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![]() According to popularly accepted history, the Silent Speech was invented by the Naga and taught to the feral cheetah-oids now known as "Savanites", for it is widely believed they are very simple-minded and incapable of coming up with something so complex as a language on their own. Generally, it is held that evidence pointing to the use of the Silent Speech only goes so far back as approximately 3100 RTR (Rephidim Temple Reckoning), though, depending upon one's demands for corroboration and proof of authenticity, the language may go back much further than that, even very close to the Expedition (approaching 0 RTR). The Silent Speech is fairly well-known among the Naga, though they have their own spoken language which is used for daily discourse. Savanite Sign breaks into many "dialects", but it particularly can be broken into four main groups, which overlap each other somewhat: Formal Sign -- This is the most basic and immutable form of the Sign, consisting solely of hand signs which each represent words or ideas, and which can be combined to form more complex words and phrases. It is possible, by restricting oneself to "Formal" Sign, to communicate in Savanite using just one free hand, but it is a relatively slow process, and many Savanites do not even bother learning all the many word combinations required for this manner of communication. Free Sign -- This is the form found among any extant tribes in the wild, and adds movement of the hands as well as other gestures to more quickly spell out common words and phrases, as well as to add more expression and "inflection" through body posture. It provides a much quicker way of conversing in Savanite, but suffers in that particular gestures vary greatly from tribe to tribe, as new gestures are added to suit the needs for daily usage. Especially, names for particular beasts or plant types vary greatly from area to area, often consisting of a gesture which is meant to mimic some appearance or action of the creature in question. Standard Sign -- This is the Sign used by Savanite slaves in Rephidim-dominated circles. It is based upon "Formal" Sign, but adds many gestures in the fashion of "Free" Sign. Furthermore, it also adds signs that allow for the representation of phonetic names -- especially important since slaves are generally given names that simply have no "meaning" in words, and their masters' names are no different in this respect. This language is fairly standard. (PC Savanites will most likely know "Standard Sign". This encompasses "Formal" as well.) Short Sign -- This is an offshoot of "Standard", reintroducing specialized and non-standard "phrases" which vary greatly depending upon one's circles of communication. Basically, it makes use of very subtle gestures that can be disguised as normal movements, in order to convey information to slip past the notice of masters. These signs tend to be very specialized based on situations, and a single gesture can involve a very specific and even complex message. However, there IS some carry-over. These generally focus on statements of warning, or of imperatives. Perhaps needless to say, this is generally not a variant of the language known by those other than Savanite slaves. As a matter of established example, wiggling of the ears is a sign that suggests Savanite laughter, and is found across almost all variations of the sign. (In fact, it's almost reflexive for Savanites.) Of course, this is not an aspect used by Nagas, since they have no ears. As another note, the sign in the icon at the top of this entry is the Formal sign for "Star". Many of the Formal signs have multiple possible meanings, though, depending upon context. | ||
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![]() They are natural-born sprinters. Unlike many feline races with claws, the claws on their hands and feet are non-retractile, and typically blunt, more useful for getting a grip in the soil than for combat. Most "wild" Savanites do not possess any special senses beyond human ability, relying more upon skill, group tactics and tools for survival. Savanite communities, scarce as they are, are found in regions of the Savan (hence their name), either in the plains or the jungles. They live a largely primitive existence, and are unable to vocalize, thus relying upon sign and body language for communication. For this reason and others, they are considered as inferior by many sapient species on Sinai, and are considered a "slave race" by Rephidim and other major powers. Thus, communities in the Savan are few and scattered, since slavers frequently roam in search of new "commodities". Savanites in slavery can be found on a much wider range, and most of them have been born to this life through so many generations that this is the only life they know ... and don't even consider "freedom" as an option. In recent times, a settlement of free Savanites, the City of Hands, has been revealed in the region of Xenea (part of the Nagai Empire). Also, there have been attempts to introduce freedom to Savanite slaves in the Nagai Empire, although this has been fraught with complications. | ||
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![]() Its heart consists of wide open plains, with a blighted streak across its middle known as the "Desolate Band", and is divided into numerous petty "kingdoms", but the whole of the area is largely dominated by the Nagai Empire, even if only by way of lip service. It is divided into several territories, including Kilmanjar, Xenea, Bromthen, Jadai and Nagai, and its major cities are Safar (in Xenea) and Nagai (in Nagai). While the Safar is typically associated with wild, deadly beasts (and just as deadly plants) and hot temperatures, some of the regions (especially in Kilmanjar) as just as capable of being quite cold. In all, it's a varied region, not surprising, given its sheer size. | ||
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This is a term used in the Khattan Emirate to refer to the Procession at night. Namely, the Procession (a ring around Sinai) appears to be split into two parts at night, as Sinai's shadow is cast on the ring. The shorter section is known as the Dagger, while the longer one is known as the Scimitar. As the night progresses, the "Dagger" gets longer, while the "Scimitar" shortens, until the two switch places. | ||
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A word used in less polite circles, considered a mild "curse" word, in some respects, used as an unflattering adjective. | ||
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These docile seafaring creatures resemble nothing so much as giant seahorses, typically an orange-gold in color. They can be trained, and used as mounts for seaborne travel. | ||
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The Sea of Himaat is a large body of water located to the west of the sandy land of Himaat, north of the Savan, and south of the mass of land that includes Nordika, on the continent of Ai. The Seaborne Reach juts out into it, and Levitha's Pearl is an island of note in the Sea of Himaat. The coastal city of Abu Dhabi, capital of Himaat, lies along the east side of the sea. | ||
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Another name for the "Northern Sea" or the "Vykarin Sea", a body of water in the Nordika Region, bordered by the Vykarin Wastes, Sylvania and Tursdi. This ocean, despite its location in the far north, is still home to many varieties of fish, including the carnivorous snark. | ||
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![]() The largest settlements of note on the Seaborne Reach include the Akwani-kin Mangrove and Half Valley. It is also rumored that the kingdom of Stalwirland was once found in the mountainous regions. The largest river is the Levitha River, and on the west side of the Reach, at the mouth of this river, a crater island known as Levitha's Pearl is a major attraction for big game hunters from all over the globe. | ||
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![]() One "hazard" that may be encountered by a rider of a selona rickshaw is that, if two male selonas should happen to approach each other head on, they will come to a halt and then start engaging in a head-bobbing contest, trying to look bigger and tougher than each other, much to the chagrin of a driver trying to keep them moving. | ||
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![]() Serendips are used as a means of travel by water, and they have some limited ability to crawl over the land. They are (for the most part) peaceful creatures that can be trained to serve as mounts and pack animals. | ||
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Shabar is a territory on the continent of Ur that corresponds to the area covered by a particularly large Forbidden Zone on the continent of Ur, to the west of Gigi and Ashdod. It is fairly unexplored, due to the fact that airships cannot safely enter, and in that nobody else can safely enter, either. Magic runs wild here, resulting in a fairly surreal landscape, described as being full of red rocky needles that rise up from the earth, piercing a glowing green sky that flows like liquid. Despite its hostile environment and the hostile creatures which roost in these spires, it is rumored that there is a monastery nestled far within the borders of this land, in which dwells a seer of visions and portents. | ||
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![]() Spells of the Sphere of Shadow deal with obscuring and hiding, but also with the obscure nature of "shadows", which only exist, it is said, in the mind of the observer, which attempts to place meaning upon the division between light and darkness. Thus, shadow magic can involve the twisting of light and perception to warp actual shadows, and even to make such shadows seem to take on more substantial form. In this respect, the Sphere of Magic encroaches upon the domain of certain other Spheres (such as Illusion, Spirit, and even Scrying), but is the weakest of any Sphere and the most easily dispelled or warded in such endeavors. |
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