Sindaran
Sindarans are one of the most unusual humanoid species on the continent, standing over seven feet tall with an emaciated build and wrinkled, sandy-colored skin. Their most distinctive biological feature is that they are dual-encephalons, possessing two brains capable of independent function.
Appearance and Biology
- Physical Traits: A row of horn-like nodules runs from the crown of their head to the back of their neck, and a curved spur of cartilage protrudes from their chin.
- Duality: Their ability to follow two lines of thought simultaneously allows them to argue both points of any issue before making a decision.
- The Sindra: Sindarans who lose their dual-encephalic abilities through injury or magic become irrational and are known as "Sindra" (demented ones). [^1]
Society and Environment
Sindarans live in mesa-top communes composed of elegant tiered structures.
- Architecture: Buildings are constructed from carved stone and hardwoods, using gossamer curtains in shades of orange and umber for walls to maintain a sense of open space.
- Communication: They use large reflective crystals mounted on tripods to flash coded messages between communes.
- Diet: They subsist on vegetables and tubers supplemented by powdered minerals and crystals. Their favorite drink is Skoryx, a potent liquor with multiple taste sensations.
Passions: Trivarian and Collecting
- Trivarian: A complex test of skill involving crystal pyramids and engraved orbs. It requires such high-level abstract reasoning that it is virtually incomprehensible to non-dual-encephalons.
- Collecting: Sindarans are obsessive completists. Touching a collector's wares without permission is considered a grave offense, often viewed as attempted theft.
Sindaran Characters
| Attribute | Value |
|---|---|
| Appearance | 7’–7’4”, 180–220 lbs. Sandy skin, head nodules. |
| Base Attributes | INT +6, WIL +4, SPD +1, STR -1 |
| Hit Points | 18 |
| Combat/Magic | RC +1, MR -7 |
- Skills: Language (Low Talislan - native), Language (High Talislan - native), Cultures (Sindaran) +5, Cultures (Seven Kingdoms) +3, Gamecraft +2, any one Scholar skill +3.
- Quirks: Ambidextrous, Dual Encephalon.
- Starting Equipment: Cloak or caftan, silver jewelry, flask of skoryx, 75 gold lumens, and a choice of a Trivarian set or a collection worth 500 gl. [^2]
Relations and Religion
- Allies: They play a key role in the Seven Kingdoms Council of Kings, though they are notoriously verbose during diplomatic negotiations.
- Faith: They revere The Duality, signifying the union of mind and spirit, and believe their true home world is among the stars.
- Dissolution: They do not bury their dead; instead, bodies are dissolved in alchahest, leaving no trace.
Language and Names
- Tongue: Fluent in both High and Low Talislan, often using multi-syllabic words and combining dialects for precision.
- Names: Structure is based on personal name and family name. Male personal names (e.g., Taj, Nas) are shortened, while female names (e.g., Taji, Nasi) end in "i".
[^1]: Attempting to practice magic is one of the most common ways a Sindaran can lose their second brain's function. [^2]: Sindaran characters replace any armor received from Paths with leather armor and may replace weapons with a Rod of Alchemy.