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

(fauna) Kooshkie
KOOSH-kee
Kooshkies are strange creatures found in the Sea of Sand that "swim" through the sand at high speeds by means of semi-prehensile flagellate limbs that radiate out from their tiny core bodies. Their means of reproduction and of sustenance is as of yet unknown and defiant of study, as Kooshkies unfortunately do not survive for long in captivity.

While they normally travel just under the surface of the sand, they are also capable of leaping considerable distances and bouncing or even rolling along the dunes. They are playful creatures at times, apparently showing affection to each other by bounding into the air and crashing into each other, making a distinctive "koosh" sound when they do so. Otherwise, they are completely silent.

Largely, the Kooshkies are prey to various desert denizens, but teams of them may be captured and trained by Nohbakims to draw Kooshkie Sleds. At times, Kooshkie sleds can be seen trailing across the desert, drawn by unseen mounts, with a Nohbakim standing on the sled, cracking a whip in the air and yelling, "Hooska, Kooshkies! Hooska!" The word "Hooska" appears to have no other use in the language of the Nohbakim, and its meaning is not even known for sure by the Nohbakim (though they are never short on opinions).

(race) Korv
KORV
(plural: Korv, Korvs or Korvi)

Korvs are sapient avian creatures, most of them looking much like greatly oversized crows (about four feet tall at normal stance) with claw-like hands sprouting from their wings. (There are, however, variations, such as Korvs who more closely resemble Jays or other corvites.) They are very lightly structured, not particularly strong (or durable), capable of delicate manipulation either with their wing-claws or feet -- though the former are not of much use while in flight.

Korvs do not have their own "race language", adopting either the tongue of the country they live in, or else that of the Vartans, since "vartanspeak" has become a fair standard among the "beaked" races, being designed for such speech.

Korvs are found in various regions, but are most concentrated in the Nordikan countries of Chronotopia and Sylvania, having fair influence in the affairs of both nations. Korvs from each country, however, bear little racial loyalty, as most of the multi-special Nordikan nations gain their identity more on nationality than species.

(fauna) Krenn
KREHnn
Alternate name: "Blue-Hunter".

A small but fierce carnivore found in the Savan, noted for its large and sensitive ears, long snout, faintly blue-tinged fur, and large claws. These creatures are often hunted for their pelts, but can be trained as pets and guardians.

They are not so powerful or resilient as Beasthounds or Groks, lacking thick hides or body armor. However, they are known to fight in a flurry of tooth and claw (mostly claw), sufficient to drive off most enemies twice their size. They're also more favored as pets since they're more easily house-trained than most combat beasts, and tend to be slightly more sociable.

(location) Kroz
KRAHZ
Obscure country in Nordika (on the northern part of the continent of Ai) located to the south of Bosch, to the southeast of Gallis, and to the west of Olympia. Kroz doesn't have many dealings with the rest of Sinai at large, so it isn't particularly well-known by outsiders.

Kroz is divided into eight Principalities, each ruled by a Prince. Although legend speaks of Kroz once being ruled by a King, there is presently no single ruler of Kroz -- It is, in essence, eight smaller fiefdoms united only by geographic location, common culture, and name. The name of each Principality can change with the surname of the current Prince ruling it. At present, these Principalities (and the names of the Princes ruling them) are: Diamante, Cobalt, Stiletto, Naochi, Darklight, Urban, Silverbirch and Dack.

The major races found in Kroz (Cervani, Skreek, Jupani, Skeek, Rath'ani, and Khatta/Kattha) tend to have a high incidence of genetic variance toward human-like characteristics in the form of human-like head hair, plantigrade leg stance, and a tendency toward a human range of height. There are also many Kavis to be found in Kroz, though they don't show any special genetic variation along these lines.

Legends tell of an ancient kingdom known as Moltpaa, which used to exist underground in an area with the same borders as present-day Kroz. There are many monsters said to inhabit these ruins, along with many traps ... and many treasures. Thus, Kroz is sometimes a magnet for adventure-seekers.

(organization) Ksh'atga
kush-AHT-gah
Amongst the academians of the Empire, the existence of spirits is considered fact, not in a superstitious sense, but in a sense more accorded with documented phenomena and forces, like thunderstorms and the effects of gravity.

Those who study spirits, both inherent in the dead and manifested naturally in the form of elementals, are known as Ksh'atga. Ksh'atga fulfill several roles in Nagai society. They prepare deceased Nagai citizens for their trip down the Great Serpent's gullet, and also take part in more minor rituals for those given less status within the Empire, such as slaves, and Jingai. They investigate potentially suspicious deaths of citizens -- or others when their services are requested -- travelling to recover corpses if necessary, for the sake of Imperial beauracracy. They are called upon to deal with situations or difficulties of a paranormal nature, where their Spirit Magic training can be of use. And after the rituals and red tape are over with, they perform sanitation duties, disposing of empty husks in a tidy manner.

While they are reasonably well-respected for the services they provide, Ksh'atga are also somewhat suspiciously regarded, sometimes considered harbingers of ill omens by more superstitious Nagai, and particularly other races. (Chances are, Ksh'atga are creepy enough to bother even those who have no idea what the Ksh'atga are.)

(race) Kujaku
koo-JAH-koo
In appearance, Kujaku (or Kujakus) are bird-like humanoids, their bodies covered with a fine feathery blue-green fuzz which becomes more featherlike toward the separate pair of wings sprouting out from their backs, with which they can fly. They have bird-like heads, complete with beaks, typically topped with a flop of feathery "hair", with an iridescent quality. Males and females alike sport colorful trains of tailfeathers (unlike the Earth peacocks which they remotely suggest), the females being slightly smaller in stature. While Kujaku are not true avians, their young are hatched from eggs. Kujaku are omnivores, but have a strong tendency toward vegetarian diets. While they do sport some small attraction to shiny objects, they do not have gizzards and do not require swallowing pebbles to digest their food.

Kujaku do not have a language of their own, using the language of whatever country they are found in, though many also pick up the tongue of the Vartans, since it is especially geared toward use by the "beaked" races. Kujaku are not especially strong or dextrous, but many of them are found to have strong scholarly and financial aptitudes, meaning that they are often found in the upper classes of whatever country they are found in.

(legend) Kuroko
koo-ROH-koh
(plural: kuroko; alternate name: bokuru)

(Not common information)

Kuroko are, according to the legends passed down amongst mages of the Sphere of Spirit, ghost-like beings with semi-substantial forms, capable of affecting and being affected by physical matter to some degree. They are often associated with the undead, but not believed to be truly spirits of the dead themselves. In fact, certain powerful Necromancers are purported to be able to create these quasi-intelligent entities to do their bidding, provided they can maintain control over them. These monsters are also known as the "puppeteers".

(flora) Kyootcumber
KYOOT-kuhm-behr
Kyootcumbers are about the size of a large squash or small melon.. When ripe, they are a rich yellow, with light yellow fuzz on the outside, like a peach, but with a thicker skin.

A thin black husk surrounds a kyootcumber while growing, consisting of leaves with tiny tufted pollinators at the end. Kyootcumber plants produce about 3-4 kyootcumbers apiece, off of a short vine.

When cut open and peeled, kyootcumbers have two edible parts: the soft 'flesh' and the seeds. The flesh is yellow-green, has a okra-like taste, and is used in salads, sauces, and soups.

A typical kyootcumber has about 20 soft seeds inside. These ground up to make an extremely spicy powder, often used for flavoring a salsa made from kyootcumber flesh. A salsa made from one entire kyootcumber, flesh and seeds, is at the fiery limit of edibility.

The kyootcumber is one of the hardiest vegetables on Sinai, growing regardless of the soil type, anywhere with a good amount of moisture. Sky islands often have large amounts of them growing on the underside, due to the weather systems that travel with them.

(race) Lacinus
LAH-see-nuz
Found primarialy on Lamu, these canids are currently the only known species on Sinai with the ability to change shape -- reverting from biped to quadruped forms and back again at will. In their native land they have a hunter-gatherer society and have learned to adapt even the simplest of things around them to their own needs.

Physically they stand between four and five feet (in biped form) and might be mistaken for a Heyoke at first glance. They are digitigrade and their biped form still looks greatly 'animal like'. Unlike the Heyoke they have very short fur and a thin whiplike tail. They are often called 'stripe dogs' or 'tiger dogs' because one of their most distinguishing features are the stripes crisscrossing their rumps. Their fur color ranges from very light brown to yellowish cream while their stripes are hazel brown to black.

Lacinus are rarely seen outside of Lamu, but there have been enough wandering types noticed here and there to make seeing one a novelty, but not a great shock.

(location) Lamu
LAH-moo
Lamu is the third-largest of the three major continents of Sinai, located in the southern hemisphere, close to the equator.

(term) Lance
The Knights Templar are divided into squads known as "Lances", typically consisting of four Knights Templar led by a Templar Elite (also known as a Champion). There are exceptions, though, as a Lance's size may be reduced by attrition, or there may be a need to have a Lance not assigned to a particular Champion, or made larger for certain missions.

Traditionally, each Lance is made up of members who are all of the same species (or else at least somewhat similar species), with the idea that they will be able to work better together, and quite often of the same species as their Champion. They are typically identified by a single color assigned to the Lance, identified by what color cloak they wear.

Some examples of active Lances would include the Bronze Lance, the Magenta Lance, the Black Lance, the Diamond Lance, the Crimson Lance and the Cobalt Lance.

The Bronze Lance, consisting of Rath'anis, is led by the Champion of Gears (also known as the Champion of Order), and is special in that its members are chosen in part by the Technopriesthood. They are based in the Sanctuary of Order, on the edge of Bosch.

The Magenta Lance, an all-female group consisting of a mix of Khattas and Katthas, is led by the Champion of Roses, based in Rephidim. It has been controversial from the start, being one of the newest Lances, recruited from Temple Scout graduates, and more recently marred by numerous failures.

The Black Lance, consisting of "City" Jupanis, is led by the Champion of Ashes, and is also based in Rephidim, though their Sanctuary at Golgotha appears to be abandoned and ruinous.

The Diamond Lance, consisting of Vartans, is led by the Champion of Diamonds (unofficially called by some the "Champion of Shinies"), and is based in Rephidim.

The Crimson Lance, comprised of "City" Jupanis, is led by the Champion of Flames, and is another Rephidim-based Lance, though often sent on missions to the surface.

The Cobalt Lance, comprised entirely of Titanians, is another relatively newly-created Lance, led by the Champion of Sound, and is noteworthy in that all of its members are musicians, their instruments doubling as weapons.

Members of a Lance are typically referred to as "Lancers". They are also sometimes called "Templars", though this term can be confused with the more generic reference to anyone serving Rephidim Temple.

(event) Landing Day
[Earth time: December 25th] This holiday, celebrated in Rephidim, commemorates the date that it is believed that the Landing occurred on Sinai.

(organization) (term) Landsknecht
LAHNDS-nehkt
Landsknechts are armored warriors on foot (or hoof or paw) who serve the country of Chronotopia, and are apart from the political divisions presented by Chronotopia's various lords and rulers. They have a strong code of honor, and a long line of tradition, being something like a cross between an order of knights and a well-armed militia.

(location) (legend) Langour
lan-GOHR
The Lake of Langour is an inland sea located on the northern part of the continent of Ai. Regional legend holds that the "underworld" (the land of monsters and spirits) has a lake that matches the Lake of Langour in exact dimensions, and that the lake, therefore, exists both in the physical and spiritual realms. This is often used as an excuse to explain mysterious disappearances of fishing vessels that set out on the lake, though a more naturalistic explanation would be that there are sometimes freak storms that may catch a fishing vessel unawares, and Sinai is also known to have a number of seaborne hostile creatures that could present a risk to a small boat.

(race) Lapi
lah-PEE
Lapis are rabbit-like plantigrade vegetarian humanoids found on various parts of Sinai (usually the more urbanized areas), with no particular "homeland", though many of them are found in Himar and surrounding areas. They have no "race language", save that several of them use the language shared by the Skeek and Skreek people.

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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