The Sinai Encyclopedia

Encyclopedia Volumes:
1: A'Matu'd to Akwavi
2: Amazonia to Ashtoreth
3: Assassins' Guild to Berryswort
4: Blakat to Cantrip
5: Captain-Astromancer to Cloudmelon
6: Cold Shower to Desolate Band
7: Diagnostitorium to Emperor-Potentate
8: Ephasto to Flying Khattaman
9: Fnerf to Goliath
10: Gooshurm to Hammersong
11: Harvest Tide to Ihtoli Maqahamok
12: Ikara to K'trinzhai
13: Kadiban to Knights Templar
14: Kooshkie to Lapi
15: Learning Machine to Matu'd'arum
16: Maw to Nik-Nik
17: Niton to Pantheon
18: Paquebot to RTR
19: Rahktor to Roses, Sanctuary of
20: Rotbiter to Saskanar
21: Savanite Sign to Shadow, Sphere of
22: Shekelodeon to Skedat
23: Skeek to Squibbit
24: Srinala to The River Runs
25: Thistlebark to Underside
26: Unity Day to Wires
27: Witch to Yodhzakaro
28: Yodh to Zolk
Index - New - Submit an entry

(item) A'Matu'd
ah-mah-TOO-d
The A'Matu'd is a collection of theological writings by Hekoye philosophers and archivists, once on "speakerboards", but now on more compact scrolls or even in books.

(term) A'Natur'Matu
ah-nah-TOOR-mah-TOO
Traditional Hekoye blessing -- literally means "May Matu Turn From You." The implied wish is that the other person be spared the scrutiny of Shung Matu, who might find amusement in that person's misfortune. While the possibility that Matu might also find the accomplishments of mortals enjoyable, years of Hekoye collective wisdom have told that people are better off when Matu doesn't watch.

See "Matu'd'arum"

(fauna) Abaddon Hog

(location) Abaddonian Ocean
AH-ba-DOHN-ee-ahn
The Abaddonian Ocean is the largest of the three primary equatorial oceans of Sinai, the other two being the Sea of the Pale and the Stygian Sea. The Abaddonian Ocean is located between the continents of Lamu and Ur. It is not generally traversed by airship or naval vessel, as there are not many stops along the way (natural or artificial) where a vessel could stop to replenish supplies, and Rephidim does not often traverse this ocean. There may be as-yet undiscovered islands in this ocean.

(location) (legend) Abaddon
AB-a-dahn
Abaddon is the name of the red planet, the fifth planet from the sun, and a neighbor of Sinai. It is associated with war and also with the element of Fire, and hence is very important to the Sphere of Fire of the College Esoterica. Abaddon has a single moon, Sheol, which is as red as it is.

For a long time, Abaddon was believed to be lifeless and cold, covered with rusty sands, and criss-crossed with strange "canals". There are many areas on the surface with active volcanos, bubbling hot springs, and vents that let noxious vapors seep into the atmosphere.

The truth is that Abaddon is indeed capable of sustaining life, though not as well as Sinai by any means. At least in one area of Abaddon, there are several scattered colonies of races that parallel many prominent on Sinai, living in artificial "Life Domes", and with a higher level of technology that allows them the use of machines that would not be considered possible -- or safe -- on Sinai. The canals do indeed hold water and vegetation, but also are infested by disease and hostile creatures (such as the "Rotbiter") that make them far too dangerous to utilize by most.

In recent history (during the first year of the reign of Tahir Archelaus the First), a (relatively) small chunk of the Himar region (including the city of Elamoore) was transplanted by some sort of Exile technology onto Abaddon, resulting in the fertile "Pit of Himar" that may some day be the site of the largest Life Dome of all. Already, the combined efforts of several tribes on Abaddon have resulted in the Pit of Himar being spanned by a massive framework, slowly being covered against the inhospitable elements, and fitted with environmental controls.

Abaddon is very rich in metals, and Abaddonian iron is a popular commodity on metal-scarce Sinai. Abaddonian metal that has recently been brought to Sinai is known to have magic-resistant properties, though it has been observed that this slowly degrades as the metal "acclimates" to Sinai. This phenomenon does not seem to apply to all metal brought in from other worlds, though it is still very common - It is well known that meteoric iron has certain anti-magic properties, after all.

Access to the world of Abaddon is provided by an ancient Sifran structure known as the Gateway Tower. The Gateway Tower on Abaddon is within the domain of the human-dominated Kampfzengruppe, allied with the Khattan Emirate for its control.

"Abaddon" is also the name of the God of War, Fire and Destruction in the Olympian mythos.

(location) Abu Dhabi
AH-boo DAH-bee
Abu Dhabi is a major trading and manufacturing city on the Sinai surface, built along the coastline of the Sea of Himaat, on the west side of Himaat. It is a center of trade by land, sea or air, and under the authority of the Khattan Emirate. (Khattan is the "native" tongue spoken here, although Rephidim Standard is in common usage.)

While Abu Dhabi has its share of slums and places badly in need of repair like most every other city, it sports some very impressive architecture and public gardens -- testaments to the wealth and feats of engineering of the city. It is a city of high-rising towers topped with minarets, and of bold colors found in stone mosaics. It is also well-fortified, to defend against occasional assaults by the bolder (or less intelligent) pirate raiders.

Its primary exports are exotic spices and fine silks. It is rumored that, somewhere underneath the city, there lies a large underground "garden" that matches or exceeds the splendor of the gardens to be found above. It is also rumored that some bands of pirates find harbor here, with surreptitious sanction by city leaders.

(location) Aelfhem
EHLF-haym
Aelfhem is a mountainous, forested region on the continent of Ur, south of Ashdod, and near Shabar. It is filled with exotic fauna and flora that give it a colorful and beautiful appearance ... but is also full of many dangers as well. It is especially noteworthy for its forests of pink- leaved trees, and for the diminutive Aelfin that live in huts amongst them.

The capitol of Aelfhem is Winterhome, a settlement of modest size that lies in a valley beneath the Sacred Orchards, where groves of sugarfir trees are ritually tended by an order of Aelfin monks.

In addition to the Aelfin, there are also small settlements of Eeee (migrated from Ashdod long ago) to be found in the area, and in recent years there have been sightings of three-headed dragons - In fact, it's rumored that the monks of the Sacred Orchard have one serving as a guardian of their holy ground.

In legend, from times when Aelfhem was out of contact with the outside world, Aelfhem was held to be a place of magic, highly regarded for its craftsmanship of magical artifacts. However, if such was the case, it is an art that has been lost long ago, for Aelfin products - while reasonably sturdy and well-made - are fairly plain and modest, and certainly not possessed of any magical properties.

(race) Aelfin
EHLF-ihn
Relatively short humanoids, standing about 3-4 feet tall as adults, with child-like proportions. Their bodies are covered with fine white fur, and their heads are slightly deer-like, though with very short, abbreviated muzzles, and large, expressive eyes. They each have four long, pointed ears, and very delicately-featured hands.

Primarily found in the regions known as Aelfhem, on the continent of Ur, south of Ashdod.

Little is known about this race insofar as general knowledge. What is known is that they are vegetarians, and, whether or not they have magical powers, what legends there are often ascribe spell-working to them.

(race) Aeonian
ay-OH-nee-aan
Aeonians are scarce on Sinai, and, among those who are not members of this race, they are more commonly known as "Unicorns", "One-Horns", "Anassa", "Ki'rin" or various other terms as appropriate. In appearance they are digitigrade unicorn-like humanoids, with cloven hooves, leonine tufted tails, and horse/deer-like heads with long manes, and a full complement of fingers on their human-like hands. Their horns are invariably spiraled, and what few legends there are about them often ascribe healing properties to the horns -- or to potions made from them. Less common legends tell of the touch of iron being harmful to them, and that a bridle made of gold can subdue a Unicorn. Considering how few there are to test this theory, the truth behind these legends remains to be seen.

(location) (legend) Aeztepa
ayz-TEHP-ah
An ancient island-nation, now considered a lost civilization, off the southern coast of the continent of Ur, and believed to be mostly covered by a Forbidden Zone (one which some scholars have theorized may have actually expanded to cover the entirety of this large island). Little is known for sure about the Aeztepans, although obscure legends and more recent research indicate that they were a race of spotted felines, bearing some superficial resemblance to Terran creatures known as "jaguars". The language persists in scholarly circles only in its written, hieroglyphic form. However, "secrets of Aeztepa" are often invoked in mystical and less-reputable magical circles, as it is often believed that these ancient peoples held some sort of great secrets ... though those same secrets supposedly turned their land into what it is now known as the Land of the Dead.

The whole island is considered quarantine under authority of both Rephidim and of Babel, and travellers give it a wide berth, especially since freak storms have a tendency to pop up in the area.

(term) (symbol) Air, Sphere of
The Sphere of Air is one of the Twelve Spheres of Magic recognized by the College Esoterica. Mages of the Sphere of Air often dress in robes of blue, which is the color associated with this sphere, and its "patron" celestial body, represented by the rune of the lightning bolt, is Sinai itself.

Spells of the Sphere of Air deal with the prediction and control of weather, with more potent spells dealing with the power of storms and precipitation (such as the causing of rain or sleet -- as the temperature allows -- or even lightning.) Due to the nature of the weather, even an Air Mage cannot perfectly predict the weather -- or perfectly control it. Spells of this Sphere, when interrupted, have a high chance of having disastrous side effects, proportional to the power of the spell and the energy already invested in it.

According to the theory of the organization of spheres most held by Rephidimite scholarship, the Sphere of Air is closely related to the Sphere of Chaos (Chaos, Sphere of), and is diametrically opposed by the Sphere of Earth (Earth, Sphere of).

(item) Airship
n/a
Airships are a common mode of transportation for those who have dealings between Rephidim and the lands of Sinai below. Their forms vary greatly, but the typical structure is that of a gondola -- sometimes seaworthy -- suspended underneath a huge bag containing lighter-than-air gases such as hydrogen or helium. Some sport large sails to better catch the wind, though these are most often found on airships with on-board wizards of the Sphere of Air, for whom such sails may perhaps have more than purely mechanical importance.

Since the advent of the discovery of the Gateway Tower and trade with Abaddon, many airships have been replaced with semi-mechanical zeppelins, relying on complex propulsion systems. Although zeppelins on Abaddon move primarily with spinning propellers, Sinaian designs employ flapping wings, pumping bellows, and all sorts of seemingly unnecessary moving parts - which engineers insist are crucial to the functioning of such craft on Sinai.

(location) Ai
AI
Ai is the name of one of the three major continents of Sinai. On this land mass can be found a wide range of climes and terrains, and it includes the territories of Himar, Himaat, Nordika and the Savan.

(location) Akwavi-kin Mangrove
ahk-WAH-vee-kihn MAN-grohv
A marshy area in the Half Valley area on the Levitha Peninsula on the continent of Ai. The Akwavi people (otter-morphs) have taken to this watery place very well.

(race) Akwavi
ahk-WAH-vee
The Akwavi are otter-like bipeds, most of whom live in the Akwavi-kin Mangrove, a marshy area in the Half Valley region on the Levitha Peninsula on the continent of Ai. They are all natural-born swimmers.

Encyclopedia Volumes:
1: A'Matu'd to Akwavi
2: Amazonia to Ashtoreth
3: Assassins' Guild to Berryswort
4: Blakat to Cantrip
5: Captain-Astromancer to Cloudmelon
6: Cold Shower to Desolate Band
7: Diagnostitorium to Emperor-Potentate
8: Ephasto to Flying Khattaman
9: Fnerf to Goliath
10: Gooshurm to Hammersong
11: Harvest Tide to Ihtoli Maqahamok
12: Ikara to K'trinzhai
13: Kadiban to Knights Templar
14: Kooshkie to Lapi
15: Learning Machine to Matu'd'arum
16: Maw to Nik-Nik
17: Niton to Pantheon
18: Paquebot to RTR
19: Rahktor to Roses, Sanctuary of
20: Rotbiter to Saskanar
21: Savanite Sign to Shadow, Sphere of
22: Shekelodeon to Skedat
23: Skeek to Squibbit
24: Srinala to The River Runs
25: Thistlebark to Underside
26: Unity Day to Wires
27: Witch to Yodhzakaro
28: Yodh to Zolk
Index - New - Submit an entry

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