Val CHA Cost Roll Notes 10 STR 0 11- Lift 100 kg; 2d6 HTH Damage  10 DEX 0 11- 10 CON 0 11- 23 INT 13 14- PER Roll 14- 18 EGO 8 13- 13 PRE 3 12- PRE Attack: 2 ½d6 3 OCV 0 3 DCV 0 3 OMCV 0 6 DMCV 9 2 SPD 0 Phases: 6, 12 2 PD 0 Total: 2 PD (0 rPD) 2 ED 0 Total: 2 ED (0 rED) 4 REC 0 20 END 0 10 BODY 0 20 STUN 0 Total Characteristic Cost: 33 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Cost Powers 30 Dual-Encephalon: Mental Damage Reduction, 50% 3 Dual-Encephalon: LS (Diminished Sleep: does not sleep) Talents 3 Dual-Encephalon: Ambidexterity (no Off Hand penalty) Total Powers & Skill Cost: 36 Total Cost: 69 175+ Matching Complications 5 Distinctive Features: Sindaran (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 10 Vulnerability: 2 x STUN from attacks that strike Hit Location 5 (Uncommon) Total Complications Points: 69
Background/History: The Sindarans are descended from the Neurians, a race that is alien to Talislanta and originated from another world or dimension. Long ago a Neurian vessel accidentally arrived in Talislanta, possibly through a gate or rift created by the sorcerers of ancient Archaeus. Stranded in a strange world, the Neurians settled on a distant continent, where they lived until the coming of The Great Disaster. They attempted to escape the destruction of their adopted homeland in a great sky-spanning ark, but met with disaster and crash-landed on the continent of Talislanta. After a period of wandering, the survivors settled in their current home, where they became known as the Sindarans.
Sindarans live in mesa-top communes composed of elegant tiered structures, each built around a structure of carved stone blocks and hardwoods imported from Vardune and Taz. Gossamer curtains, dyed various shades of orange and burnt umber, serve as the walls of the Sindarans’ pavilions, and provide a measure of privacy while retaining the feeling of wide-open spaces. Communication between Sindaran communes is made possible by means of large reflective crystals, which are mounted on tripods and used to flash coded messages from one outpost to the next.
Personality/Motivation: Sindaran culture is influenced by the concept of Duality, or the attraction of opposites. The ability of Sindarans to follow two lines of thought simultaneously is both alien and somewhat disconcerting to most Talislantans. Further complicating matters is propensity of Sindarans to argue both points of any issue before arriving at a single decision.
Sindarans have two passions: trivarian and collecting. Trivarian is a test of skill that requires an exceptional degree of intellect and abstract reasoning, and is virtually impossible for anyone but dual-encephalons to comprehend. Sindarans say it is inaccurate to refer to trivarian as a “game,” as it is much more than that. The physical components of trivarian include a pyramid-shaped crystal, which is suspended above a table. Orbs of colored crystal, engraved with complex symbology, are inserted into various slots on the pyramid, producing patterns of colored light which have great significance to the contestants. Trivarian tournaments are held throughout Sindar, and are considered events of great importance to the Sindarans. Wagering is popular, with the odds wildly fluctuating with each turn.
Second only to trivarian is collecting. Sindaran collectors are completists who find it difficult to resist indulging in their obsession. One should never touch a collector’s cherished wares unless specifically invited to do so, as this may be construed by a Sindaran as attempted theft.
Powers/Tactics: Sindarans are dual-encephalons; they have two brains, each capable of independent function. A folk enamored of subtlety and intrigue, Sindarans prefer to disguise the defensive capabilities of their mesa-top settlements. Popular tactics and devices include concealed weapons that can be employed vs. airborne attack, and the use of secret tunnels, through which Sindaran defenders can launch surprise counter-attacks upon would-be invaders. Sindaran militias patrol the territories around their settlements on foot and in light windskiffs, which they obtain from Cymril.
Campaign Use: Sindarans make and sell many different types of alchemical mixtures, medicines, and remedies. Most Sindaran wares are shipped to Cymril for sale throughout the Seven Kingdoms and elsewhere, thought considerable savings can be had by purchasing direct from the Sindarans themselves, making a trip very profitable.
Appearance: Sindarans bear little resemblance to any other humanoid species native to the continent. They stand over seven feet in height, emaciated in build, with wrinkled, sandy-colored skin. All Sindarans have a row of horn-like nodules running from the crown of the head to the back of the neck, and a curved spur of cartilage protruding from beneath the chin. They dress in cloaks, loincloths, and sandals, with earrings, wrist bracers, and ankle bracers, for decoration for both genders.
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