Difference between revisions of "Sihndar"
(→Residues of Cataclysm)
(→Lordings of the Demand)
|(One intermediate revision by the same user not shown)|
|Line 37:||Line 37:|
===Residues of Cataclysm===
===Residues of Cataclysm===
Energies from the Cataclysm still courses in their veins, causing manifestations of random mutations upon the body. This happens to be much more common among the Ellatrii than the other Tribes, but doesn’t mean other Sihndar tribes can be mutated. The [[Mutations]] that can occur on their body are either those from the Void Threlwar Mutations category, or the Exist Lavvanya Mutations category. An additional side effect of this Constant Passive Racial Ability is that the Sihndar are immune to any Ritualist
Energies from the Cataclysm still courses in their veins, causing manifestations of random mutations upon the body. This happens to be much more common among the Ellatrii than the other Tribes, but doesn’t mean other Sihndar tribes can be mutated. The [[Mutations]] that can occur on their body are either those from the Void Threlwar Mutations category, or the Exist Lavvanya Mutations category. An additional side effect of this Constant Passive Racial Ability is that the Sihndar are immune to any Ritualist cast on them (including other varieties of Mutations). They also cannot learn any form of Ritualism.
===Embrace of the Spider Queen===
===Embrace of the Spider Queen===
|Line 63:||Line 63:|
| Racial Spell
| Racial Spell
| Emote Distance
| Emote Distance
| The Sihndar is able to transfer their Ritualist
| The Sihndar is able to transfer their Ritualist , Vampire Spell, Werebeast Spell, Upyr Spell and Allat Spell immunity from themselves onto a target person, as long as they remain within Emote Distance. This immunity can only switch once per minute and has to be telegraphed through a hand gesture.
Revision as of 13:17, 12 February 2020
|Common Nicknames||Dark Elves, Demon Slayers, Demon Hunters|
|Naming Customs||Fantasy Elven (not Tolkien)|
|Distinctions||Demon hunting guardians of the world, tainted by the dimensions|
|Maximum Age||300 years|
|Eye Colors||Green, Blue, and Grey|
|Hair Colors||Varying depending on Tribe|
|Skin Tones||Varying depending on Tribe, refer to images below|
The Sihndar are an enigmatic Race of warrior people that have their roots in the old Allorn Empire, but have since far diverged from their racial cousins. While similar to the Isldar and Avanthar in their secession from Allorn authority, the Sihndar are distinct in their own way; rather than secluding themselves in icy mountain keeps, or regressing themselves to plains riding horse lords, the Sihndar chose their own path of martial excellence, and the thankless task of protecting and eventually ridding, the world of what they believe their ancestors unleashed upon it. The Sihndar are the most well-trained and highly disciplined demon hunters and anti-dimenthist warriors of the world, and continue to defend the Forsaken Continent against the Void and Exist Incursions that still occur because of the chaotic nature of the dimensions. Trained from early childhood, the Sihndar reach out to the world that often remains oblivious and deaf to their cause, traveling far and wide to rid it of what they consider malign influences, or commit to acts to support the homeland. They are the polar opposite of the Kathar in terms of their hatred for the Void (and Exist, to a degree), but their morality is often considered just as cruel albeit pragmatic and necessary. While it may be said that most notable kingdoms have court mages, many rulers ensure that they carry the reverse; a Sihndar demon Slayer, employed to defend against the schemes and actions of Vampires and Werebeasts. The Sihndar enjoy a professional reputation of knowledge and skill against the dimensions without equal, even if the common man cannot often tell the difference between the Sihndar and the Kathar.
- 1 Physical & Mental Characteristics
- 2 Racial Abilities
- 3 History
- 4 Society
- 5 Trivia
Physical & Mental Characteristics
The Sihndar are in many respects physically identical to the Altalar, sharing physical proportions (as well as those of their subspecies), but have an additional affliction that primarily affects their race called the Northern Taint. The Northern Taint is a physical change that affected the Cult of Dronnal Altalar who were present in the continent of Drovvda during the Cataclysm, here a massive explosion ripped through the lands, altering it and its people. The Northern Taint is not exclusive to the Sihndar (more information on this follows further down the page), but the Sihndar are primarily known for their altered appearance because of it. The Northern Taint has variance to it, dividing Sihndar into Tribes which represent the main Banner Holds, equivalently that of an army. Physical traits between these Tribes are very flexible. There is no rule that all Sihndar need to have consistent appearance traits for their Tribe. A person from the Ellatrii can have maroon hair and a bubbly personality if they so desire, the tribes are just guidelines.
Tribe of Ellatrix
The Tribe of Ellatrix is found in the far north of Drowda, an inhospitable region of the Forsaken Continent. Those of the Sihndar that reside here are particularly battle hardened. Sihndar of this region adapted to “fight fire with fire” against Void and Exist energies, which has resulted in some dabbling in dark arts to gain an edge against Demons. The Ellatrii ( those from the Tribe of Ellatrix) are sturdy, having masculine features across both genders, and a skin tone on the middle region of the color scale (seen right). The Ellatrii often have pure raven-black hair, and are capable of growing body hair and facial hair. Their eyebrows are usually thicker, even extending some away from their forehead, while their ears are about the same size as that of a normal Altalar. Ellatrii can often be seen sporting Void or Exist mutations, which occurs due to the energies of the surrounding area in which they were born or inherited through their corrupted lineage.. The Ellatrii are notorious among the Sihndar for having a bad temper, and a very crude personality pegged with pragmatism and lack of empathy. At times they can also be incredibly stoic and emotionless, though this is often just an external shell that they use to prevent themselves from becoming attached to others. The Ellatrii might sometimes act out somewhat bitter towards the other Sihndar Tribes for engaging in far less deadlier labor for their cause.
Tribe of Ma’ella
The Tribe of Ma’elle is found near the lakes in the center of Drowda, which is a relatively peaceful region of the Forsaken Continent. The Sihndar here act as the connecting network between all the Holds, being the far more sociable variety of Sihndar. The Maelii ( those from the Tribe of Mae’lla) are more acrobatic, having more slender features across both genders, and a skin tone on the lightest region of the color scale (seen right). The Maelii often have pure white hair, and are rarely capable of growing body hair and facial hair. Maelii facial features can resemble the softest of Altalar and Cielothar features, with large open eyes and friendly neutral expressions. Their ears however, much like the Ellatrii, are much longer and point backwards. Maelii are often clean of the mutations that the Elatrii use, but are huge fans of piercings and body modifications. It is unusual to see a Maelii without some form of body markings or jewelry. The Maelii tend to be soft spoken and eloquent, acting as great entertainers and public speakers. They often also represent the Sihndar as diplomats because of their capability for grace and poise, something the Elatrii lost due to their martial practice, and something the Gladrin are far too indulgent for. The Maelii see themselves as the natural leaders of the Sihndar due to their great influence network, even if the other Sihndar do not always consider them as such.
Tribe of Gladrin
The Tribe of Gladrin is found on the southern regions of Drowda, an equally peaceful region of the Forsaken Continent. The Sihndar here spend most of their time preparing work for the far north, as well as engaging with the other races and studies. Despite their similiar occupations, Gladrin actually look the least like Altalar and appear far wilder. Their body proportions are closer to those of Ailor, with a shorter posture. Their skin tone is more often falls on the darkest region of the color scale (seen right), including the near-midnight-black skin tone. The Gladrii (those from the Tribe of Gladrin) have a Maroon or Mahogany hair color, while they are also capable of growing facial hair and body hair. Their ears, unlike the other Sihndar are much shorter, resembling those of Altalar and sometimes even Avanthar. The Gladrii (despite their scholarly pursuits) can often appear very alert and active, with a boisterous and bubbly personality to accompany. They can be very sympathetic and especially ignorant to the concept of personal space due to their predisposition to express their feelings and thoughts through personal touch gestures, thus being very prone to making bad life decisions when it comes to relations. The Gladrii are often ignored by the bickering Maelii and Elatrii, but their intellectual and archival contributions to the Sihndar’s fight against the Demons cannot be understated.
Much like the Altalar, the Sihndar age like Altalar. Once they reach about 25 years of age, they stop physically aging. They can grow up to be 300 years old (unlike the Altalar 500 years, though aging your character beyond 150 years old requires a Special Permission), retaining their youthful beauty even to their dying days. That being said, not all Sihndar look like they are in their prime student years at all times. This is because Sihndar, like the Altalar, can actually change their age appearance at will. Even though they do not physically age beyond a certain point, Sihndar can through meditation change how old they look. In Sihndar society, the cultural notion of a Sihndar changing their age-appearance is a bit controversial however. Generally speaking, the Sihndar believe that someone’s aged appearance should be dictated by the level of respect they demand from other Sihndar, as opposed to it being an aesthetic choice among the Altalar. Among the Sihndar, a Sihndar choosing to appear the equivalent of a middle-aged Ailor will cause some resistance if the Sihndar in question does not have the respect of the other Sihndar. Sihndar who give birth to children outside of Drowda will have these children born as if they were Altalar (refer to the Half Races page for more information). Unlike commonly thought, Sihndar can actually become Mages and Sorcerers, though only do so very rarely because of the inherent stigma associated with using Magic outside of the Ellatrii.
Sihndar have a special reverence for the act of gift-giving. While owning items that are useless in war is generally seen as wasteful to the Sihndar, in Sihndar culture, charity is one of the greatest honors that can be bestowed and one of the greatest virtues to have. Generally speaking, the less a Sihndar has, the more the gesture means when giving or receiving. Practically all Sihndar have an unending hatred for all Werebeasts, Vampires, and Kathar in particular, with some discomfort towards Aberrants. The curse of Vampirism originates from the Forsaken Continent, which is why the fight with Vampires is always the toughest there due to their collective lack of Hallowed items and long-lasting storms. This hatred isn’t just a cultural notion picked up by the Sihndar in their rearing, but an almost identity-defining feature that is extremely hard to coax away even with years of trying. Some Sihndar are certainly capable of being pragmatically flexible, especially while they are away from Drowda (for example while being in Regalia), but even cooperation with Aberrants must always be temporary and for the greater good of the homeland, or for the benefit of the Sihndar in Regalia, especially if it helps them with their assigned tasks..
Residues of Cataclysm
Energies from the Cataclysm still courses in their veins, causing manifestations of random mutations upon the body. This happens to be much more common among the Ellatrii than the other Tribes, but doesn’t mean other Sihndar tribes can be mutated. The Mutations that can occur on their body are either those from the Void Threlwar Mutations category, or the Exist Lavvanya Mutations category. An additional side effect of this Constant Passive Racial Ability is that the Sihndar are immune to any Ritualist Power cast on them (including other varieties of Mutations). They also cannot learn any form of Ritualism.
Embrace of the Spider Queen
Due to the Spider Queen’s hate for Werebeasts and Vampires, the Sihndar have developed a complete immunity against any Vampire Spell, Werebeast Spell, Upyr Spell, and Allat Spell used on them. Additionally, Sihndar are completely immune to any Target Curse, but can still be affected by an Object Curse if they interact with a Cursed Object. Finally, Sihndar can also use a Racial Shift that allows them to transform into a Dryder. Their body below their waist is turned into that of a spider body with spider legs. While in their Dryder form, the Sihndar gain no additional speed or powers, nor do they have any other Spider traits. They are however immune to any type of knock-over, knock-back, push-to-the-ground, or yanking/pulling ability, trait, spell, or effect, on account of their spider legs being able to compensate for sudden shock bursts of movement. Additionally, they can also walk on walls, but not ceilings. This Shift is instant and painless, but they can only maintain it for a few hours. A Sihndar cannot stay in this form perpetually.
Embrace of Tainting
Embrace of Tainting is a Racial Spell that Sihndar can perform on any of the races that causes them to become altered by the Northern Taint. For all intents and purposes, their physical proportions remain the same, but their skin tone changes to one of the tones shared by the Tribes of Sihndar. Additionally, their hair color changes into one of the shades shared by the Tribes of Sihndar. They lose all their own Racial Abilities, and gain the standard Sihndar Racial Abilities as well as the Sihndar Lordings of Demand (explained further below). Finally, regardless of what race is affected, their new Physical Stat cap is at that of the Sihndar (which is 50) and they lose all Proficiency caps beyond 20, gaining none in return (and losing any Proficiencies invested beyond 20 on anything). The Embrace of Tainting can only be performed on those willing during a ceremony, and cannot be performed on any individual who is an Aberrant of any tier. This ceremony must also be performed by a pure Sihndar,and cannot be performed by a non-Sihndar with the Northern Taint. The Embrace of Tainting can only be removed from non-Sihndar by being expelled from Sihndar society through the Ranth. A non-Sihndar who is expelled by the Ranth does not automatically become a proverbial Nakh (outsider), meaning everyone can still communicate and socialize with them, even if they were expelled from Sihndar society. Most of the non-Sihndar who underwent the ritual eventually depart from Sihndar society willingly because their life turned a different direction or they were needed elsewhere, making the expelling from Sihndar society by Ranth purely symbolic. Some who underwent the ritual are actually expelled intentionally though, if they are seen as traitors by the Ranth. (if no Ranth exists or OOC’ly spites the player, the Embrace of Tainting can be removed by an NPC Ranth).
Lordings of the Demand
Over timeSihndar developed abilities associated with their Demand. As long as they are a member of the Demand, they have access to a Lording. Of the races who are adopted into Sihndar society through the Embrace of Tainting chooses a Lording and automatically gain this Racial Ability. If any Sihndar is marked as a traitor, they lose their Demand Lording, become Nakh, and gain the Lording of the Nakh. Should they be re-accepted by the Ranth into Sihndar Society, they lose the Lording of Nakh, and regain their old Lording depending on which Demand they were a member of. Other races who become marked as traitor instead lose the Northern Taint and all access to Sihndar Racial Abilities.
|Sihndar Demand||Ability Type||Range||Description|
|Markht||Racial Spell||Self||The Sihndar is able to summon and unsummon their Khoptar at will, even while they are not touching the weapon, or miles away from it. While unsummoned, the weapon exists in a pseudo-dimension.|
|Anth||Racial Spell||Emote Distance||The Sihndar is able to transfer their Ritualist Power, Vampire Spell, Werebeast Spell, Upyr Spell and Allat Spell immunity from themselves onto a target person, as long as they remain within Emote Distance. This immunity can only switch once per minute and has to be telegraphed through a hand gesture.|
|Eevth||Racial Spell||Progressions||The Sihndar is able to provide a considerable boost to the success chances of any diplomatic or negotiation order submitted by Noble or Clandestine Progression Orders on the Forums. This is very useful as a haggling tool to try and get a money donation from these organizations for Drowda.|
|Ovolh||Racial Spell||Emote Distance||The Sihndar can, once per day, activate an area of effect ability that dissuades all attacks against them for ten minutes. Anyone caught within the "blast radius" of Emote Distance is unable to use either mundane or Ability mechanics to target or hurt or restrain the Sihndar in question, and they will feel no aggression towards them. If the Sihndar however takes aggressive actions themselves, it is disabled for everyone.|
|Ganth||Racial Spell||Direct Touch||The Sihndar can, by touching the forehead of any Vampire, Werebeast, Greater Vampire or Greater Werebeast that is properly restrained, read all the Abilities and Mutations this individual has and understand how they work.|
|Ranth||Racial Spell||Emote Distance||The Sihndar can, while staring at a person, detect any lie produced by this person in real-time. If the person lies, the Sihndar receives a subtle hint and is able to tell truth from lie. Any person with at least 10 Theatre Arts Proficiency is immune to this Racial Spell.|
|Nakh||Racial Spell||Emote Distance||The Sihndar can, while within range of another Sihndar, counter any Sihndar Racial Spell used by them, including non-Sihndar who used Embrace of Tainting and can now use Sihndar Racial Spells. This counter is telegraphed by a hand gesture.|
Sihndar history dates back to the integration of the Drovv peoples of Drowda into the Allorn Empire as very distant client-peoples of the main Empire. Very little is known of the Drovv, they are generally assumed to be an extinct Race of Aloria as the last Void Invasion utterly eradicated them within the first weeks of the Veil opening. The Drovv are often described as tall, frail beings with long necks, and small heads but with immense strength and martial skill. Not much is known about their culture beyond their martial upbringing, one that was adopted by groups of Altalar living on the northernmost borders of the Empire, partially in Drovv territory. The Grandening period of the Altalar history saw the rise of the Cult of Dronnal, a militarily inclined cult formed where the Altalar believed that politics and cultural engagement was weak and fleeting, and that the only way to move Altalar society forward was through military training. It was around 950 BC or so that this cult gained major traction in the very northern most fringes of the Allorn Empire under the stewardship of the Drovv people. From a historical perspective, this has always been seen as an oddity, in that the Altalar forefathers of the Sihndar allowed themselves to be taught and guided by a Race that was generally seen as a client species to them, an unusual and remarkable case of outwards acceptance and lack of the usual Altalar racist attitudes.
The stewardship of the Drovv drove the Cult of Dronnal to develop many of the martial means that would later define the Sihndar people and their military conduct. It was however also the Cult of Dronnal and the Drovv who suffered the most when the Veil tore open during the last Void Invasion. The continent north of the Allorn Empire, called Drowda, was the northernmost point of the Allorn Empire, and also the epicenter where the world’s proverbial barrier that kept out the Void and Exist from bleeding into the world tore open. From this opening, demonic energies spewed forth that corrupted everything in their path, with the intention to rid all living being from the world. The Drovv people were the first to rise to the challenge of pushing back apocalypse, and it utterly crushed them. Their civilization was completely wiped off the face of Aloria, and not even ruins remain of them. In fact, in modern times, it is frequently mentioned when discussing Drovv that their existence cannot actually be proven aside from the folklore tales of the Sihndar. The Cult of Dronnal also rose to defend their borders against the demonic hordes, but was equally stampeded out of the area by the overwhelming forces of the Archdemon.
The arrival of the Allorn Empress and the grand army offered reprieve, and it was also the Cult of Dronnal who mostly filled the ranks of the first responders in the Allorn armies. As the Empire fell when Cataclysm beset them, they too fell, though a different event occurred in Drowda. While the rest of the world was thrashed with natural disaster, Drowda faced a more unnatural disaster in what the Sihndar nowadays call the Wretching Tear. When the Demons were cast back into the Void, the hole from which they came (which was at this point a large magical chasm) destabilized and ripped at the fabric of existence on the continent of Drowda. Swirls of magical energy both seen and unseen lashed the land and all living things on it, mutating large portions of the fauna and flora that would continue to be a threat to the inhabitants of this continent centuries later. It was the Cult of Dronnal Altalar who during this time were also affected by the Wretching Tear as it infected them with the Northern Taint. Their skins turned dark purple and grayish-blue, and their hair turned white. Many of them died, poisoned by the Void and Exist energies that infected them, but those that survived would eventually form the foundation of Sihndar society. At this point, the Cult of Dronnal Altalar stopped being Altalar and became known as the Sihndar, a rough translation to “The sinning high ones” in reference to their belief that they now needed to redeem the world for the damage the Altalar had done.
Sihndar quickly organized into functional military units, taught to them by the Drovv many centuries before, which allowed them to stabilize Drowda fairly quickly. While the rest of the world suffered chaos, the Sihndar immediately went methodically to work to ensure they would survive and thrive on Drowda, though the latter would prove more challenging than they originally anticipated. The Wretching Tear had caused most of the Fauna and Flora to become hostile to the sentient beings of Drowda and much of the environment had been torn to pieces. Old maps were no longer relevant and fresh water springs had sometimes relocated to miles away because of underground fissures. It took the Sihndar about 30 years to formally develop their Baner Hold strategies, and the next 100 years or so were spent attempting to expand and stabilize their population. It was in 150 AC that all the holds came together in what the Sihndar refer to as the College of Sins, where the elder representatives of all the Holds discussed their strategies and planning. It was here that the Great Call was developed, and soon after, thousands of Sihndar spread out into the world to purge the remnants of Void and Exist taint, and aid the homeland through their Shipments of Aid.
Sihndar as such fought Void Cults, Vampire infestations, corrupted Dragon worshipers, Kathar, corrupted Altalar, and sometimes even their own kind when they had gone too far. Their reputation spread quickly, and before long, some of them were hired by foreign courts to keep their lands clean of other worldly taint. The Sihndar came to the conclusion that stemming the flow of energies from the wound would eventually solve the problem, but that this was a worthless venture if the rest of the world was still drowning in taint. They developed the strategic belief that while they needed to remain stalwart at home and keep Drowda clean of taint, that the rest of the world also needed to be cleansed in order for the healing process to truly commence. To this day, the Sihndar roam the world, hunting what they consider vile corruption wherever they can find it, making enemies, but also alliances, with other Races and other people wherever they go with the ultimate goal of redeeming their Race.
Sihndar Politics is incredibly rigid, but also extremely decentralized. To disobey the authority of a leader is almost a death sentence in Sihndar society, but each unit can function very independently from the main political structure back in Drowda for the sake of in-the-field practicality. At the very top of Sihndar society is no centralized figure. Rather, Sihndar society is split in many massive city castle-like structures that are called Holds. Holds are fairly confined, they lack amenities and public services, and housing is cramped. Food is usually provided by cook houses and there is a constant draft and noise coming from the bowels of these holds from bustle and activity that keep the Sihndar alive. This almost impoverished existence is chosen by the Sihndar as it is a means to remain grounded and focused on what is important, namely the cleansing of otherworldly filth from Drowda and the world at large. The Holds inhabited by the Maelii and Gladrii can however sometimes have centers of culture and entertainment, due to the presence of non-Sihndar in these regions. A city is referred to as a Hold by the sihndar, while multiple cities make up a Banner Hold together.
Each Banner Hold is represented by a Tribe, though the Council of representatives is largely dominated by the Maeliii (much to the chagrin of the Elatrii). Each Hold is overseen by a so called Xaster. Xasters are like generals who control the defense of a Hold, but they rarely actually perform civilian duties (for as far as there can be civilian duties due to the military dominance of Sihndar society). Sihndar Society has a curious caste-system that somewhat resembles the Allar caste system, but is far less rigid, and also not determined at birth. The Sihndar are all afforded some basic level of combat training when they are younger, after which around the age of 15 they take a number of examinations and evaluations that determine their future value in life for specific castes. These castes are called Demands, and several Demands exist in Sihndar society, each of them having a specific purpose for the Calling (the purpose that all Sihndar fight for, a cleansed Drowda).
- The Demand of Markht: The Demand of Markht is the main martial caste, where the members fulfill one of two purposes. Either the Markht stay in Drowda and continue the battle against the Demons that breach into the world from any random veil tear that might appear in Drowda itself, or they reach out into the world. The Markht found in Regalia are stalward fighters who hunt down Vampires and Werebeasts, trying to cure or purge them. Curing or slaying Vampires or Werebeasts is seen as their primary purpose and doing so will satisfy their homeland. Working with Werebeasts and Vampires marks the Markht as traitors. This Demand is often taken by Ellatrii.
- The Demand of Anth: The Demand of Anth is much the same as the Demand of Markht, but has a somewhat different angle. As opposed to actively fighting the Werebeasts and Vampires, the Anth act as guardians. Back in Drowda, the Anth are law enforcers and Hold guards, while if out in the world, they seek out important (non Sihndar) leaders or public figures and attempt to join their household guard or become their bodyguard. Their rhetoric is as long as they protect a person of interest who can aid in the fight against the Demons, they are doing their part for the Hold. Not working as a guard of any kind marks an Anth as a traitor. This Demand is often taken by Elatrii.
- The Demand of Eevth: The Demand of Eevth is the main diplomatic Demand among the Sihndar, where those who become Eevth spread out into the world, seeking resources for the homeland. Eevth reach out to nobles, foreign nations (like Regalia) as well as commoners and traders in an attempt to haggle or barter donations from them for the homeland. At home in Drowda, an Eevth may also act as a trader or diplomat. Eevth who are unable to gather any supplies for half a year are considered failures (which is tantamount to treason). This Demand is often taken by the Maelii.
- The Demand of Ovolh: The Demand of Ovolh is the main entertainment Demand among the Sihndar, as well as information gatherer. Those who stay home act as bartenders and entertainers, while those going out into the world use their gregarious nature and bubbly personality to try and wriggle information from those who par-take in their service, or use them as entertainers. Information pertinent to the Sihndar is then passed back to the homeland to aid in the fight. The Ovolh are also involved in the recruitment of new Tainted Allies, the so called allies who accept the Northern Taint and wish to join Sihndar society. It is up to them to recruit new members. Ovolh who fail to recruit anyone or send useful information home within half a year are marked as traitors.This Demand is often taken by the Maelii and Gladrii.
- The Demand of Ganth: The Demand of Ganth is the main scholarly Demand among the Sihndar, as well as the intelligentsia. In Drowda, the Ganth research Magical Knowledge, while outside of Drowda, they hunt arcane knowledge and hidden secrets of the world’s history. Where-as the Ovolh focus on information in the here-and now and regarding the living, the Ganth gather lost history of the past, as well as magical information. Ganth who fail to find any useful historical record of improving their intellectual capacity and learning in half a year, are marked as traitors. This Demand is often taken by the Gladrii.
- The Demand of Ranth: The Demand of Ranth is the main inquisitorial Demand among the Sihndar. This Demand exclusively operates away from Drowda, hunting after all other Demands and making sure they all remain focused on their shared purpose: aiding their homeland so far away. The Ranth frequently check up on other Sihndar to ensure they still support the cause, and check up on their progress. They act, essentially, as the law enforcers among the Sihndar, even if the Sihndar do not have legal authority in the Regalian Empire for example. Ranth also act as the vindicators of Sihndar society away from the homeland, taking revenge on enemies of the Sihndar who commit crimes against their kind, as if they are vigilantes.
- The Demand of Nakh: The Demand of Nakh is not a Demand chosen during examinations, but rather a Demand all Sihndar who are marked as traitors by the Ranth become a part of. Unlike other races however, the Sihndar who become Nakh can redeem themselves. They must submit themselves in front of a council of Ranth (for example all Ranth in Regalia) and plead their case, while presenting an offering (for example if they were Demand of Ganth in the past, some sort of information that should rectify their expulsion). The Ranth then come to a consensus on whether to re-submit the Nakh. Nakh are not killed on sight by other Sihndar,and it is considered taboo to do so; rather, they apply a greater punishment. The Sihndar completely ignore the existence of the Nakh, pretending to see through them and not being able to hear them. Only Ranth are allowed to interact with Nakh.
On a more local scale, Sihndar (even of different Demands) are led by the Sihn-Fallar, which roughly translates to “the burden maker of sins”. This person acts like a local warlord of sorts, but it is more often compared to a leader of a special team or a strike force. A Sihn-Fallar can have as few as 3 and as many as 30 followers, and multiple can operate in the same area. Sihn-Fallar are sometimes also the leaders of their family units. A particularly strong son might rule over his parents and siblings, though a strong father may also be the central figure. Sihndar units usually consist of family members but outsiders and strangers who were adopted by the Sihn-Fallar are not uncommon. Sihn-Fallar are tasked with receiving commands from the Xasters they belong to, or from the College of Sins as a whole, which they then execute in whatever way they deem necessary in the field.
Sihndar culture is extremely uniform because the overall Sihndar population is small and they all maintain the same rigid cultural practices with the only variation occurring between Tribes. That being said, it is not like the Sihndar are devoid of cultural expressions, in fact they have a very rich culture that is deeply steeped in martial lore and worship of combat as high form of art and skill, even if most Ailor might not consider this culture. The Sihndar have a special sickle blade weapon called a Khoptar, which is granted to them at the rite of adulthood. Every Sihndar gives their blade a personal name that they vow only to tell those they intend to kill. These weapons are crucial to Sihndar culture as they are represented in every aspect. The foremost use is the dance they call Daeca l’aya S’an, or the “Dance of the Holy Blade”. It is a spectacle of fake sword fighting that is done in a very slow and dance-like manner. The Sihndar have also found a way to make music with their swords and perform at least once every week in what they call the “Night of the Whistling Blades”. The Sihndar have invented a kind of metal object that when lightly scraped past the blade’s sharp edge serves to both sharpen the blade and resonate in a loud bell-like tone. Thousands of Sihndar join in on this spectacle, causing a massive orchestra of whistling blades all across the Sihndar citadels. Finally, Sihndar treat their blades almost like their own children and aim to personalize their weapons. Some engage in metal carving, while others reforge their weapons to alter the bend or change the grip. Some have even enlarged the blade or turned it into a double bladed Khoptar. The love the Sihndar have for their weapons is so profound that when asked for a census, a Sihndar Xaster will count all living members and their Khoptar as numbers of manpower, treating the blades as actual combat abled bodies.
Sihndar traditionally wear very light clothing, or clothing lacking in coverage. Surprisingly, Drowda is not actually that cold, experiencing great geothermal heat. The Sihndar as such commonly wear clothing that is multi purpose both for warm weather, training, and combat practicality. While armor is certainly not unheard of, most demonic creatures on Drowda favor speed and alertness over defense, and the Sihndar have followed suit. Their traditional wear is the Xavloay outfit. On their feet they wear a long black ribbon that cushions the sound of their movement, and keeps them flexible and agile. Bound around their waist is a single silk belt that is sturdy yet thin, and usually colored in the colors of the Sihn-Fallar the Sihndar belong to. This silk belt holds up the Xav pants, a special type of pants which is both airy and breathes very well while being water resistant because of the material used to wax the fabric. The design is also peculiar, bound at just below the knees while the conventional crotch section is far lower than the actual physical crotch of the individual, eliminating all chafing. Sihndar usually don’t wear anything on their torso, but a special kind of Lavoy chest piece exists of very flexible weaved leather strips that cover only the pectoral muscles or breasts in case it involves a woman, leaving the stomach exposed and unrestrained. Sihndar wear medallion bands on their arms indicating their age, each medallion being of either copper or gold, and being roughly an inch wide and round. They are worn one for each 15 years of having lived, and another bigger hook-shaped medallion is worn to indicate the identity of a Sihn-Fallar. Finally, the Sihndar have wrist straps of black bandage of the same fabric as their lower legs, covering most of the palm of their hands but leaving their fingers free, and extending all the way up to their elbow. At their elbow is a knot that is tied in such a way that is aims away from the body, where a single lint of ribbon is allowed to hand loose to just below the knee in a rested position. These ribbons have the practical use of allowing the Sihndar to tie themselves to something in great need, but also have a combat use in that they distract opponents with their erratic movements. Sihndar frequently also wear clothing of foreign cultures and nations however, being culturally attuned enough to understand that always walking around shirtless is neither medically sound (due to the much lower temperatures of the south) nor culturally sound (for those cultures who dislike bodily exhibition). Still, they might indulge during summer periods or during national remembrance days or training sessions. Sihndar are also not averse to wearing armor, but have a cultural inclination to refuse, because they believe armor makes them too easy to detect and slows down their natural Nelfin agility.
Sihndar society is often thought of as being perfectly gender-equal, as well as having a very brutal and critical yet fair and honest upbringing for their children. Sihndar family units are very cherishing, notably because Sihndar who face the evil of the world believe that any day could be their last, but are slow to accept new friends. New friends always pose a risk, as the Sihndar are accutely aware of the dangers of life and Drowda, thus making the pain of losing a dear friend something they choose to steel their heart from to prevent the pain. Sihndar have a strong relation with the Celestial bodies, even if they do not traditionally engage in any study of Astronomy. The Sihndar named their tribes are the various Celestial bodies that were notably visible or felt during the rising days of their race after the Cataclysm. Each member of a Tribe has a distinct loyalty towards their tribe that usually results in a sense of superiority over the other, but this does not usually express itself in a manner that would result in anything other than brotherly or sisterly competition. Sihndar who actively work against each other are quickly able to draw the attention of Ranth who investigate them for treason. The Sihndar don't always trust or follow the Ranth investigations to the letter. Sometimes, Sihhndar can be so insensed by an enemy (and so disappointed in the absense of a Ranth) that they take matters in their own hands. In that way, the Sihndar have a strong sense of justice and fairness. Even if they do not have a formal legal system of law and representation in Drowda, it is often theorized that if the Regalian Judiciary was put under the supervision of the Sihndar, it would result in a very fair and functional system that provides fairness for everyone (exactly the way the Nobles of the Regalian Empire don't want to have it).
Sihndar worship the idea of exercise, training and bodily fitness to an almost obsessive degree. This is particularly troublesome to the more lazily inclined Sihndar because much of the discipline in a Sihndar’s life means meeting certain fitness goals set by the Sihn-Fallar including being able to jump to a certain height, being able to lift a certain amount of weights, and being able to run a certain distance in a certain amount of time. Physical pain from exercise is seen as a good thing among the Sihndar and a pleasant feeling to have, while gaining weight sends one in a quick spiral of depression. Sihndar also love pets. Pets are the only real guilty pleasure the Sihndar have in Drowda, even if it doesn’t make any sense for a war-like people to keep large amounts of pets. Still, because Xasters calculate swords as manpower (and thus mouths to feed) it always balances out, as the food supplies are stretched to accommodate both pet and master by coincidence (since swords don’t need food). Frequent pets used by Sihndar are bird and lizard-like pets, which is also why some Regalian born or based Sihndar may take to taking actual Allar as their pets, angering their Cro-Allar, but some Drowda based animals can also be found used by the Sihndar. Finally, the cultural norm among the Sihndar is to hate everything Kathar, and to engage in the exact opposite, or to punish acts which are perceived as Kathar. Are Kathar engaging in mass orgies and rites of pleasure? Then the Sihndar rove to punish adulterers and public signs of affection. Are the Kathar slaughtering their slaves and bathing in blood? Then the Sihndar volunteer at the medical wards to help the sick and heal the injured to prevent their death. Are the Kathar calling on the powers of death and the unliving? Then the Sihndar patrol the graveyards, attacking anyone who so much as looks like a grave robber.
The faith of the Sihndar is considered the oddest of all Faith of Estel offshoots and for good reason. The only god that is actively worshiped is Evsrenllir-Mullontavan, better known to Regalians as the “Spider Queen.” This deity is commonly depicted as a female or a genderless dryder, with an upper body cloaked in ragged, ancient clothing and a hood covering her head. She is displayed with four to eight red eyes, gleaming in the shadow produced by the hood and her odd strands of wisping hair. Her arachnid half is also somewhat monstrous, appearing like that of a Drow Giant Spider but with an even more spindly, spined body and an unhealthy discoloration of green on the thorax of the body. Despite her hideous appearance, she is considered to be a servant of the greater good by the Sihndar, for she is a direct servant of Estel. After the Cataclysm, when the Sihndar were still new to the world, it was the Spider Queen who came to them all. She led them on her Great Web to each other and ultimately helped them congregate. She did this in the name of Estel, who had formed her to watch over the Sihndar Race and to help create a Race of warriors strong enough to withstand the corruption of Magic. She then bestowed the Sihndar the gift of the three Lordings from Estel; these abilities, on top of the Archons which she helped the Sihndar tame and refine into the six seen today, serve as a method for the Sihndar to improve as a warrior people. She is also seen as being responsible for the dryder subtype of Sihndar as a whole, as supposedly Estel gave her “deference” on what shape the final Lordling would be. The Spider Queen then departed to form her brood and, since then, she has tested the Sihndar people. The Sihndar believe that the Drow Giant Spider is her creation, made in her image and, somewhere deep on the Forbidden Continent, she lies at the center of a vast spawning web. From this den, she is able to listen to and sense the actions of the Sihndar through her Great Web and sends out Drow Giant Spiders to do her bidding such as to force hostile animals toward the Sihndar, or by directly attacking and challenging Sihndar warriors to improve themselves.
As for the role of Estel in this religion, she is still a goddess, albeit a faded one, who sacrificed a physical form in Aloria to prevent the worst of the Cataclysm to instead descend into the earth to watch over the world. The Sihndar also harbor great distaste for the Altalar ideas of faith, as they are also taught that the world nearly perished because the Altalar invited decay and corruption into the world through their physical weakness and pursuit of vile energies. Because of this, the great Drovv teachers paid the ultimate price for the Altalar betrayal of warrior virtues. A Sihndar will not outright seek conflict with the Altalar, but failing to convince them to abandon their errant ways, will always use a sharp tongue to denounce the Altalar’s self indulgence. The Sihndar consider the other Nelfin species (except for the Kathar) naive and deluded about what the main objective of all living beings should be, though they have a slight respect for the Avanthar as a fellow warrior society. This, in turn, contributes to an ironic sense of arrogance among the Sihndar, who consider themselves the only capable and truly interested in protecting the world from the corruption that the other dimensions spread.
- The Sihndar have a very peculiar accent when they speak Common. They do not put much emotion in their speech and sound their r’s more like ah’s. Weak vowels are also merged, and most Ailor consider this accent very exotic (they essentially speak IRL Australian English).
- Most Ailor and Regalians do not see the difference between the Kathar and Sihndar. This usually leads to both Races being referred to as Dark Elves or Demon Elves, much to the annoyance of the Sihndar who hate being mistaken for Kathar.
- The Sihndar have an unusual love for ice-cream. Mount Helena Gelato produced by the Dressolini in Regalia can drive even a disciplined Sihndar wild, who love the creamy and ice-cold sugary flavor of the shaved mountain ice flavored with syrups and heavy cream, like a guilty pleasure.
- Because the Sihndar come from the continent of Drowda and originally were called the Cult of Dronnal, they are incorrectly identified as Drowdar. The Altalar in particular use this term as a means of insulting the Sihndar, because it carries the connotation of them being from a backward province of the Allorn Empire. The Altalar believe the Sihndar are fanatical and far too serious.