Test3: Difference between revisions

From MassiveCraft Wiki
Jump to navigation Jump to search
(Created page with "{{ infobox | bodystyle = width: 100%; margin-top: 10px; margin-bottom: 10px; margin: auto; padding-left: 1px; padding-right: 1px; background-color: #EBEBEB; | headerstyle = background: #D0D3D1; width: 100%; text-align: center; vertical-align:middle; font: 15px georgia; font-weight: bolder; font-variant: small-caps; padding-top: 5px; padding-bottom: 5px; | datastyle = text-align: left; font-size: 0.95em; | header1 = The Ability and Proficiency System | data2 =...")
 
No edit summary
 
(6 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{ infobox
==Sihndar Holds==
| bodystyle = width: 100%; margin-top: 10px; margin-bottom: 10px; margin: auto; padding-left: 1px; padding-right: 1px; background-color: #EBEBEB;
The Sihndar people are divided over so-called Holds, which are largely autonomous super-fortresses which 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 Qadir have, these Holds were built with the permission and support of the local state, and are often (tax-exempt) parts of those local states.
| headerstyle = background: #D0D3D1; width: 100%; text-align: center; vertical-align:middle; font: 15px georgia; font-weight: bolder; font-variant: small-caps; padding-top: 5px; padding-bottom: 5px;
<table style="width: 100%;"><tr><td style="width: 33%; vertical-align: top; text-align: left;">
| datastyle  = text-align: left; font-size: 0.95em;
{|
| header1    = The Ability and Proficiency System
|[[File:Un324532titled Artwork-10.png|120px|left]]
| data2      =
|
This page involves the [[Abilities]] and [[Proficiency]] system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page. To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page. To see an indexed list of all Abilities, read the [[Ability List]] Page.
<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.
Magic Point buy is part of the bigger [[Proficiency]] System. Please read the Proficiency Page first before reading this one. Enchant Point Buy provides Magic Spell Packs. Please consult the [[Magic]] Page before Point Buying any Packs here, as some considerations have to be made with regard to Spell Morality, and Dimension Alignment that affect how other Characters respond to your Character. Please read the Magic Point Buy Extra Rules before Point Buying any Packs here, as this Category is unique and has extra mechanics.
|}
 
</td><td style="vertical-align: top; width: 33%;">
==Magic Point Buy Extra Rules==
{|
*'''Magical Investment:''' While most Categories are limited to 7 Investment, Magic has a maximum investment of 14. Additionally, if a character invests more than 7 points into Magic, they unlock a new Combat Style: True Mage. This Combat Style uses Magic for both Attack Stat and Defense Stat, allowing the Player to distribute their Magic Points between the two Stats, but only up to a Maximum of 7, and requiring a Minimum of 1. For example, if a Character has invested 10 Points into Magic, they can set their Attack stat to 6, and their Defense Stat to 4.  
|[[File:Untitled Ar5246532twork-18.png|120px|left]]
*'''Sinistral Magic:''' To understand this Mechanic, please read the “Morality of Magic” section on the [[Magic]] Page. By default, the Magic Abilities below are classified as either Radiant or Enchant, however, some (but not all) of the Abilities have an alternate “Sinistral Usage” listed in their description. In order to use the “Sinistral Usage” mechanic, a character must have at least 5 Points invested into the Magic Category. Sinistral Usage is an empowered version of the Spell, which must be chosen (or not chosen) when the Spell is cast, and cannot be changed once cast that way, for the duration of that cast only. Please note, that many characters will take grave offense to the usage of Sinistral Magic, which is always telegraphed. Sinistral Magic exists for characters who are pushed to their absolute limits, and call on dark powers in desperation, or selfish mages who care only for their own safety and power.
|
 
<span style="font-size:130%;><center>'''Lirayna Hold'''</center></span>
==Magic Spell Packs==
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.
===Magic Bolts Pack===
|}
This pack allows the user to use their magic to attack at range, acting as a traditional caster blaster.
</td><td style="vertical-align: top; width: 33%;">
{| class="wikitable" style="width: 50%;"
{|
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|[[File:Untitled A5262rtwork-16.png|120px|left]]
! Ability Name
|
! Ability Type
<span style="font-size:130%;><center>'''Qamta Hold'''</center></span>
! Ability Range
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.  
! Ability Description
|}
! Modifiers
</center>
|-
</tr></table>
| style="background-color:#D7EFDC;" | Magic Bolts
<table style="width: 100%;"><tr><td style="width: 33%; vertical-align: top; text-align: left;">
| Stance Technique
{|
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
|[[File:Un324123titled Artwork-15.png|120px|left]]
| Grants the user {{#simple-tooltip: Magic Bolts | To cast with magic, the user gains either Ranger Stance or Deadeye Stance, which activates when this Ability is used. The stance chosen functions with magic, not a weapon, but does not count for using that Stance’s associated Abilities. Additionally, once per combat, the user can re-roll one failed Ranged Attack made with Magic Bolts. Magic Bolts has no Cooldown, but once activated, cannot be turned off until Combat Ends. Sinistral Usage: the User gains +2 Attack Stat, that breaks cap up to 11, while using Magic Bolts. }}
|
| {{#simple-tooltip: N/A }}
<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.
|}
</td><td style="vertical-align: top; width: 33%;">
{|
|[[File:Untitle345231d Artwork-14.png|120px|left]]
|
<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.  
|}
</td><td style="vertical-align: top; width: 33%;">
{|
|[[File:Untit3254222led Artwork-13lssost.png|120px|left]]
|
<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.
|}
</center>
</tr></table>
<table style="width: 100%;"><tr><td style="width: 33%; vertical-align: top; text-align: left;">
{|
|[[File:Untit3522led Artwork-12.png|120px|left]]
|
<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.
|}
</td><td style="vertical-align: top; width: 33%;">
{|
|[[File:Untitled 52532Artwork-11.png|120px|left]]
|
<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.  
|}
</td><td style="vertical-align: top; width: 33%;">
{|
|[[File:Unti3253213tled Artwork-2.png|120px|left]]
|
<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.
|}
|}
=== Pack===
</center>
Flavor Text Goes Here
</tr></table>
{| class="wikitable" style="width: 50%;"
<table style="width: 100%;"><tr><td style="width: 33%; vertical-align: top; text-align: left;">
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
{|
! Ability Name
|[[File:Ntit3254222led Artwork-13lostlost222.png|120px|left]]
! Ability Type
|
! Ability Range
<span style="font-size:130%;><center>'''Lost Usimaar Hold'''</center></span>
! Ability Description
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.  
! Modifiers
|-
| style="background-color:#D7EFDC;" | Magic Snare
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Magic Snare | To prevent any enemy from moving, instantly apply the Trapped Status to an enemy within Range, which lasts for 3 Turns. At the end of the 3rd Turn, if the Target is still Trapped, additionally deal 1 Damage. Magic Snare does not Stack, and has a 2 Hour Cooldown. Sinistral Usage: The Trapped Status lasts for 4 turns, but if they are still trapped on Turn 2, deal 1 Damage, and then 1 Damage again on turn 4.}}
| {{#simple-tooltip: N/A }}
|-
|}
|}
===Magic Trip Pack===
</td><td style="vertical-align: top; width: 33%;">
Flavor Text Goes Here
{|
{| class="wikitable" style="width: 50%;"
|[[File:X-Untit3254222led Addddddddrtwork-13lostlost222.png|120px|left]]
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|
! Ability Name
<span style="font-size:130%;><center>'''Lost Konarot Hold'''</center></span>
! Ability Type
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 bound in slavery in the Dorkarthi blood pens.
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#D7EFDC;" | Magic Trip
| Instant Power
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Grants the user {{#simple-tooltip: Magic Trip | To prevent enemies from approaching you, target two enemies who are within 3 Blocks of each other. Apply the Fleeting Status to both of them, which lasts until one of them suffers the effect of the Fleeting Status, which causes both Fleeting Statuses to end. Magic Trip does not Stack, and has a 2 Hour Cooldown. Sinistral Usage: Target up to Three Enemies, and apply the Brittle Debuff to the two Enemies who are not knocked Prone.}}
| {{#simple-tooltip: N/A }}
|-
|}
|}
=== Pack===
</td><td style="vertical-align: top; width: 33%;">
Flavor Text Goes Here
{|
{| class="wikitable" style="width: 50%;"
|[[File:Untitled 45353Artwork-1.png|120px|left]]
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|
! Ability Name
<span style="font-size:130%;><center>'''Wanli Hold'''</center></span>
! Ability Type
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.  
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#D7EFDC;" | Magic Distort
| Instant Power
| {{#simple-tooltip: 4 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Grants the user {{#simple-tooltip: Magic Distort | To disrupt enemies around the user, apply the Confused Status to everyone within Range of the user, including Self. The user, while Confused, cannot target enemies they applied the Confused Status to. The Confused Status lasts for one turn. Magic Distort does not Stack, and can only be used Once Per Combat Scene. Sinistral Usage: No longer Confuses Self, instead Deals 1 HP Damage to Self, and 1 HP Damage to one Target within Range.}}
| {{#simple-tooltip: N/A }}
|-
|}
|}
=== Pack===
</center>
Flavor Text Goes Here
</tr></table>
{| class="wikitable" style="width: 50%;"
<table style="width: 100%;"><tr><td style="width: 33%; vertical-align: top; text-align: left;">
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
{|
! Ability Name
|[[File:Untitled A5432532rtwork-9.png|120px|left]]
! Ability Type
|
! Ability Range
<span style="font-size:130%;><center>'''Montaro Hold'''</center></span>
! Ability Description
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.  
! Modifiers
|-
| style="background-color:#D7EFDC;" | Magic Smog
| Instant Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Magic Smog | To disrupt enemies' vision, instantly apply the Blinded Status on a Target within Range. Magic Smog can be used as a Reaction, but only to a Basic Attack that would hit the user or an ally, thus causing that Attack to miss. Magic Smog does not stack, and has a 2 Hour Cooldown. Sinistral Usage: Cannot be used as a  Reaction, but instead applies the Blinded Status to everyone within Range, including allies, but not the user. Instead, the user is Silenced for 10 Minutes.}}
| {{#simple-tooltip: N/A }}
|-
|}
|}
=== Pack===
</td><td style="vertical-align: top; width: 33%;">
Flavor Text Goes Here
{|
{| class="wikitable" style="width: 50%;"
|[[File:Untit253212led Artwork-7.png|120px|left]]
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|
! Ability Name
<span style="font-size:130%;><center>'''Ulman Hold'''</center></span>
! Ability Type
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.  
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#D7EFDC;" | Magic Curse
| Instant Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip:  | To make an enemy choose between two weakening effects, instantly apply the Warned Status to an Enemy within Range. The Enemy must choose between -1 Attack Stat or -1 Defense Stat. This Stat Reduction lasts for 15 Minutes, after which Magic Curse's Cooldown begins. Magic Curse does not Stack, and has a 2 Hour Cooldown. Sinistral Usage: Stat Reductions become -2, instead of -1. Also, target another Enemy within Range. Whichever option the first enemy does not choose, apply that -2 to the second enemy.}}
| {{#simple-tooltip: N/A }}
|-
|}
|}
=== Pack===
</td><td style="vertical-align: top; width: 33%;">
Flavor Text Goes Here
{|
{| class="wikitable" style="width: 50%;"
|[[File:Untitled Artw4652362ork-6.png|120px|left]]
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|
! Ability Name
<span style="font-size:130%;><center>'''Razu Hold'''</center></span>
! Ability Type
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.
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#D7EFDC;" | Magic Resist
| Buff Power
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Magic Resist | To reduce the damage the user or an ally takes, target Self or an Ally within Range as a reaction to taking any Damage. Reduce that Damage by 1 HP, but never to 0. Magic Resist can be used out of Turn, and does not consume an Action. Magic Resist has a 1 Hour Cooldown. Sinistral Usage: Also deal 1 HP Damage to whoever applied the Damage. }}
| {{#simple-tooltip: N/A }}
|-
|}
|}
=== Pack===
</center>
Flavor Text Goes Here
</tr></table>
{| class="wikitable" style="width: 50%;"
<table style="width: 100%;"><tr><td style="width: 33%; vertical-align: top; text-align: left;">
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
{|
! Ability Name
|[[File:Un324532titled Artwork-10.png|120px|left]]
! Ability Type
|
! Ability Range
<span style="font-size:130%;><center>'''Helburg Hold'''</center></span>
! Ability Description
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.  
! Modifiers
|-
| style="background-color:#D7EFDC;" | Magic Cleanse
| Dispel Power
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip:  | Sinistral Usage:  }}
| {{#simple-tooltip: N/A }}
|-
|}
|}
=== Pack===
</td><td style="vertical-align: top; width: 33%;">
Flavor Text Goes Here
{|
{| class="wikitable" style="width: 50%;"
|[[File:Untitled Artwdfaork-5.png|120px|left]]
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#D7EFDC;" |  
|
|
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
<span style="font-size:130%;><center>'''Kitalos Hold'''</center></span>
| Grants the user {{#simple-tooltip:  | Sinistral Usage:  }}
The Kitalos Hold is built on the tall cliff overlooking the bone pit in Maartasil, a Regalian subject state that was once the gateway for all Slaves to be brought into the Allorn Empire. The Spirit Sovereign Kitalos resides in the misery and pain of this bone pit where sick and dead slaves were dumped for thousands of years, with the remnants trying to claw their way back out. Kitalos Hold Sihndar specializes in the use of artillery and siege weapons, with the edge of the bone pit having many such installations built to push back waves of bone horrors trying to crawl up along the cliffsides.
| {{#simple-tooltip: N/A }}
|-
|}
|}
=== Pack===
</td><td style="vertical-align: top; width: 33%;">
Flavor Text Goes Here
{|
{| class="wikitable" style="width: 50%;"
|[[File:Losthodl2222.png|120px|left]]
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#D7EFDC;" |  
|
|
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
<span style="font-size:130%;><center>'''Lost Ferian Hold'''</center></span>
| Grants the user {{#simple-tooltip:  | Sinistral Usage:  }}
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.  
| {{#simple-tooltip: N/A }}
|-
|}
|}
</center>
</tr></table>

Latest revision as of 11:51, 6 March 2024

Sihndar Holds

The Sihndar people are divided over so-called Holds, which are largely autonomous super-fortresses which 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 Qadir have, these Holds were built with the permission and support of the local state, and are often (tax-exempt) parts of those local states.

Un324532titled Artwork-10.png
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.

Untitled Ar5246532twork-18.png
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.

Untitled A5262rtwork-16.png
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.

Un324123titled Artwork-15.png
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.

Untitle345231d Artwork-14.png
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.

Untit3254222led Artwork-13lssost.png
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.

Untit3522led Artwork-12.png
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.

Untitled 52532Artwork-11.png
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.

Unti3253213tled Artwork-2.png
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.

Ntit3254222led Artwork-13lostlost222.png
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.

X-Untit3254222led Addddddddrtwork-13lostlost222.png
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 bound in slavery in the Dorkarthi blood pens.

Untitled 45353Artwork-1.png
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.

Untitled A5432532rtwork-9.png
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.

Untit253212led Artwork-7.png
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.

Untitled Artw4652362ork-6.png
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.

Un324532titled Artwork-10.png
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.

Untitled Artwdfaork-5.png
Kitalos Hold

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

Losthodl2222.png
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.