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Sindarin

Sindarin, aka Eladrin are an Elven ethnicity. They are rarely encountered outside of Shava Forest.   Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.   Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to 750 years. Adults remaing within the Shava Forest are virtually ageless.   Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. b. Your base walking speed is 30 feet.   Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.   Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.   Keen Senses. You have proficiency in the Perception skill.   Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier. The effects are as follows:
  • Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
  • Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
  • Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
  • Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage). Languages. You can speak, read, and write Common and Elven.

Culture

Major language groups and dialects

Shared customary codes and values

Aloof
Introverted
Ask not the elves for advice, because they will tell you both 'yes' and 'no'.
-J.R.R. Tolkien

On Eladrin Religious Philosophy:
In the beginning, space existed, empty and lifeless. Into this space, a mind imposed direction and order. This mind, having established order, split into six concerns, pushing order in each of the cardinal directions: up, down, left, right, backwards, and forwards. Eventually, these Mindways further split and mixed to create the Eladrin, beings with many minds, many directions, formed of one purpose: bringing (or imposing) order on the universe.

Each of these directions has a priest, call the Prime Cardinal, who is the avatar of that direction, assigned the responsibility of channeling the aspects of that direction. Decisions brought before the Prime Cardinal Directions are given six answers, so they can find the wisdom of their own path, no matter which direction it leads. This leads to some ambiguity of purpose between social groups of Eladrin, who split and form groups based on their interpretations of the castings. Your uncle may be close family, but called to greater purpose and gone for decades, only to return and rejoin your family unit with hardly any social friction. Anyone can be family, or kith.

Followers tend to carry a set of six cards, or a single six sided die, which they use to cast their fates. Some choose to carry two dice, recognizing that every fate is influenced by many directions. A double during a casting is considered fortuitous - the fates aligning… or the last of possible options.

There have been numerous schisms over the years, mostly to do with the exact number of cardinal directions (some argument has occurred over the number of cardinals that should be assigned to each direction). Some Eladrin scholars posit that ambiguity has led them to be more reclusive than necessary; thus the Eladrin being socially tied to Elves, whose theocratic tendencies are more constrained by their civil institutions and goals.

Encompassed species
Related Organizations
Languages spoken
Related Locations
Harn - Where
Harn - Who
Harn - When
Harn - How
Harn - What


Sindarin

The Eladrin subrace of elves call themselves Sindarin.

Sindarin elves have a keen mind and a mastery of at least the basics of magic. They are typically haughty and reclusive, believing themselves to be superior to non-elves and even other elves.

ability score increase: INT+1
age:
Size: Medium
speed:
Languages:
parent race: Elf
race features:
Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Extra Language. You can read, speak, and write one additional language of your choice. Most elves are Literate (which costs two proficiencies).

Ask not the elves for advice, because they will tell you both 'yes' and 'no'.
-J.R.R. Tolkien   On Eladrin Religious Philosophy:
In the beginning, space existed, empty and lifeless. Into this space, a mind imposed direction and order. This mind, having established order, split into six concerns, pushing order in each of the cardinal directions: up, down, left, right, backwards, and forwards. Eventually, these Mindways further split and mixed to create the Eladrin, beings with many minds, many directions, formed of one purpose: bringing (or imposing) order on the universe.   Each of these directions has a priest, call the Prime Cardinal, who is the avatar of that direction, assigned the responsibility of channeling the aspects of that direction. Decisions brought before the Prime Cardinal Directions are given six answers, so they can find the wisdom of their own path, no matter which direction it leads. This leads to some ambiguity of purpose between social groups of Eladrin, who split and form groups based on their interpretations of the castings. Your uncle may be close family, but called to greater purpose and gone for decades, only to return and rejoin your family unit with hardly any social friction. Anyone can be family, or kith.   Followers tend to carry a set of six cards, or a single six sided die, which they use to cast their fates. Some choose to carry two dice, recognizing that every fate is influenced by many directions. A double during a casting is considered fortuitous - the fates aligning… or the last of possible options.   There have been numerous schisms over the years, mostly to do with the exact number of cardinal directions (some argument has occurred over the number of cardinals that should be assigned to each direction). Some Eladrin scholars posit that ambiguity has led them to be more reclusive than necessary; thus the Eladrin being socially tied to Elves, whose theocratic tendencies are more constrained by their civil institutions and goals.

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