Peoples of Middle-Earth in the Third Age of the Sun

The Sindar

The Sindar (sing. Sinda), or 'Grey Elves', are both Eldar (Q. "people of the stars"} and Moriquendi (Q. "dark elves"). As part of the Teleri, the Third Kindred of the Eldar, they began the journey to Valinor, but they fell by the way for various reasons. The elves who would become the Sindar settled in the wide lands west of the Ered Luin ("Blue Mountains"), where Elwë, high king of the Teleri, established the kingdom of Beleriand with his queen, the Maia Melian. Although the Sindar did not dwell under the light of Valinor, still they lived under the rule of two from whose eyes that light shone forth, and long did they benefit from the benelvolence of Ulmo, Vala of the Seas.

In the Second Age, with the fall of Beleriand into the sea, the surviving Sindar settled in Lindon (the only small sliver of Beleriand to survive the War of Wrath) and Mithlond (the "Grey Havens"), where they built their magnificent ships; at Edhellond ("Elf Haven") and Dol Amroth on the Bay of Belfalas; and amongst the Nandor and Sylvan Elves of Greenwood the Great and Lórien.

Although they had never been to the Undying Lands, the Sindar still felt the pull of that place in their hearts, and when they tired of the world, many took the fine white ships out of Mithlond on that final voyage. So it is that the numbers of the Sindar in Middle-Earth eventually dwindled.

The hair of the Sindar is typically sandy, their eyes green, blue or grey. They are ruddy of complexion, and like all Elves, possessed of a beauty that is sometimes frightening to Men.

Like all elves, the Sindar possess excellent eyesight, and can see as well under starlight as a human in daylight, and by the sun may see much better than humans; however, complete darkness robs them of sight just as easily. They also share the near immunity to all forms of disease common to the Firstborn, and resist diseases at double their normal CON.


Attributes:

The Sindarin Language
Sindarin was the language spoken in the court of Elwë Sindacollo, King of Beleriand, during the First Age, and is now the common language of the Elves of north-west Middle-Earth, and is spoken as the everyday tongue in Lindon, Mithlond, Edhellond, Mirkwood, and Lothlórien. It was spoken in Dol Amroth while that city was still populated by Elves, and the princes of Dol Amroth still bear names in the Sindarin mode, as do most nobles descended from the Edain of Numenor.

RollAvg.
STR2d6+613
CON2d4+1015
DEX2d6+10 17
SIZ2d6+11 {m}
2d6+9 {f}
18
16
INT2d4+1015
POW2d4+1217
CHA2d6+1017
Age (young)(1d10x1d10x2d6)x2424 years old
Age (mature)(3d6)x1001100 years old
Age (older)(3d6)x5005500 years old

Skills

There are two skill templates for beginning Sindar characters; one for those Sindar who grew up in the Havens by the Sea (Lindon, Mithlond, Edhellond), and one for those Sindar who grew up in the forests east of the Ered Luin (Mirkwood, Lothlorien, Imladris).


Agility Skills = POW+DEX
Communication Skills = INT+CHA
Knowledge Skills = INT
Manipulation Skills = STR+DEX
Perception Skills = INT+POW
Stealth Skills = INT+DEX-SIZ
Skills for Sindar of the Havens by the Sea
  • Animal Lore = Knowledge x2
  • Boating = Agility x2
  • Elf Lore = Knowledge x3
  • Human Lore = Knowledge x2
  • Listen = Perception x2
  • Navigation = Knowledge x2
  • Sailing = Manipulation x2
  • Singing = Communication x2
  • World Lore = Knowledge x2
  • one melee attack = Manipulation x2
  • one melee parry = Agility x2
  • one missile attack = Agility x2
  • Sindarin (spkn) = Communication x3
  • Sindarin (r/w) = Knowledge x5
  • Westron (spkn) = Communication x2
  • Westron (r/w) = Knowledge x3
  • Quenya (spkn) = Communication x1
  • Quenya (r/w) = Knowledge x2
  • one other language (spkn) = Communication x2
  • one other language (r/w) = Knowledge x3
  • Skills for Sindar east of the Ered Luin
  • Animal Lore = Knowledge x2
  • Elf Lore = Knowledge x3
  • Human Lore = Knowledge x2
  • Listen = Perception x2
  • Move Quietly = Stealth x3
  • Plant Lore = Knowledge x2
  • Singing = Communication x2
  • World Lore = Knowledge x2
  • one melee attack = Manipulation x2
  • one melee parry = Agility x2
  • one missile attack = Agility x2
  • Languages (Spoken & Read/Write)
  • Sindarin (spkn) = Communication x3
  • Sindarin (r/w) = Knowledge x5
  • Westron (spkn) = Communication x2
  • Westron (r/w) = Knowledge x3
  • Quenya (spkn) = Communication x1
  • Quenya (r/w) = Knowledge x2
  • one other language (spkn) = Communication x2
  • one other language (r/w) = Knowledge x3
  • Background Options for all Sindar
  • Languages (1 point)
  • Literacy (1 point)
  • Stat Boost (1 point per increase)
  • Skill Boost (1 point per increase)
  • Status - Notable Lineage (1 point)
  • Status - Royal Lineage (2 points)
  • Wealth (1 point per roll)
  • High Quality Items (1-3 points each)
  • Minor Magical Item (3-5 points)
  • Crafting (2 points)
  • Healing (2 points)
  • Foresight (1 point)
  • Presence (2 points)
  • Sense (2 points)
  • Sorcery (3 points)

  • Outfitting Sindar Characters
    Sindar characters begin with two weapons (or a weapon and shield), armour of either leather or mail, two sets of clothing, and a handful of small gems worth 2 gold pieces.
    Clothing
    Close-fitting vest or tunic of fine linen, cotton or heavy silk - length varies from waist to floor-length with split skirts for ease of movement; leather and/or metal belt, or sash of linen or silk; close-fitting hose, or sarong of floor length; boots or open sandals. colours tend towards pale colours. Embroidery and applique are used sparingly, usually to create texture and patterns, as opposed to contrast. The Sindar of Mirkwood and Lothlórien often dress after the manner of their Sylvan kin.
    Weapons
    Dagger, broadsword, mace, composite bow, long bow, greatsword, quarterstaff, javelin, lance, bastard sword
    Armour
    Fine mail of excellent manufacture is commonly worn to war, often with a shield and a fine helm. In less extreme times, such as hunting beasts or Orcs, leather armours are preferred. The Sindar of Mirkwood and Lothlórien often arm themselves in the manner of their Sylvan kin, preferring the mobility of leather amongst the trees.
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