It is a pidgin combination of [[Skodje]] and Allorn Altalar, because their early settlement in Drowda caused them to interact and cooperate a lot with Ailor settlers, who formed a sizable minority in their society. As a result, Sihndar are capable of understanding some words in Nytalsk as well as Allorn Altalar, but this does not make these languages mutually intelligible. Equally, Sihndar are very good at pronouncing Common, however they speak with a very distinct Sinnayed accent which is comparable to real-world Australian or South African English. Sihndar names are always very short, usually one or two syllables. A common habit in Sihndar names is also to add “Sihn-” as a prefix in front of names, however this prefix is not mandatory, and one can also refer to someone who uses the prefix in their name without the prefix just fine. Sihndar names are inherently non-gendered, so all names can apply to all genders, and many Sihndar names start with an X.  
A lot of MassiveCraft's lore is constructed around conflicts that are based on religious, historical, or societal grievances. This section aims to set out the various conflict and alliance points for the Sihndar, while also attaching some nuance so that there is wiggle room for players to not get stuck in endless loops of arguing the basics of societal conflict without clear Character Development or Resolution. When lore sets up a Character to be bigoted or hateful, there is the recommendation that through interacting and learning with different people in Regalia, Characters develop a more complex understanding of the conflicts that they are inherent to.
* '''Allorn Elves:''' Even if the penitent ideology of the Sihndar has fallen to the wayside, the Sihndar still consider the Allorn Elves guilty of the excesses that caused the Void Invasion to begin with. This gives them a natural inclination to be critical and disdaining towards anyone who is Pro Allorn.
* '''Lanlath:''' The Lanlath are some of the most supporting allies that the Sihndar have. Magic is not very common among the Sihndar, and broadly speaking the Lanlath have a lot of it, and it is harmless. Lanlath healers and supporting roles are common for Lanlath adventurers in Drowda.  
* '''Velheim Ailor:''' The Sihndar and Velheim Ailor have a complicated relationship. Many of them serve as Sihndar in the various Holds, and many are also guest warriors who have come to aid. Yet, in Drowda, the Sihndar refuse to let the Velheim reclaim some of their historical artifacts from before Cataclysm.
* '''Ithanian Ailor:''' The Ithanian Ailor are some of the most generous donators to the Sihndar cause, notably because it allows the Ithanians to buy security without risking anyone of their own. Regardless of whether the intent is genuine, the Ithanians frequently campaign for others to also give money to the Sihndar cause.  
* '''Kathar:''' Kathar and Sihndar are like two polar opposites. The Kathar and Sihndar despise each other deeply, and it is a fervent wish of the Sihndar to purge the Dread Empire, for its mere existence aids the Spirit Sovereigns in killing Sihndar. There is little love lost between these two.
* '''Suvial:''' Much like the Kathar, the Suvial are born enemies of the Sihndar, particularly because the Suvial entertain Spirits like toys and tools while the Sihndar die to fight them. The Suvial have a point, in controlling Spirits, but generally speaking, three rights don't make one wrong ignored by the Sihndar.
* '''Alignments:''' The Sihndar primarily fight Void Demons because Drowda is inhabited exclusively by Void Spirit Sovereigns, meaning there is a lot more nuance regardig Exist Alignment/Magic/Spirits, for more information, see the [[Spirit#Estelley_View|Estelley View on Spirits]], Estelley being the predominant religion in Drwoda.  
* '''Spirits:''' Sihndar hate Spirits for sure, but it is too simple to just assumpe that a Sihndar must kill any Spirit at all times without letting it speak. Sihndar attitudes to Spirits is more complicated, for more information, see the [[Spirit#Sihndar_View|Sihndar View on Spirits]], to understand Indeterminate Value of Spirits.
* '''Dragons:''' Dragons and their Dragon Faithful because of their Immortal War, are natural allies to the Sihndar in the fight against Spirits, but do not spend as much thought on it, as they do other threats. Dragons have never helped in Drowda, but have helped the Sihndar do their work in other places around the world.


'''Example list of Sihndar names:''' Sihn-Ralor, Sihn-Rayl, Sihn-Fal, Sihn-Marn, Sihn-Renva, Sihn-Eqar, Sihn-Tewin, Alqar, Virmiht, Elramt, Wafahr, Zalqor, Xivar, Xalmen, Xuria, Xenia, Xiyya, Xorn, Sihn-Xavar, Sihn-Xsal, Sihn-Xorv.
==Religions==
* '''[[Estelley]]''': Estelley is the faith of choice for the vast-vast majority of the Sihndar. This is also the predominant religion in Drowda, because Melca is a Drovv Goddess become Estelley, and because most Sihndar are Elves that continue their faith.
* '''[[Draconism]]''': A small-ish minority of Draconism Sihndar exist both inside Regalia and Drowda. This is notably because some Dragon worshipers choose the Drowda Taint to help the Sihndar, seeing it as the most important thing to do in the current time against the Infection.
* '''[[Unionism]]''': A very small minority of Unionist Sihndar exist in Regalia and Drowda. These are either Drowda Taint converts, or one of the many Ailor who are not Drowda Tainted that travel to Drowda to do work there for the Regalian Government or Sihndar Councils.
* '''[[Fornoss]]''': A very small minority of Fornoss Sihndar exist in Regalia and Drowda. These are either Drowda Taint converts, or descendants of the various Velheim Ailor dominated Sihndar Holds close to Drowda, due to the proximity of the Three Skags and Drowda.
* '''[[Khama]] & [[Evolism]]''': There are virtually no Sihndar who worship these religions. For Khama, the Sihndar think it's weirdly colonial to start worshiping a largely homogenous ethno-religion. Lastly, Evolism represents everything that is wrong with the worship of Spirits and sin to the Sihndar. To a point, the Sihndar might even consider Evolism worse than [[Minor Faiths#The Mortis Cult|Death Cultism]], because at least Death Cultists have simple beliefs that do not corrupt the good nature of people with seductive bargains and promises of power. The Sihndar obviously also detest all forms of Death Cultism, especially the Ordial variant, because death has an inverse proportional reaction on the creation and festering of Spirits in an area.


==Drowda==
==Culture==
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===Families and Romance===
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Sihndar Childhood can best be described as brutal, dogmatic and repressive. Any child who acts outside of the norms of expected duty is harshly repressed and indoctrinated to follow the teachings of the Councils. 9 out of 10 Sihndar would claim they had a good childhood where their parents equipped them with all the necessary skills to survive in a cruel world, but many Regalian scholars would claim their people suffer from collective child abuse. The truth is somewhere in the middle: Sihndar children are exceptionally skilled when compared to the children of other people, and treated as adults much sooner. Gender norms barely exist in Sihndar society, as few Sihndar have time to think about gender identity when giant spiders assail their city walls (leading some, to come to sudden gender revelations in Regalia, when no longer fighting for their lives). Sihndar society is however extremely matriarchal. All leading figures are female, and female Sihndar are generally considered more valuable survivors in a bad situation because of the low birth rate in Drowda.
[[File:Drowdaforeal.png|1000px]]
===Clothing===
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Sihndar fashion is minimal and military-leaning. Hardened leather or light metal armor are frequently part of clothing accessories, but many Sihndar just as well wear only Elastan with minimal belting to retain speed. In Drowda, speed is often preferred over strength, as the majority of Demonic foes are incredibly agile, and so massive, bulky sets of armor only slow down warriors. On the opposite end of the spectrum, many of these Demons are hulking Colossi that require climbing to reach their head to kill, which would be impractical in heavy armor. Fabrics are often in dark colors to blend with the natural Drowda environment, though Sihndar who live abroad frequently partake in local fashion trends to blend in and appear more approachable. Sihndar aren’t truly very fussed about what to wear, because art and fashion are a disregarded aspect of their society. A notable invention and commonly worn piece of clothing among the Sihndar, is the crop top, which is widely worn by both men and women.  
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===Other Cultural Habits===
To fully understand the Sihndar, one must understand the Greater Demons that roam within and have claimed their domain, and the Xasters who stand against them. Drowda is divided into 8 regions, each hosting a Greater Demon, and having its own Xaster as well as lesser forts supported by the Xaster. Sihndar from each Xaster and each region are slightly different, while the enemies found in this region can also affect missions Menxer go on. Players are encouraged to write Lore Stories for their Menxer expeditions with non-Sihndar, and to also incorporate part of this lore into their background, since these Xasters are the only cities where Sihndar are born inside Drowda. The regions are as follows:
This is a loose collection of cultural habits and niches that you may use to make your Roleplay deeply grounded within the lore.
* '''Torama''' is the Greater Demon of the westernmost region, which is split between swamplands and lush forests, though all with a distinct blue-tainted tone. Torama is the Greater Demon of the cursed woods, and most of his lesser Demons inhabit the plantlife, creating corrupted and shambling tree-horrors that wring the life out of any living thing they find. The Torama region is home to the Xaster of Xan-Farn, a region where the locals bargain with the Beauty Arken to return the natural beauty of the forest, and change the mangled trees back to their original natural forms. Torama’s Sihndar are excellent tenders of nature, and produce the majority of the foodstuff of Drowda.
* '''Lirranna''' is the Greater Demon of the largest southern region, with two large forests flanking a mountain range and a series of islands. Lirranna is the Greater Demon of spiders: her domain is filled with the infamous Drovv Spider, mostly dog-sized, but sometimes house-sized variants. The Lirranna region is home to the Xaster of Xan-Ylon, a region where the locals bargain with the Pride and Fury Arken for the combat prowess to defeat the spiderlings. Lirranna’s Sihndar are the largest and most rugged warriors: the most famous Sihndar champions come from this region. The region also has a very high mortality rate due to the aggressiveness of the spiders that frequently attack the Xaster, and as such, marital bonds are quite loose to encourage population growth.
* '''Qamtaar''' is the Greater Demon of the northern swamp regions, filled with sulfurous ponds where the Void Invasion once started. Qamtaar is the Greater Demon of the fogs of forgetting: his realm is inhabited by mistbank-sized Demons that do not have a corporeal form, but invade the minds of trespassers to duplicate their bodies in twisted pumice and rotten vines to fight themselves with their own skills and powers. Qamtaar’s region is home to the Xaster of Xan-Savel, a region where the locals bargain with Cahal to combat the mist-Demons, as they are somehow unable to duplicate Cahal infection. Qamtaar Sihndar are the most tolerant of Vampires and Cahal.
* '''Altai''' is the Greater Demon of the relatively mild southern plains, which is where most ships bound for Drowda arrive, as the other coasts are too dangerous. Altai is the Greater Demon of the vices, and as such, there are no actual Demonic creatures present to attack in this region. This does not make the region safe, as the constant whispers of Altai on the wind always attempt to lure locals away or to give into their vices and become corrupted by Altai’s will. Altai’s region is home to the Xaster Xan-Xavacellon, where the locals do not make bargains with anyone, because they recognize that bargains made to escape ruin are themselves ruinous. Altai Sihndar are the most prone to being leaders and politicians, and very critical of other Sihndar who bargain with evil. They are likely to be the Sihndar seen hunting Sihn-Fallar to bring them back to service, or punish them for their betrayal.
* '''Milai''' is the Greater Demon of the densely forested northern region and also its own islands, a region constantly cast in shadows and mists. Milai is the Greater Demon of the deep-dark horrors, creating corrupted versions of Aloria’s animals in her dark forests and sending them out to kill anyone treading her pathways between the massive trees. Milai’s region is home to the Xaster Xan-Ghamar, a region where the locals are strong allies with the Aelrrigan Order and the [[Darkwald Order]], bringing their allies to bear on the forest monsters. Milai Sihndar are the most socially adept of the Sihndar, gregarious and kind, and always seeking genuine alliances instead of practical agreements.
* '''Alamat''' is the Greater Demon of the fiery mountain ranges on the eastern side of Drowda, a land that is constantly changing to its whims. Alamat is the Greater Demon of fire, creating fire-dancing demons who scald and incinerate all they touch. Alamat’s region was once home to the Xaster Xan-Vernh, however this Xaster along with all of its surrounding forts was completely wiped out by Alamat during a massive eruption of volcanoes and subsequent fire storm. The only Xan-Vernh Sihndar that survived happened to be outside of Drowda at the time, in search of new metals from abroad, as Xan-Vernh was the major industrial and forging Xaster of the Sihndar. Since Xan-Vernh’s destruction, Milai’s Xaster has had to take over its job in fighting Alamat, which has strained it to the point of almost entirely relying on Darkwalds and Aelrrigans to fight in Milai itself. Alamtar Sihndar are known as the most skilled Sihndar craftsmen.
* '''Zarak''' is the Greater Demon of the easternmost plains, though most of it is covered in heavy snow that forms from the cold winds of Ellador. Zarak is the Greater Demon of sand, who creates Demons out of clumps of flowing sand, immune to any physical attacks. Zarak’s region is home to the Xaster Xan-Uvelle, where the locals make bargains with a whole host of Arken, but more notably, dabble heavily into Magic. While most other Xasters are mundane military bulwarks, Zarak is almost entirely Magical, and collects Magical superweapons. Zarak Sihndar are the most competent Mages, and a high number of them are Mages from birth.
* '''Tazman''' is Greater Demon of the smallest island region in the south, an island covered in a purple and blue-hued jungle with eyes everywhere. Tazman is the Greater Demon of pestilence and decay, creating odorous pustules and slime-creatures filled with disease and bile that seek to overwhelm and slowly digest intruders. Tazman’s region is not home to any Xaster in specific, rather, there is a sunken Xaster of Xan-Rivan which was lost as part of the island fell into the ocean due to one of Tazman’s plots. Unlike Alamat’s region however, the population of Xan-Rivan largely survived, and produced a raft-fleet of inter-connected vessels above the ruins of their old Xaster called Zir-Rivan. This is the only Xaster that is not frequently under attack, because Demons do not normally cross large bodies of water. It is said that many secrets still lie hidden in Xan-Rivan, though the locals fiercely guard access to it from the water’s surface. Tazman’s Sihndar are the most roguish and short of the Sihndar, specializing in espionage and subterfuge, stealth that comes in handy in the jungle where at least one set of eyes is always watching.
==Religion==
The Sihndar mostly follow the faith of [[Estellon]], but a sizable minority (nearly a third) has effectively become Agnostic. They still acknowledge that Gods are real, but refuse to believe in any Gods that do not obviously support Drowda, and so long as no Gods have set foot on the cursed continent, these Sihndar refuse to worship anyone. This does sometimes result in Sihndar specifically trying to chase after Gods of other religions to convince them to assist in Drowda: especially notable in Regalia with the Dragons and [[Dragon Worship]], as they are comparatively accessible.
==Families==
Sihndar Childhood can best be described as brutal, dogmatic and repressive. Any child who acts outside of the norms of expected duty is harshly repressed and indoctrinated to follow the teachings of the Xasters. 9 out of 10 Sihndar would claim they had a good childhood where their parents equipped them with all necessary skills to survive in a cruel world, but many Regalian scholars would claim their Race suffers from collective child abuse. The truth is somewhere in the middle:, Sihndar children are exceptionally skilled when compared to the children of other Races, and treated as adults much sooner. Gender norms barely exist in Sihndar society, as few Sihndar have time to think about gender identity when giant spiders assail their city walls. Sihndar society is however extremely matriarchal. All leading figures are female, and female Sihndar are generally considered more valuable survivors in a bad situation, because they bear the next generation. As such, this matriarchy style society is more because of their child-bearing capacity than any other reason, but it does result in genuine female leadership.
==Politics==
Sihndar Politics are crude and simple. At the head of Sihndar society are the Duo-Kings and Duo-Queens, who both roughly govern each gender. There must always be two kings and two queens, though the positions are non-hereditary, and usually appointed by election from the Xaster Councils. These positions are largely symbolic, as actual governance rests with the Xaster Councils, or the Elders of the Xasters. Xasters, being fortress-mega-cities, house hundreds of thousands of Sihndar, but are built more like minimalist and brutalist super structures with multiple rings of walls and many defensive structures and machines. The Xaster Councils regulate everything from rations to clothing to weapon allocation and missions. Sihndar below the Xaster Council are usually grouped into Squads which can be anywhere between 10 to 30 large, usually with a female leader, though rarely with a male leader. The Sihndar are intensively assisted by Regalian bureaucrats to keep their society running as efficiently as possible, though many of these bureaucrats have to frequently be rotated out as they become depressed from the dull and oppressive looking environment of the Xasters: often described as towering and gloomy concrete boxes stacked on top of each other with minimal arrow-slits for light.
==Fashion==
Sihndar fashion is minimal and military-leaning. Hardened leather or light metal armor are frequently part of clothing accessories, but many Sihndar just as well wear only [[Elastaan]] with minimal belting to retain speed. In Drowda, speed is often preferred over strength, as the majority of Demonic foes are incredibly nimble, and so massive, bulky sets of armor only slow down warriors. What the Sihndar lose in speed from being larger than the average Elf, they gain in their light armoring and their training to avoid being hit at all, as opposed to dealing with the consequences of being hurt. Fabrics are often in dark colors so as to blend with the natural Drowda environment, though Sihndar who live abroad frequently partake in local fashion trends to blend in and appear more approachable. Sihndar aren’t truly very fussed about what to wear, because art and fashion are a disregarded aspect of their society.
==Interactions and Customs==
* Sihndar have an almost obsessive relationship with their preferred weapon. A weapon is something extremely personal to a Sihndar, and anyone touching a Sihndar’s weapon uninvited is quick to draw the rage of a Sihndar. Touching a Sihndar’s weapon without permission is equivalent to stabbing their child.
* Sihndar have an almost obsessive relationship with their preferred weapon. A weapon is something extremely personal to a Sihndar, and anyone touching a Sihndar’s weapon uninvited is quick to draw the rage of a Sihndar. Touching a Sihndar’s weapon without permission is equivalent to stabbing their child.
* Sihndar are internally very competitive, even beyond wrestling and simple sparring. If one Sihndar excels at forging, several other Sihndar will quickly try to join in and work with that Sihndar to cooperate, or compete over who has the most skill. This often results in many hobbies becoming group activities.
* Sihndar are internally very group-activity oriented, though not for competitive reasons. If one Sihndar excels at forging, several other Sihndar will quickly try to join in and work with that Sihndar to cooperate. This often results in many hobbies becoming group activities.
* Sihndar don’t have a concept of personal space. Xasters are relatively cramped in terms of living conditions with several families sharing one home. Sihndar can very comfortably sleep next to strangers, hug strangers, or tolerate someone hovering very close to their face without becoming anxious or uncomfortable. In fact they see it as a challenge.
* Sihndar don’t have a concept of personal space. Holds are relatively cramped in terms of living conditions with several families sharing one home. Sihndar can very comfortably sleep next to strangers, hug strangers, or tolerate someone hovering very close to their face without becoming anxious or uncomfortable. This can also result in awkwardness of them invading others private spaces, especially Lanlath.  
* Sihndar are fond of pets, and frequently keep several, though often more on the small leaning side so that they do not take up too much space, and preferably even animals with mild temperament so several different species can share the same cage or container. Insects are very common, especially since they seem more resilient to Drowda taint or corruption than other animals.
* Sihndar are fond of pets, and frequently keep several, though often more on the small leaning side so that they do not take up too much space, and preferably even animals with mild temperament so several different species can share the same cage or container. Insects are very common, especially since they seem more resilient to Drowda corruption than other animals.
* Sihndar don’t have any particular like or dislike for any one Race, except the Kathar, who are always in their book just straight up evil and corrupted, even the mild Kathar, even the ones who do not worship the Void Gods. While Sihndar are pragmatic, making bargains and allying with Kathar is always seen as a bad deal to be made, even more so when Kathar and Sihndar are mistaken for one another, a grievous insult to be sure.  
* The Sihndar have developed a series of dancing techniques that looks more like actual physical combat, though never while actually hitting the dancing partner. Think of the real world-capoeira. This dance style obviously raises some brows during balls and parties in Regalia.
* The Sihndar have developed a series of dancing techniques that looks more like actual physical combat, though never while actually hitting the dancing partner. Think of the real world-capoeira. This dance style obviously raises some brows during balls and parties in Regalia.
* Sihndar do accept leisure time and downtime in Regalia, especially to unwind their social batteries. In Regalia, living as a Sihndar involves a lot of making connections and always being on the move. As a result, Sihndar do permit so-called Sirh-time, or free-time where they don’t accept criticism for being lazy for an hour or two, and just lounging around or drinking alcohol and playing games.
* Sihndar do accept leisure time and downtime in Regalia, especially to unwind their social batteries. In Regalia, living as a Sihndar involves a lot of making connections and always being on the move. As a result, Sihndar do permit so-called Sirh-time, or free-time where they don’t accept criticism for being lazy for an hour or two, and just lounging around or drinking alcohol and playing games.
* Sihndar are fond beyond reason of ice cream: Regalia’s [[Dressolini]] shaved ice companies earn almost 80% of their revenue from Drowda. They see it as a simple and very-good tasting reprieve from the rigors of hunting demons, and crowd out every ice cream parlor they can find.
* Sihndar love telling scary stories around a campfire, especially to non-Sihndar. Unlike the tall tales common in other Cultures, they do not need to rely on fiction to give entertaining accounts of the horrors their people fight against daily. Highly recommended for Lore Stories written by the Sihndar player that other players may not have read yet.
* Sihndar love telling scary stories around a campfire, especially to non-Sihndar. Unlike the tall tales common in other Cultures, they do not need to rely on fiction to give entertaining accounts of the horrors their people fight against on a daily basis. Highly recommended for Lore Stories written by the Sihndar player that other players may not have read yet.
* Sihndar often find themselves awed by the simple, natural beauty of the world around them. Having spent most of their lives under oppressive conditions, in dark, cramped spaces, a cool summer breeze and a sunset mean more to them than anyone else could understand.
* Sihndar often find themselves awed by the simple, natural beauty of the world around them. Having spent most of their lives under oppressive conditions, in dark, cramped spaces, a cool summer breeze and a sunset mean more to them than anyone else could understand.
* Sihndar war poetry is famous among their Nelfin cousin-races. They are considered to have some of the best heroic epics, up there with the lamentations of the Solvaan and the historical dramas of the Teledden, focusing on the bravado of legendary Demon-slaying heroes.
* Sihndar war poetry is famous among their Elven cousins. They are considered to have some of the best heroic epics, up there with the lamentations of the Solvaan and the historical dramas of the Allorn, focusing on the bravado of legendary Demon-slaying heroes.
* Sihndar have a great love of duels. While their combat schools are focused around demon-slaying, they are full of inventive pair exercises. For a Sihndar to take someone else on as a training partner implies that they have a deep and trusting friendship.
* Sihndar have a great love of duels. While their combat schools are focused around demon-slaying, they are full of inventive pair exercises. For a Sihndar to take someone else on as a training partner implies that they have a deep and trusting friendship, or partnership.
* The Sihndar are actively negotiating with the [[Zhong Kingdoms]] to establish a semi-permanent base of operations in [[Dexai]] to assist with the [[Akula]]. Fighting the Akula is considered a similar plight to the defense of Drowda. While the [[Sihai]] are hesitant because of the Sihndar’s inherent Occult appearance, habits, and history, the Sihndar consider the Sihai a brothers-in-arms Race.
 
==Recommended Playstyle==
The Recommended Playstyle section explains some easy-to-enter niches that these people of Aloria function well in, or that fulfill their thematic niche. This is by no means an exhaustive list, and Players are encouraged to experiment, but this list should provide either inspiration or a great starting point from which to customize a character further. These Character Designs are guaranteed to provide lots of lore to work off of, and give players groups to interact with from the start.
* '''Sihndar Hunters''' are common providers of nature's animal bounty to the rugged populations of the Sihndar, leading to a good character design with investment in [[Ranger Point Buy]] and [[Athletic Point Buy]].
* '''Sihndar Pursuers''' are adept at chasing foes and engaging in rapid movement, leading to a good character design with investment in [[Melee Point Buy]] and [[Training Point Buy]].
* '''Sihndar Skywardens''' are the elite, religiously inclined warriors of Sihndar society, leading to a good character design with investment in [[Paladin Point Buy]] and [[Melee Point Buy]].
* '''Sihndar Hold Captains''' are the leaders of Sihndar warrior detachments who leave the Holds for any reason, leading to a good character design with investment in [[Command Point Buy]] and [[Mounted Point Buy]].
* '''Sihndar Herbalists''', while rare, aid their People through the collection and cultivation of plant life, leading to a good character design with investment in [[Medical Point Buy]] and [[Chem Point Buy]].
* '''Sihndar Exiles''' are those who lost their Holds and have been forced to adapt to a harsher world, leading to a good character design with investment in [[Cutthroat Point Buy]] and [[Adapt Point Buy]].
* '''Sihndar Mages''' solely come from the Zarak Hold but are deeply steeped in magical learning, leading a good character design with investment in [[Magic Point Buy]].
 
==Trivia==
==Trivia==
* Other Nelfin sometimes refer to the Sihndar as Drowdar, which means “Those from Drowda”. While that is technically correct, the Nelfin consider and use this as an insult, because it refers to them as coming from a backwards province of the Allorn Empire.  
* Other Elves sometimes refer to the Sihndar as Drowdar, which means “Those from Drowda”. While that is technically correct, the Allorn Elves consider and use this as an insult, because it refers to them as coming from a backwards province of the Allorn Empire.  
* A common weapon style used by the Sihndar is the Khopesh. Not all Sihndar use a Khopesh however, many of them use a variety of other weapons, as well as Ranged and even Magical weapons. Even a few Puretek users have been spotted as of recently.
* A common weapon style used by the Sihndar is the Khopesh. Not all Sihndar use a Khopesh however, many of them use a variety of other weapons, as well as Ranged and even Magical weapons. Even a few Puretek users have been spotted as of recently, though each Sihndar at least owns a Khopesh, which is considered a deeply personal artifact.
* Sihndar love tattoos, but tattooing is hard on their dark skin. As a result, they have started to use the ink produced from a special type of mushroom that is faintly bioluminescent, producing a light blue ink.  
* Sihndar love tattoos, but tattooing is hard on their dark skin. As a result, they have started to use the ink produced from a special type of mushroom that is faintly bioluminescent, producing light blue ink.  
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[[category:races]] [[category:Magus Races]]
[[Category:Heritages]]

Latest revision as of 03:41, 28 September 2024

Sihndar
Sinadaar (in Altalar)
Motto: "Stalwart is the Sovereign Watch"
Nation StateDrowda (and others)
RulerHold Councils
Other PresentVaried
LanguagesAltalar
ReligionVaried
First Recorded0 AC
Demonym(s)Sihndar
Because being Sihndar is a condition that transcends heritage and descent, this page will not feature a formal eye color/skin example sheet, as these are inherited from one's parents. This is however the three main tones of Sihndar skin-tone, which is consistently either a blue, teal, or magenta tinted purple shade.
While all Sihndar have some combat capability, many of them engage in non-combat related tasks like securing herbs and healing plants for the homeland as herbalists.
Sihndar are sometimes called Dark-Elves, but this is mostly a misconception among Ailor that they are related to the Kathar and thus Void worshipers (which is very insulting).
ex-Urlan Sihndar are believed to have some of the most beautiful fur patterns due to strong color contrasting.

Holding the first and last line of defense against the Greater Demons, the Sihndar were an Allorn Cult that weathered the Cataclysm and eventually became its own people. They saw firsthand the death and destruction that a full Void Invasion brought onto Aloria, and picked up the weapons left behind by all the people that were brought to extinction by the Spirit invaders. Despite their world-renown reputation for being the most skilled Spirit hunters and fighters, as well as excellent Elven warriors in their own right, they fight a losing war against the Spirits that enroach ever further to expanding their domain on Aloria. With the Void Invasion three centuries past and the world believing that the next one will never come, the Sihndar occupy a forgotten corner of the world that is nonetheless crucial to the peaceful existence of other nations across the world. From the scars left behind by the last Void Invasion, the Sihndar hold the line against the Spirit Sovereigns that try to break out of Drowda to corrupt and control the wider world. Hope is not all lost however, as there are yet allies to be found in the wider world: most of all Regalia, the city where everything comes together. Note, the Sihndar Page is considered very dense and long due to their complex heritage and historical narration. If you are new to the server and want to play a Sihndar, it is recommended you seek help from another player or a Staff member in a Discord Ticket to help you through the process of understanding Sihndar Lore.

Design

Despite what one might think from first appearances, the Sihndar are not a daughter-people of the Allorn Elves widely speaking. Though the majority of them are indeed Elves and descend from the Allorn Elves since the collapse of their Empire, to be Sihndar transcends individual heritage, and involves the bearing of a burden most of the world is keen to forget. What makes the Sihndar a Sihndar, is called the Drowda Taint. When a person accepts the Drowda Taint in their body and soul, they become Sihndar and often accept both their cultural as well as their historical heritage as their own. There are Sihndar of every variety of people of Aloria ranging from Eronidas, to Ailor, to Asha, to Urlan, to Songaskian. Additionally, Sihndar who reproduce with other Sihdar also continues to sire Sihndar, thus leading to expanding lineages. The exact explanation of what the Drowda Taint does to a person is discussed further below, including the mandatory visual aspects. Beyond that, Sihndar can appear like any of the People of Aloria, just with modified traits. A large part of the Sihndar population descends from the initial Elves caught in the magical reverberations of the Cataclysm on Drowda, having the Drowda Taint forced on them. Since then, however, their population has waxed and waned from natural reproduction but more importantly incorporation of outsiders who accepted the Drowda Taint willingly to aid their cause, and thus become part of their people and struggle.

Sihndar in Regalia

Sihndar are a people that one might at first glance think have no reason to be in Regalia. After all, their struggle is thousands of miles away in foreign lands where the Spirit Sovereigns roam free and threaten the world. This section discusses some basic premises for why a Sihndar might want to be in Regalia, which is where all of the Roleplay takes place:

  • The Sihndar seek allies across the world to aid in their struggle, whether it is to invite non-Sihndar to help fight in Drowda, or to court the nobles and Emperor of Regalia for an increase in financial support and shipments of supplies for their homeland. This can also involve fostering positive relations with already existing groups and organizations by being a member.
  • The Sihndar seek skills and information from abroad that might aid in their struggle back at home. Regalia is a nexus of learning and intellect, and many of the world leading theories on the magical as well as on warfare are developed in such a capital of science. This can also involve just campaigning for more awareness among the common people and collecting for home.
  • The Sihndar battle Spirit Sovereigns wherever they appear, and Regalia is no exception to their presence. While the majority of them struggle to breach beyond Drowda, Regalia as a nexus of Magic and magical events has frequently been affected by Spirit Sovereigns and Dukes. As a result, many Sihndar are stationed in Regalia to help it against its own Spirit problems.
  • Some Sihndar break away from their duties and their communal struggle and become Sihn-Fallar. Sihn-Fallar are Sihndar who have brazenly abandoned their duties, and decided to leave the rest of their people to their fate. Such Sihn-Fallar could exist in Regalia, because it is the capital of the world, no pleasures denied to the Sihndar at home cannot be found here.

Heritage Traits

When designing a Character, Proficiency Points allow for a limited Ability selection with Point Buy Packs. Heritage Traits adds free Packs and Mechanics on top of that to help with cultural themes. Free Packs grant Abilities usually, while Mechanics change the way a character functions in Roleplay through subtle, and usually out of Combat ways. In essence, Mechanics just add aesthetic flair that invest in the niche of each culture. Free Packs never raise Proficiency Points, but the character must be able to purchase them normally. (ex. if a character is a certain Affinity that locks them out of a category, they cannot take that specific free pack and must choose the alternative option.) If a Free Pack grants Magic of some type, that Magic can be of any Alignment the character can normally choose, or limited to a select alignment, which will always be written in the Free Pack description. It is not possible to play Mixed Heritage Sihndar with Mixed Mechanics. You may make them appear Mixed Heritage visually, but due to their Mechanics being derived from the Drowda Taint + Sihndar Heritage, it is not allowed to pick and combine Mechanics as normally would with Mixed-Heritage Characters. Mixed Heritage Sihndar derive all Mechanics from the Sihndar Heritage Traits always.

Free Packs

Mechanics

  • Sihndar take less damage when hurt by Spirits or those possessed by Spirits. If a Mystech Spirit-Type (incl Bound Automata) Character applies -2 HP damage, reduce that by -1 HP.
  • Sihndar cannot become Afflicted, some exceptions may apply in Soul Bargains, and some greater Entities like Gods and Arken can still force infect them.
  • Sihndar can perform the Weakening Ritual on a Greater Vampire, which does not kill them (ported back to a safe base), but turns them into a Fledgeling Vampire.
  • Sihndar are immune to mind control of any type, particularly Magic Variant Mind Control Pack and all of its Mechanics to do with Thralling and Persuasion Dices, if used to convince them.

Sihndar Heritage

As noted, most Heritages have 5 Mechanics, while Sihndar only have 4. This is because Sihndar receive their fifth Mechanic from their pre-Drowda Taint Heritage, depending on what People of Aloria their ancestors were part of. When playing a Sihndar, choosing one such Sihndar Heritage is necessary. It is not possible to combine, and if you have trouble choosing, just pick the heritage of the most important ancestor that fits your current Roleplay needs. Because there is no such thing as a Sihndar Appearance, choosing a Heritage also directly affects your Character's appearance. Characters that have the Drowda Taint applied to them in Roleplay, lose all their prior Heritage Traits, and gain the Sihndar Traits, including this one, but must choose the Sihndar Heritage of their dominant Heritage pre-Tainting.

  • Ailor: These Sihndar are masters of many languages. Even for languages they do not speak, if someone insults them in their native tongue, they will know what was said.
  • Skyborn: These Sihndar do not need to choose a Tech Branch, they are able to build/edit/repair any Branch. Try to be conscientious when other players feel pushed out of their niche however!
  • Dragonkin: These Sihndar retain Mechanic 2 and 3 as they are presented on the Dragonkin Page. Dragon Machines and Dragons will also still acknowledge them as Dragonkin.
  • Sihai: These Sihndar can telekinetically move, reshape, recolor, and restructure Jade with their mind. They can also turn any crystal-like substance or noble metal into Jade.
  • Dwarves: These Sihndar gain +1 Main Defense Stat while another Dwarf or Sihndar is within a 5 block range, which can break Cap up to 11. This mechanic can stack up to a +2 bonus.
  • Isldar: (regardless of Life/Death Isldar) Life Isldar can use Farsight to receive vague visions of things happening and existing in faraway lands. (this may require communication with Event DM's or Tickets).
  • Lanlath: These Sihndar cannot use God Magic. However, Sihndar can Dimension Align to Lathan Magic, which is extradimensional like Void/Exist/Ordial, and unique to the Lanlath (and Drowda Tainted Lanlath).
  • Fin'ullen: These Sihndar can breathe underwater without any Abilities, and can also see perfectly underwater without it blurring their vision, allowing them to stay submerged indefinitely.
  • Solvaan: These Sihndar inherit the ability to Transform into Mist Beasts, though applying the Drowda Taint to each visual appearance of these Mist Beasts.
  • Suvial: These Sihndar gain +1 Main Combat Stat when attacking a Character with Theurgy Point Buy Abilities, which can break Cap up to 11.
  • Kathar: These Sihndar can apply a glamor to themselves of any Kathar they have canonically killed. This glamor counts as a Disguise but breaks if the Character drops to 0 HP.
  • Sihndar: (meaning, pure-blood since Cataclysm) During Events, Sihndar may be warned of making a bad decision by Melca's Foresight that warns them with a vision of something they are about to do.
  • Maquixtl: These Sihndar can use Maquixtl Gene Editing, but must apply Drowda Taint visuals to all of them. Additionally, they can enter Guldar without suffocating in the toxins in the air.
  • Yanar: These Sihndar can speak to plants and trees, and even encourage them to grow faster or hide, or change their appearance.
  • Asha: These Sihndar have perfect nightvision, capable of seeing in the dark and low light environments without needing an external light, and have a limited body language to do with tails
  • Narim: These Sihndar can revert to a larval stage (not child-like, but grub-like) shedding their body, for 3 days. They can then change their arthropod species, and recover any lost limbs or remove scarring.
  • Eronidas: These Sihndar can perform great feats of strength out of Combat (carry multiple people, throw boulders etc.). They also gain +5 in out of Combat dice roll Strength competitions.
  • Urlan: These Sihndar can declare 1 chosen person as their Protected Ward (with OOC consent), granting them +1 Defence Stat (break cap up to 9) while within 5 Blocks of them.
  • Allar: These Sihndar are immune to any (non Magical) disease or illness, such as viruses or bacteria, though they can become asymptomatic carriers.
  • Slizzar: These Sihndar can no longer Shapeshift and become locked in their appearance upon being Tainted, but gain +2 added to every final Persuasion Dice Result after every Roll.
  • Maraya: These Sihndar have small Ichor glands on their hands, which are capable of producing Chrysalis that they can shape into Crystals of any shape or size.
  • Bralona: These sihndar can no longer change shape and become locked in their appearance upon being Tainted, but gain +1 Defence Stat (breaking Cap to 11) in fighting a Shapeshifter (Abilities/Mechanics)

Drowda Taint

The Drowda Taint is a magical condition that is shared by all Sihndar and makes them all part of the same historical and cultural heritage. The Taint itself represents such a heavy and oppressive blast of uncontrolled chaotic Magic that it does the opposite of instantly killing or mutating the host: it is like complete Magical sterilization. Because this process is experienced as rather unpleasant and painful, it requires both IC and OOC consent. The most notable aspect of the Drowda Taint is that it turns the skin a variant of mid to dark shade purple or blue-purple, while it can also turn the hair white (though born hair colors can be kept also). It does not affect the eyes or any other part of the body. Simpler put, the Drowda Taint changes the skin tone of a Character (and can change the hair color to white, but does not have to), but has a lot of other effects:

  • All previous Heritage Traits are lost. Instead, the Character gains the Sihndar Heritage Traits and counts as a Sihndar henceforth.
  • If the Character had multiple Alignments, all but the first one are cut off, though they can be re-learned later, like a Magic reset.
  • Any Afflictions (except for Undead) are instantly Cured. It is not possible to apply the normal Drowda Taint to an Undead Character.
  • Any Spirits attached to the person are instantly purged, and any damage left behind by Spirits in the soul/emotions/memories is restored.

There is an upgraded version of the Drowda Taint called the Searing Drowda Taint. This also requires IC and OOC consent, as it is a more aggressive application of the Drowda Taint that affects aspects more deeply rooted in the soul. The Searing Drowda Taint has generally the same outcome but is more aggressive to get rid of additional aspects of a Character before fully making them Sihndar. This can be useful in some cases to "cleanse" a Character from certain Magical conditions. This is commonly seen as a variety of Magical Lobotomy, and can apply the following effects:

  • If the Character is Undead, they are instead instantly killed and become a Spirit of their strongest Alignment.
  • If the Character is Godborn/Arkenborn, they lose all Godborn/Arkenborn Mechanics.
  • If the Character is a Mage, they are cut off from the Veil, and cannot use Magic anymore (points are refunded).

The Drowda Taint Ritual can be performed by any Sihndar and takes place over several minutes during which uncontrolled Magic is funneled into the body and soul of the target, hence the experience being painful. This ritual can be done in Roleplay, done off-screen, time skipped, or in backstory. It is however not possible to revert the Drowda Taint in any way, not even by Divine Entities, so think carefully before changing an existing Character to a Sihndar, as it is a one-way change. When a Sihndar speaks of their pre-Sihndar life or refers to the heritage of their family from before becoming Tainted, one refers to "ex-" something. For example, a Fin'ullen who became Sihndar would refer to themselves as ex-Fin'ullen Sihndar, where necessary to explain their heritage. It is permitted to play a Sihndar that has post-Tainting regret, however communicate with the people who apply the Drowda Taint to your Character, because it is generally not a fun experience to try and include people in Sihndar Roleplay, only to have them turn on it afterward. Roleplay should aim for positive experiences on both sides.

Sihndar Holds

The Sihndar people are divided over so-called Holds, which are largely autonomous super-fortresses that house city-size populations of Sihndar all dedicated to the defense against Spirit Sovereigns that attempt to conquer parts of Aloria. The first 8 Holds mentioned on this page are native to Drowda, meaning they are all somewhat united under the Hold Council where representatives meet and discuss domestic matters. The 10 that follow are not native to Drowda and are often part of other countries, but still maintain strong ties to the Drowda Homeland. They should however not be considered colonies or external territories like the Skyborn have, these Holds were built with the permission and support of the local state, and are often (tax-exempt) parts of those local states. You do not have to read this to play a Sihndar, but it can give a lot of context to individual Sihndar groups and their behavior, as well as backstory for your Character. You can pick any Hold to have your Character come from/belong to, except Usimaar and Konarot which are utterly destroyed (Ferian and Alamat had survivors).

Torama Hold

The Torama Hold sits on the far west of Drowda, where it fights against the Spirit Sovereign Torama which twists trees into shambling horrors of twisted bark and root. Despite the heavy corruption of Torama on local nature, the locals excel at cleansing soil and plant-based corruption, and this is subsequently also the region where most of the agriculture occurs that supports the other Drowda Holds. Sihndar from the Torama Hold tend to be good nature tenders and plant cultivators, thriving with their produce even in harsh conditions.

Lirayna Hold

The Lirayna Hold is the largest southern Drowda region, where it fights against the Spirit Sovereign Lirayna which has taken a liking to shaping its Demons like horrific spiders. Lirayna's Spiders come in many forms, from minuscule to tower-sized, posing a massive challenge for the locals. Sihndar from this Hold face an extremely low life expectancy due to the very high mortality rate when fighting Lirayna Demons, leading to many of the locals having a very morbid sense of humor, and a very no-nonsense and no-delay attitude to life.

Qamta Hold

The Qamta Hold is found in the northern swamp regions of Drowda, where they fight against the Spirit Sovereign Qamta of the fogs. Qamta inhabits the fogs in this swampland, seeping into the mind of any who wander in, and making them forget. Qamta Sihndar are very training and self-awareness oriented because Qamta's mists create duplicates of the warriors sent in to slay Demons, making anyone fight themselves. Qamta Sihndar are exceptionally mistrusting of anything that is unknown or unfamiliar, thinking it a Demon plot.

Alta Hold

The Alta Hold is found in the mild southern plains of Drowda, where Alta's relatively pacifist nature causes the environment to be exceptionally peaceful. Alta is a Spirit Sovereign of corruption, who lures the locals to give in to their vices, and in doing so sell their soul to its will and become Demons themselves. Alta Sihnda are considered hardliners among the Sihndar who refuse to accept any bargaining or indeterminate use of Spirits. They consider any consorting with Spirits or refusing to kill them outright, treason.

Milai Hold

The Milai Hold found in the densely forested northern regions of Drowda, fights against the Spirit Sovereign Milai who creates amalgam horrors of animals and wildlife to beset upon mortals. Most common are the great Colossi, massive beasts similar to the Akula in the east, who roam the forests and take whole detachments of Sihndar climbing them to take down. Due to the intense need for cooperation among the Sihndar of this hold, Milai Sihndar tend to be kindest and most socially adapted to others, seeking genuine alliances.

Lost Alamat Hold

The Alamat Hold was once found on the eastern side of Drowda in the mountains. It fought against the great Fire Spirit Sovereign Alamat. The Hold was destroyed in 253 AC when Alamat plunged its sword into the ground, erupting all volcanoes and fire-blasting the province along with all inhabitants and the Hold. Few Alamat Sihndar survived while abroad or in other Holds on work trips. Alamat Sihndar were famed for their skill in metallurgy and forging, producing the majority of Melcarite weapons and armor for the Drowda at large.

Zarak Hold

The Zarak Hold is found in the easternmost plains of Drowda, where the frost Spirit Sovereign Zarak attempts to create eternal winter and darkness. While magic is usually shunned among other Holds, Zarak Hold Sihndar are almost exclusively Mages, and use many Artifacts in their struggle against Zarak who sends forth legions of flowing-snow and ice Demons to attack their fortress. Zarak Sihndar have a close working relation with the Aelrrigans, but are generally more disliked by the other Holds because of their callous Magic usage.

Tazman Hold

The Tazman Hold is located on the southern islands of Drowda, which are mostly submerged. The Hold is unique in that it does not have a Superfortress, but a large collection of ships nailed together into a vast floating city. The Tazman Hold is also predominantly inhabited by ex-Fin'ullen Sihndar, who continue the fight against Tazman the Spirit Sovereign of Drowning, after it submerged the province in 179 AC. Unlike the Alamat Hold destruction which is seen as a collective trauma, Tazman's hold largely survived as they saw it coming, boarding the fleets.

Mutani Hold

The Mutani Hold is located in Farah'deen where once the Sariyd fought the Dragons before the Great Storm at Kouriyasui. The Mutani Hold is predominantly inhabited by ex-Songaskian Sihndar, who battle against the Ordial Spirit Sovereign Ishitan that serves the Machinist, and attempts to create hordes of machine monsters from the wreckages of Sariyd clockwork colossi. Mutani Sihndar are the only Sihndar that are positively disposed to Shades that have broken free, and even consider some Ordial Shades are brothers in arms in the fight against Ishitan.

Lost Usimaar Hold

The Usimaar Hold was located in the Sundered Lands on the south-east of the Allorn Empire. The Usimaar Hold, like Tazman, was built on a large fleet of ships fighting the Demon-horrors of the deep who served the Spirit Sovereign Zzaric. The Hold was created in 189 AC, but suddenly lost in 289 AC when the world wasn't paying attention to this Region at the height of the Chrysant War. Of the loss, there were no survivors, not even abroad. It is as if all the Sindar belonging to this Hold, along with their fleet, all disappeared all at once.

Lost Konarot Hold

The Konarot Hold was once located where now the Dorkarthi State stands on the western point of Ellador. The Sihndar, many of whom were Velheim Ailor become Sihndar, fought the Spirit Sovereign Konarot, who had escaped Drowda in 12 AC and arrived in Ellador. The Konarot Hold was not able to fully construct its fortress, and was destroyed in 67 AC when the Spirit Sovereign allied with the local Vampires that would later form the Dorkarthi State. Some descendants from the Konarot Hold still survive as bred Blood Cattle in Dorkarthi slums.

Wanli Hold

The Wanli Hold is a Superfortress built into the Jade Wall on a more northward stretch of the wall. The Wanli Hold specializes in its defense of the wall against Akula, making it the only Hold not formally defending against a specific Spirit Sovereign but more a wide spectrum of Spirits. Wanli Hold Sihndar are taught the Sihai combat arts, and practice in particular combat without the use of weapons through strength and belief in one's own raw power. There are concerns of this hold collapsing if the Jade Wall crumbles, with the fortress falling into the sea.

Montaro Hold

The Montaro hold is found on the northern most edge of Ithania, where the Spirit Sovereign Morian escaped Drowda and tried to corrupt the locals. The Montaro Hold is predominantly filled with ex-Ithanian Ailor Sihndar, many of whom were ex-convicts who chose service among the Sihndar as a preferred alternative to life imprisonment. The Montaro Hold is commonly believed to be the most well funded and supplied Hold, as it has vast support from the Ithanian Government. Montaro Hold Sihndar tend to be more rogueish and favor ranged weapons as well as cutthroat tactics.

Ulman Hold

The Ulman Hold is found drifting in among the Drifting Isles between Guldar and the Allorn Empire, where the locals hunt the escaping Spirit Sovereign Ulman. Ulman is considered weakened after a fight with Lirayna, and attempting to reach Guldar, but the Sihndar of this Hold keep thwarting its crossing while battling it across the many Drifting Isles. Ulman Sihndar are excellent sailors, and their Hold is mostly comprised of ex-Maquixtl and Eronidas who also have a hobby and inclination towards archeology and spelunking due to the nature of the Drifting Isles.

Razu Hold

The Razu Hold is positioned in the mountains of Kezzeret Shubasha, an Eronidas state north of the Allorn Empire. The local Sihndar who are mostly ex-Eronidas and ex-Dwarves, fight the Spirit Sovereign Razu, who escaped Drowda around 60 AC and inhabited these islands. This Spirit Sovereign relishes in the suffering of an endless maze, having colonized the mountains with massive sprawling networks of hellish tunnels with monsters. Razu Sihndar are considered the most glory-seeking and careless Sihndar, with a nack for brewing and feasting, and arena duelling.

Helburg Hold

The Helburg Hold is spread across the small islands between Hvit and Middeskag, and Drowda. Despite its proximity to Drowda, it belongs to the Velheim states, explaining the high ex-Velheim Ailor Sihndar population. The Helburg hold fights the Spirit Sovereign Helby who escaped Drowda and settled these islands. Helby is the Spirit Sovereign of meaningless tasks, capturing those that fall under its influence to build pointless cairns of stacked stones until they perish from the cold or hunger. Sihndar from this region are excellent mentors.

Kitalos Hold

The Kitalos Hold is built on the tall cliff overlooking the soul pit in Maartasil, a Regalian subject state that was once the gateway for all Oblation Trade to be brought into the Allorn Empire. The Spirit Sovereign Kitalos resides in the misery and pain of this soul pit where imperfect Oblation pearls were dumped for centuries, with the remnants of souls trying to claw their way back out. Kitalos Hold Sihndar specializes in the use of artillery and siege weapons, with the edge of the soul pit having many such installations built to push back waves of bone horrors trying to crawl up along the cliffsides.

Lost Ferian Hold

The Ferian Hold was once found in the north of the Farador Kingdom (north of Arlora and Torse). This hold was lost during the Bone Horror Crisis in 304 AC when the sudden eruption of the Bone Horrors overwhelmed the hold which was already battling the Spirit Sovereign Ferian's cannibalist glen beasts. A few survivors of the Ferian Hold happened to be in Regalia at the time of its demise. Due to their old connections with the Ailor Kingdoms, most of the survivors became diplomats in Regalia, having no home to return to, and campaigning for more finances to the Sihndar cause.

Sihndar frequently dress foreign clothing to fit in. In Regalia, this means the Regal dress-code.
Why there is a predisposition for Songaskians and Sihndar to have white hair is unknown, but one trait shared between them.
Even if Melcarite has a religious meaning to Estelley worshipers, even non-Estelley worshiping Sihndar frequently use it.
Sihndar don't have much in the way of personal possessions, leading their hair to be a great tool of personal expression.

Language and Naming

Note, because Sihndar as a people are not a singular homogenous ethnicity, they don't really have a language of their own. That being said, since Elves are the majority of Sihndar, and because Altalar is the official Language in Drowda, this section will discuss Altalar from the perspective of the Sihndar. If a Character becomes Sihndar in their lifetime, or has parents who have held onto old cultural traditions, they might only speak Ailor or Eronidas languages, and maintain their naming conventions. People who become Sihndar obviously also do not magically learn Altalar, so they tend to keep their own languages and names. Sihndar language has remarkably remained consistent with early Allorn Altalar, and continued to develop along with the language spoken by the other Elves insofar it never developed a dialect. This was largely because the Sihndar were very dependent on outsider help, early on, especially from their Elven kin in the south, so it would be detrimental to linguistically diverge and no longer be able to communicate with them. That being said, Altalar as a language is verbose and does not serve the Sihndar quite as well on the battlefield. This is why the Sihndar both speak Altalar and so-called Pig-Altalar, which is a form of Altalar where many concepts, phrases and ideas have been replaced with singular words to expediate communication. It is still mutually intelligible with Altalar, but sounds like Altalar "caveman" speech to anyone who only speaks Altalar. Altalar as a language is a fantasy language that borrows some verbage from modern-day Spanish but cannot be taken one to one. Altalar is meant to change much of the vocabulary by softening hard consonants, stressing vowels, and generally smoothing out the pronunciation. A good example might be the words "Adios, Gracias, and Hola" Altalar does not contain the consonants D, R, or H from these examples. To make these words sound more in-lore Altalar, Adios would become Alïos, Gracias would become Ce'lias, and Hola would become Äula. It is not recommended to try and translate whole sentences from Spanish, this is purely for the flair of some word usage in day-to-day roleplay. When it comes to naming, Sihndar naming conventions somewhat differ from the other Elven cultural basis. A common habit for Sihndar is to add "Sihn-" as a prefix to their names, for example Sihn-Noveyn or Sihn-Veani. Another common habit is for Sihndar names to start with an X, such as Xenia or Xivar. This can even be combined to form Sihn-Xenia or Sihn-Xivar. Keep in mind that most Sihndar have a public-facing name that isn't their actual name (which they keep secret, because Names give Demons power), while having a more private name for truly close ones.

  • Example Male Altalar Names: Ëasiel (Daniel), Lüsas (Lucas), Näul (Raul), Noveyn (Robert), Äuonshe (Jorge), Lavlo (Pablo), Mancel (Marcus), Sönsalo (Gonzalo), Na'ael (Rafael), A'losso (Alfonso).
  • Example Female Altalar Names: Samila (Camilla), Isaveyl (Isabel), Sa'alia (Natalia), Siliana (Clara), Fisonia (Victoria), Savniella (Gabriella), Veani (Beatrix), Nassissa (Fransisca), Eyfa (Eva).
  • Example Unisex Altalar Names: Sil (Gil), Aleycis (Alex), Ëasi (Dani), Eysmeynlea (Esmeralda), Äuiamey (Jaime), Monshaa (Morgan), Qüiem (Quim), Feyno (Vero), Savia (Gabi), Cimme (Kim).

The Sihndar have completely ejected the traditional Elven naming customs of long names with prefixes and suffixes based on social class and heritage. This is because they did not adopt the old Allorn Nobility system, in fact there are no class distinctions among the Sihndar.

Brief History

The Sihndar were originally Suvial, Teledden, and Fin'ullen members of the Cult of Drovv, a highly militaristic order and Allorn Cult that centered around martial training. Some of the Allorn Empire’s greatest champions and physical warriors were Drovv Cultists, who followed the unusual teachings of the Drovv Race that settled on the Drowda continent. The Drovv people were a warrior-monk race of bipeds with long necks and small heads, but four arms with which they wielded khopeshes with great skill. For several hundreds of years, this was all the Cult of Drovv did, until the outbreak of the last Void Invasion. The Void Invasion instantly wiped out the Drovv people and culture (though they put up a very tough fight), the first to fall to the Demons spewing forth from the Void Tear in Drowda, quickly followed by the Velheim colonists who had settled the area. The Cult of Drovv was quick to deploy, along with the Allorn armies, but marched to their doom in the face of the Demon tide. When Cataclysm occurred and the Void Tear closed without explanation, a small part of the Cult of Drovv was still intact and preached to the few fighting guilds and soldiers left in the Allorn Empire that their duty lay north. They reasoned that for the thousands of years of debauchery, genocide, deceit and corruption, the Allorn had a collective guilt to undo their sin through an eternal vigilance against Demons. The Cult of Drovv gained a large following and traveled to Drowda to quickly set up makeshift forts and start fighting the never-ending Demon tide that still remained, severed from the Void but not any less dangerous. For the Elves still in Drowda, the magical essence erupting during Cataclysm bombarded their bodies and physically changed them to what is seen as an entirely separate people in the modern era. The Cult of Drovv eventually renamed itself to Sihndar, or the “Old-ones who bear Sins” in Ancient Altalar. From then on, their never-ending watch started, though quickly on, they sent out parties into the wider world, in search of aid for their homeland that the rest of the world would eventually grow complacent to. It should be noted that in the modern era, this spiritual self-penitance for debauchery is no longer an ideological belief among the Sihndar. Over time the ideas of sin punishment were replaced with the generally held belief that Spirits are the single most dangerous threat to the continued existence of the world and that the people of the world should unite to beat back their demonic tides. There certainly are still debauchery-regretting penitents among the Sihndar, but they are far in the minority.

Conflicts & Alliances

A lot of MassiveCraft's lore is constructed around conflicts that are based on religious, historical, or societal grievances. This section aims to set out the various conflict and alliance points for the Sihndar, while also attaching some nuance so that there is wiggle room for players to not get stuck in endless loops of arguing the basics of societal conflict without clear Character Development or Resolution. When lore sets up a Character to be bigoted or hateful, there is the recommendation that through interacting and learning with different people in Regalia, Characters develop a more complex understanding of the conflicts that they are inherent to.

  • Allorn Elves: Even if the penitent ideology of the Sihndar has fallen to the wayside, the Sihndar still consider the Allorn Elves guilty of the excesses that caused the Void Invasion to begin with. This gives them a natural inclination to be critical and disdaining towards anyone who is Pro Allorn.
  • Lanlath: The Lanlath are some of the most supporting allies that the Sihndar have. Magic is not very common among the Sihndar, and broadly speaking the Lanlath have a lot of it, and it is harmless. Lanlath healers and supporting roles are common for Lanlath adventurers in Drowda.
  • Velheim Ailor: The Sihndar and Velheim Ailor have a complicated relationship. Many of them serve as Sihndar in the various Holds, and many are also guest warriors who have come to aid. Yet, in Drowda, the Sihndar refuse to let the Velheim reclaim some of their historical artifacts from before Cataclysm.
  • Ithanian Ailor: The Ithanian Ailor are some of the most generous donators to the Sihndar cause, notably because it allows the Ithanians to buy security without risking anyone of their own. Regardless of whether the intent is genuine, the Ithanians frequently campaign for others to also give money to the Sihndar cause.
  • Kathar: Kathar and Sihndar are like two polar opposites. The Kathar and Sihndar despise each other deeply, and it is a fervent wish of the Sihndar to purge the Dread Empire, for its mere existence aids the Spirit Sovereigns in killing Sihndar. There is little love lost between these two.
  • Suvial: Much like the Kathar, the Suvial are born enemies of the Sihndar, particularly because the Suvial entertain Spirits like toys and tools while the Sihndar die to fight them. The Suvial have a point, in controlling Spirits, but generally speaking, three rights don't make one wrong ignored by the Sihndar.
  • Alignments: The Sihndar primarily fight Void Demons because Drowda is inhabited exclusively by Void Spirit Sovereigns, meaning there is a lot more nuance regardig Exist Alignment/Magic/Spirits, for more information, see the Estelley View on Spirits, Estelley being the predominant religion in Drwoda.
  • Spirits: Sihndar hate Spirits for sure, but it is too simple to just assumpe that a Sihndar must kill any Spirit at all times without letting it speak. Sihndar attitudes to Spirits is more complicated, for more information, see the Sihndar View on Spirits, to understand Indeterminate Value of Spirits.
  • Dragons: Dragons and their Dragon Faithful because of their Immortal War, are natural allies to the Sihndar in the fight against Spirits, but do not spend as much thought on it, as they do other threats. Dragons have never helped in Drowda, but have helped the Sihndar do their work in other places around the world.

Religions

  • Estelley: Estelley is the faith of choice for the vast-vast majority of the Sihndar. This is also the predominant religion in Drowda, because Melca is a Drovv Goddess become Estelley, and because most Sihndar are Elves that continue their faith.
  • Draconism: A small-ish minority of Draconism Sihndar exist both inside Regalia and Drowda. This is notably because some Dragon worshipers choose the Drowda Taint to help the Sihndar, seeing it as the most important thing to do in the current time against the Infection.
  • Unionism: A very small minority of Unionist Sihndar exist in Regalia and Drowda. These are either Drowda Taint converts, or one of the many Ailor who are not Drowda Tainted that travel to Drowda to do work there for the Regalian Government or Sihndar Councils.
  • Fornoss: A very small minority of Fornoss Sihndar exist in Regalia and Drowda. These are either Drowda Taint converts, or descendants of the various Velheim Ailor dominated Sihndar Holds close to Drowda, due to the proximity of the Three Skags and Drowda.
  • Khama & Evolism: There are virtually no Sihndar who worship these religions. For Khama, the Sihndar think it's weirdly colonial to start worshiping a largely homogenous ethno-religion. Lastly, Evolism represents everything that is wrong with the worship of Spirits and sin to the Sihndar. To a point, the Sihndar might even consider Evolism worse than Death Cultism, because at least Death Cultists have simple beliefs that do not corrupt the good nature of people with seductive bargains and promises of power. The Sihndar obviously also detest all forms of Death Cultism, especially the Ordial variant, because death has an inverse proportional reaction on the creation and festering of Spirits in an area.

Culture

Families and Romance

Sihndar Childhood can best be described as brutal, dogmatic and repressive. Any child who acts outside of the norms of expected duty is harshly repressed and indoctrinated to follow the teachings of the Councils. 9 out of 10 Sihndar would claim they had a good childhood where their parents equipped them with all the necessary skills to survive in a cruel world, but many Regalian scholars would claim their people suffer from collective child abuse. The truth is somewhere in the middle: Sihndar children are exceptionally skilled when compared to the children of other people, and treated as adults much sooner. Gender norms barely exist in Sihndar society, as few Sihndar have time to think about gender identity when giant spiders assail their city walls (leading some, to come to sudden gender revelations in Regalia, when no longer fighting for their lives). Sihndar society is however extremely matriarchal. All leading figures are female, and female Sihndar are generally considered more valuable survivors in a bad situation because of the low birth rate in Drowda.

Clothing

Sihndar fashion is minimal and military-leaning. Hardened leather or light metal armor are frequently part of clothing accessories, but many Sihndar just as well wear only Elastan with minimal belting to retain speed. In Drowda, speed is often preferred over strength, as the majority of Demonic foes are incredibly agile, and so massive, bulky sets of armor only slow down warriors. On the opposite end of the spectrum, many of these Demons are hulking Colossi that require climbing to reach their head to kill, which would be impractical in heavy armor. Fabrics are often in dark colors to blend with the natural Drowda environment, though Sihndar who live abroad frequently partake in local fashion trends to blend in and appear more approachable. Sihndar aren’t truly very fussed about what to wear, because art and fashion are a disregarded aspect of their society. A notable invention and commonly worn piece of clothing among the Sihndar, is the crop top, which is widely worn by both men and women.

Other Cultural Habits

This is a loose collection of cultural habits and niches that you may use to make your Roleplay deeply grounded within the lore.

  • Sihndar have an almost obsessive relationship with their preferred weapon. A weapon is something extremely personal to a Sihndar, and anyone touching a Sihndar’s weapon uninvited is quick to draw the rage of a Sihndar. Touching a Sihndar’s weapon without permission is equivalent to stabbing their child.
  • Sihndar are internally very group-activity oriented, though not for competitive reasons. If one Sihndar excels at forging, several other Sihndar will quickly try to join in and work with that Sihndar to cooperate. This often results in many hobbies becoming group activities.
  • Sihndar don’t have a concept of personal space. Holds are relatively cramped in terms of living conditions with several families sharing one home. Sihndar can very comfortably sleep next to strangers, hug strangers, or tolerate someone hovering very close to their face without becoming anxious or uncomfortable. This can also result in awkwardness of them invading others private spaces, especially Lanlath.
  • Sihndar are fond of pets, and frequently keep several, though often more on the small leaning side so that they do not take up too much space, and preferably even animals with mild temperament so several different species can share the same cage or container. Insects are very common, especially since they seem more resilient to Drowda corruption than other animals.
  • The Sihndar have developed a series of dancing techniques that looks more like actual physical combat, though never while actually hitting the dancing partner. Think of the real world-capoeira. This dance style obviously raises some brows during balls and parties in Regalia.
  • Sihndar do accept leisure time and downtime in Regalia, especially to unwind their social batteries. In Regalia, living as a Sihndar involves a lot of making connections and always being on the move. As a result, Sihndar do permit so-called Sirh-time, or free-time where they don’t accept criticism for being lazy for an hour or two, and just lounging around or drinking alcohol and playing games.
  • Sihndar love telling scary stories around a campfire, especially to non-Sihndar. Unlike the tall tales common in other Cultures, they do not need to rely on fiction to give entertaining accounts of the horrors their people fight against daily. Highly recommended for Lore Stories written by the Sihndar player that other players may not have read yet.
  • Sihndar often find themselves awed by the simple, natural beauty of the world around them. Having spent most of their lives under oppressive conditions, in dark, cramped spaces, a cool summer breeze and a sunset mean more to them than anyone else could understand.
  • Sihndar war poetry is famous among their Elven cousins. They are considered to have some of the best heroic epics, up there with the lamentations of the Solvaan and the historical dramas of the Allorn, focusing on the bravado of legendary Demon-slaying heroes.
  • Sihndar have a great love of duels. While their combat schools are focused around demon-slaying, they are full of inventive pair exercises. For a Sihndar to take someone else on as a training partner implies that they have a deep and trusting friendship, or partnership.

Recommended Playstyle

The Recommended Playstyle section explains some easy-to-enter niches that these people of Aloria function well in, or that fulfill their thematic niche. This is by no means an exhaustive list, and Players are encouraged to experiment, but this list should provide either inspiration or a great starting point from which to customize a character further. These Character Designs are guaranteed to provide lots of lore to work off of, and give players groups to interact with from the start.

  • Sihndar Hunters are common providers of nature's animal bounty to the rugged populations of the Sihndar, leading to a good character design with investment in Ranger Point Buy and Athletic Point Buy.
  • Sihndar Pursuers are adept at chasing foes and engaging in rapid movement, leading to a good character design with investment in Melee Point Buy and Training Point Buy.
  • Sihndar Skywardens are the elite, religiously inclined warriors of Sihndar society, leading to a good character design with investment in Paladin Point Buy and Melee Point Buy.
  • Sihndar Hold Captains are the leaders of Sihndar warrior detachments who leave the Holds for any reason, leading to a good character design with investment in Command Point Buy and Mounted Point Buy.
  • Sihndar Herbalists, while rare, aid their People through the collection and cultivation of plant life, leading to a good character design with investment in Medical Point Buy and Chem Point Buy.
  • Sihndar Exiles are those who lost their Holds and have been forced to adapt to a harsher world, leading to a good character design with investment in Cutthroat Point Buy and Adapt Point Buy.
  • Sihndar Mages solely come from the Zarak Hold but are deeply steeped in magical learning, leading a good character design with investment in Magic Point Buy.

Trivia

  • Other Elves sometimes refer to the Sihndar as Drowdar, which means “Those from Drowda”. While that is technically correct, the Allorn Elves consider and use this as an insult, because it refers to them as coming from a backwards province of the Allorn Empire.
  • A common weapon style used by the Sihndar is the Khopesh. Not all Sihndar use a Khopesh however, many of them use a variety of other weapons, as well as Ranged and even Magical weapons. Even a few Puretek users have been spotted as of recently, though each Sihndar at least owns a Khopesh, which is considered a deeply personal artifact.
  • Sihndar love tattoos, but tattooing is hard on their dark skin. As a result, they have started to use the ink produced from a special type of mushroom that is faintly bioluminescent, producing light blue ink.

Accreditation
WritersMonMarty
ArtistsMonMarty
ProcessorsBirdsfoot_Violet, Okadoka, FireFan96
Last EditorOcularum on 09/28/2024.

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