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{{ infobox
==Sihndar Holds==
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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.
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| header1    = The Ability and Proficiency System
|[[File:Un324532titled Artwork-10.png|120px|left]]
| data2      =
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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.
 
==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.
*'''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.
 
==Magic Spell Packs==
===Magic Bolts Pack===
This pack allows the user to use their magic to attack at range, acting as a traditional caster blaster.
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#f5d5f7;" | Magic Bolts
| Stance Technique
| {{#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: 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 }}
|-
|}
|}
===Magic Snare Pack===
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! Ability Name
<span style="font-size:130%;><center>'''Lirayna Hold'''</center></span>
! Ability Type
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.  
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#f5d5f7;" | 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 }}
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===Magic Trip Pack===
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! Ability Name
<span style="font-size:130%;><center>'''Qamta Hold'''</center></span>
! Ability Type
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 Range
! Ability Description
! Modifiers
|-
| style="background-color:#f5d5f7;" | 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 }}
|-
|}
|}
===Magic Distort Pack===
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! Ability Name
|[[File:Un324123titled Artwork-15.png|120px|left]]
! Ability Type
|
! Ability Range
<span style="font-size:130%;><center>'''Alta Hold'''</center></span>
! Ability Description
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.  
! Modifiers
|-
| style="background-color:#f5d5f7;" | 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 }}
|-
|}
|}
===Magic Smog Pack===
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! Ability Name
<span style="font-size:130%;><center>'''Milai Hold'''</center></span>
! Ability Type
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.  
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#f5d5f7;" | 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 }}
|-
|}
|}
===Magic Curse Pack===
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! Ability Name
<span style="font-size:130%;><center>'''Lost Alamat Hold'''</center></span>
! Ability Type
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.
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#f5d5f7;" | 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:  Magic Curse | 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 }}
|-
|}
|}
===Magic Resist Pack===
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! Ability Name
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! Ability Type
|
! Ability Range
<span style="font-size:130%;><center>'''Zarak Hold'''</center></span>
! Ability Description
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.  
! Modifiers
|-
| style="background-color:#f5d5f7;" | 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 }}
|-
|}
|}
===Magic Cleanse Pack===
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! Ability Name
<span style="font-size:130%;><center>'''Tazman Hold'''</center></span>
! Ability Type
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.  
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#f5d5f7;" | 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: Magic Cleanse | To protect Self or an Ally from a harmful Status Effect, instantly remove one Status Effect (choose one, if multiple) from Self or an Ally within Range. Magic Cleanse has a 2 Hour Cooldown. Sinistral Usage: N/A }}
| {{#simple-tooltip: N/A }}
|-
|}
|}
===Magic Bolster Pack===
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! Ability Name
<span style="font-size:130%;><center>'''Mutani Hold'''</center></span>
! Ability Type
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.  
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#f5d5f7;" | Magic Bolster
| Buff Power
|{{#simple-tooltip: 5 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 Bolster | To empower oneself with Magic, grant +2 Attack Stat, or +2 Defense Stat, breaking cap up to 11 and 9. Alternatively, grant the user +1, and an Ally within Range +1 too. Either way, the +Stat lasts for 20 Minutes, after which Magic Bolster's cooldown begins. Magic Bolster does not Stack, and has a 1 Hour Cooldown. Sinistral Usage: Can no longer grant Stats to Ally, but instead grants +2 Attack and +2 Defense at the same time.}}
| {{#simple-tooltip: N/A }}
|-
|}
|}
===Magic Disengage Pack===
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! 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:#f5d5f7;" | Magic Disengage
| 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 Disengage | To help an Ally, or oneself, escape a bad situation, use this Ability as a reaction to an Ally taking a Move action, or when the User takes a Move action. That Ally can move through people, and does not trigger Opportunity Attacks, but, apply the Fleeting Status to the Target for 10 Minutes. Magic Disengage does not consume an Action. Magic Disengage can be used Once Per Combat Scene. Sinistral Usage: Cannot be used on Ally, no longer applies Fleeting. Instead, if the user would walk through someone, enemy or ally, apply the Prone Status Effect to that Target. Maximum 5 Targets.}}
| {{#simple-tooltip: N/A }}
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===Magic Barrier Pack===
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! 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:#f5d5f7;" | Magic Barrier
| Link 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 Barrier | To protect an ally from Ranged Attacks, attach a Link to an Ally within Range, but never Self. For the duration, that Ally does not take Damage from Ranged Attacks from Ranger Stance, and takes only 1 HP Damage from Ranged Attacks from Deadeye Stance. Magic Barrier lasts for as long as the Link is upheld, after which it has a 2 Hour Cooldown. If Magic Barrier is Link Broken, grant the Target 1 Block Token. Sinistral Usage: N/A}}
| {{#simple-tooltip: N/A }}
|-
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===Magic Warp Pack===
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! 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:#f5d5f7;" | Magic Warp
| Movement 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 Warp | To move yourself or an ally, use this ability to relocate them forcibly anywhere else in range, even on higher ledges up to 10 blocks in height. This ability is instantaneous, and does not use an ally's action if used on them. Magic Warp cannot be used to circumvent fortifications like gates or teleport through doors, and has a 1 Hour Cooldown. Sinistral Usage: If used on Self, instantly make an Attack Emote on an Enemy within Range, in the same turn, with +2 Attack Stat (cap break up to 11) for that Attack Emote only.}}
| N/A
|-
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|}
===Magic Lifebind Pack===
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! 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:#f5d5f7;" | Magic Lifebind
| Link 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 Lifebind | To tie your health to an ally's, target an Ally within Range, and establish a Link Power on them. For the Duration, whenever the user or the Ally is Healed, the other Linked Target also heals for the same amount. However, whenever the user or the Ally takes Damage, the other Linked Target takes that Damage, -1 (but never to 0). Magic Lifebind lasts for as long as the Link is upheld, up to a maximum of 30 Minutes, after which it has a 2 Hour Cooldown. If Link Broken, Heal the Ally only 1 HP. Magic Lifebind does not Stack. Sinistral Usage: Target Enemy instead of Ally. Enemy has the Bloody Status applied for the duration, and when the user or Enemy takes Damage, the other Linked Target takes that Damage, -1 (but never to 0).}}
| {{#simple-tooltip: N/A }}
|-
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===Magic Isolate Pack===
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! 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:#f5d5f7;" | Magic Isolate
| 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 Isolate | To isolate an Enemy from their Allies and Buffs, target an enemy within Range, and Link Break the most recently applied Link Power. Additionally, if they have any Block Tokens (from Abilities, not from Armor), remove 1 Block Token. Magic Isolate has a 2 Hour Cooldown. Sinistral Usage: Break 2 Link Powers, remove up to 2 Block Tokens, and if the enemy has no Link Powers and no Block Tokens, instead apply the Marked Status.}}
| {{#simple-tooltip: N/A }}
|-
|}
|}
===Magic Counter 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:#f5d5f7;" | Magic Counter
| Dispel 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 Counter | To Counter and Dispel another Mage's magic, use this Ability as a Reaction to a character within Range using a Power from the Magic Point Buy Category. Dispel that Power, but, apply the Silenced Status to the user for the next 3 Turns. Magic Counter can be used out of Turn, and does not take an Action. Magic Counter has a 2 Hour Cooldown. Sinistral Usage: No longer Silences the User, also apply the Marked Status to the Target.}}
| {{#simple-tooltip: N/A }}
|-
|}
|}
===Magic Feather 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:#f5d5f7;" | Magic Feather
| Passive 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 Feather| To protect allies, this Ability can be used to make any amount of Allies immune to damage from falling, giving them Feather Fall, which will slow them to a gentle floating speed. The same effect is permanently applied to self. Magic Feather has no Cooldown. Sinistral Usage: When an Enemy would take Fall Damage, deal +1 HP extra Damage to them.}}
| {{#simple-tooltip: N/A }}
|-
|}
|}
===Magic Shove 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
<span style="font-size:130%;><center>'''Kitalos Hold'''</center></span>
! Ability Type
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.  
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#f5d5f7;" | Magic Shove
| 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 Shove | To move an Enemy, instantly Displace a Target 5 Blocks in any direction, meaning further away from the user, or closer, anywhere along a horizontal direction, but never vertically or diagonally up or down. Magic Shove has a 30 Minute Cooldown. Sinistral Usage: Target up to two enemies, sending them in the same or different directions, and apply the Prone Status at the end of the shove.}}
| {{#simple-tooltip: N/A }}
|-
|}
|}
===Magic Summon 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
<span style="font-size:130%;><center>'''Lost Ferian Hold'''</center></span>
! Ability Type
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.  
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#f5d5f7;" | Magic Summon
| Summon 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: Magic Summon | To never be without weapons and armor, instantly summon any combination of armor, shields, weapons (ranged or melee) for the user and up to two willing allies within Range. This does not re-fresh Block Tokens from Armor, but grants them if the user did not already have them. Additionally, if the user (and allies) wear this equipment for 20 minutes, also grant +1 Attack or +1 Defense for the duration. Magic Summon does not Stack, has no Cooldown, but once it grants +Stats, it lasts for up to 1 Hour. Sinistral Usage: If Equipment is granted to anyone other than the user, after 10 Minutes, it suddenly changes to a curse, applying a -2 Attack and -1 Defense Stat reduction, and cannot be removed, except by Abilities that Dispel magic, or by KOing the user.}}
| {{#simple-tooltip: N/A }}
|-
|}
|}
 
</center>
===Magic Revive Pack===
</tr></table>
{| class="wikitable" style="width:50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#f5d5f7;" | Magic Revive
| Buff Power
| {{#simple-tooltip: 10 Block | 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 Revive | To bring an Ally back into the fight, Target an Ally at 0 HP. they are given a choice: Revive with 4 HP and half (rounded down) Attack Stat, or 4 HP and half (rounded down) Defense Stat.  This Ability cannot be used on a person already affected by a Revive Ability (Sacred Revive, Chem Revive, etc). Magic Revive has a 2 Hour Cooldown. Sinistral Usage: N/A}}
| N/A
|-
|}
===Magic Revenge Pack===
This Pack allows the user to strike out one final vengeful strike against their opponent before going down.
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#f5d5f7;" | Magic Revenge
| Counter 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 Revenge | If the user reaches 0 HP, they are allowed one final emote to use any Magic Ability, or Magic Attack Emote (ignoring range even in Melee), but can only Target the person that reduced their HP to 0. If this Attack or Ability involves an Attack Stat Dice Roll, they can add +2 to the final result of that dice roll. Sinistral Usage: If the Attack or Ability involves a Dice Roll, that Dice Roll automatically succeeds, regardless of Defense Rolls. }}
| {{#simple-tooltip: N/A }}
|-
|}
===Ocean Adaptation Pack===
This pack allows the user to be an aquatic mage, and is recommended for them and anyone who wants to make use of any aquatic housing and roleplay zones in Regalia. Additionally, when using Ocean Adaptation with magic, the user can target up to 2 Allies in a Roleplay Scene, and apply this Ability to them as well, as long as they remain within 10 Blocks of the User.
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#f5d5f7;" | Ocean Adaptation
| Passive 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: Ocean Adaptation | The user can breathe underwater, see underwater, speak underwater, and move unhindered while swimming underwater. Additionally, they can use Abilities and Attack Emotes as if they were on dry land, targeting those inside and outside the water. Sinistral Usage: None.}}
| {{#simple-tooltip: N/A }}
|-
|}
===Exorcism Pack===
Flavor Text Goes Here
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#f5d5f7;" | Exorcism
| Dispel 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: Exorcism | To protect against Afflicted Abilities, use this Ability to Counter any Instant, Link, or Movement Power used by a Character that is Afflicted that targets the user or an ally. Additionally, outside of combat, the user can perform general Exorcisms, but they do not have a guaranteed effect, and require negotiation with Spirit Players, or Event DMs. If the user is Afflicted themselves, this Ability is Disabled. Exorcism has no cooldown for Curing or general Exorcisms, but its Counter function has a 4 Hour Cooldown. Sinistral Usage: N/A}}
| {{#simple-tooltip: N/A }}
|-
|}
===Magic Mimic Pack===
This Pack allows the user to mimic anyone's Abilities and Profiencies. Note, while this Ability does not allow the copying of Custom Kits, there is one exception in that it can be used to copy a Custom Kit, but only for the duration of a 1v1 duel against the person who owns that Custom Kit, and also gives express permission for the mimicry of their Custom Kit. Some Custom Kits cannot be copied because they rely on specific power sources and deep lore. This Ability should also be used in good faith, so not at the very end after burning through all Ability Cooldowns, just to get a new set with fresh uses. Abuse of this Ability to powergame should be reported. 
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#f5d5f7;" | Magic Mimic
| 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 Mimic | To mimic anyone, copy their Abilities, Heritage Traits and Proficiencies exactly, while discarding your own. The user is now able to use this "kit" exactly like the source, but a Custom Kit cannot be copied. Magic Mimic has no Cooldown, but the Mimic Kit remains active until the Combat Roleplay Scene ends. Additionally, the user can choose to copy the appearance of the target, but this does not count as a disguise mechanic. Sinistral Usage: This ability does count as a Disguise, and makes the user indistinguishable from their Target. Additionally, the user steals 1 Attack Stat and 1 Defense Stat from their target, breaking cap up to 11, and 9.}}
| {{#simple-tooltip: N/A }}
|-
|}
===Magic Shift Pack===
This Pack has no Combat uses, but turns your Character into a Magical Shapeshifter. There are natural born Shapeshifters like the Slizzar, but Mages can also learn to shapeshift to alter their appearance. This includes but is not limited to: Gender Presentation, Heritage, Biological Sex, Hair, Height, Facial Structure, Body Shape, Additional (non-combat Function) Limbs, and they can even combine aspects of Races for example Eronidas Tusks and Allar Tails on an Ailor Body. These Changes can also fall outside of the realistic fur/hair/skin tones (though please be careful about white-washing Peoples of Color). Shapeshifting always counts as a Disguise (but cannot hide Affliction Traits and Tells), is instantaneous, and cannot be seen through except for very specific Mechanics, or by some Event NPC’s/Gods. Players should be mindful of the fact that Shapeshifters are generally strongly mistrusted, and that society at large has a lot of paranoia towards them. Additionally, anti-RP usage of Shapeshifting to avoid consequences perpetually and in the face of giving other players a bad experience in Roleplay, may result in Staff members requesting a reduction of use. Shapeshifting should always be done to give a player more creative freedom and some room to avoid immediate consequences to their OC, but it should not be used to forever make a Character unaccountable/unaffected by bad actions and drawbacks.
===Sinistral Mindvex===
Sinistral Mindvex is for those Mages who want to influence the very minds of others, to rob them of free will, or to fabricate a false reality in their mind to influence their actions. This Pack is always Sinistral, meaning a Mage without access to the Sinistral Mechanic cannot take this pack, as there is no ethical Mind Control. This Pack does not grant a Combat-specific Ability, but grants a variety of Mechanics to do with Thralling and Persuasion Rolls. For more about Persuasion Rolls, please refer to the [[Abilities]] Page for Rules. The following features are granted:
* '''Persuasion Guidance:''' Your Character can boost an Ally's Persuasion Rolls while they are within Emote Range, either in (consent based) Player Persuasion Rolls, or [[Profile]] Character Persuasion rolls. The boosted Character has +2 added to the final Dice roll result. This is not telegraphed, meaning it can be done secretly, and influences the mind of the person who the Persuasion Dice is being performed on. This effect cannot be applied on Your Character, only allies.
* '''Persuasion Bonus:''' Your Character gains another +2 on top of the calculation for the Proficiency Dice, meaning it becomes 3 + Wisdom Proficiency (or Faith) +2 = Proficiency Dice (up to a max of 12). This is 2 points short of the absolute maximum of 14, which can only be attained through specific Afflictions/Affinities/Custom Kits, or if your Character has Persuasion Guidance applied to them by a different Character than your own.
* '''Persuasion Thralling:'''  This Mechanic requires absolute informed OOC consent from all parties involved. OOC consent can be revoked at any time if the player(s) involved feel uncomfortable, during which the Spell will break. With Persuasion Thralling, your Character places a spell on someone's mind to mind control them to varying degrees. This can involve a single command-spell that disappears as soon as the command is complete and wipes the person's memory (or let them keep it), or establishes long-term mind control that forces a Character to do whatever they are commanded. This Mechanic can only work in Combat with OOC consent of all participants, and can be overwritten by other forms of Thralling from other sources, including another Persuasion Thralling. Persuasion Thralling can be removed either by some form of Exorcism, or by a Character that exclusively has Radiant or Enchant Point Buy Spells and no Sinistral Point Buy Spells. Persuasion Thralling is always Hidden, but if a character is made to do something that is wildly out of character for them, other characters may become suspicious that mind-control magic was involved.

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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.