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) Savanite Sign
SAH-vahn-eyte
This language, consisting of hand-based gestures, is officially known as "The Silent Speech", but more widely accepted (by any who bother to give it a name) as "Savanite", for the mute cheetahs are the ones who use it most extensively in its various forms.

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.

(race) Savanite
SAH-van-ite
Savanites are cheetah-like humanoids with a digitigrade leg stance. They have human-like head hair, most often black, though sometimes dark brown, and some males have nothing but just a scruff of fur on top of their heads instead of "hair". (This would be "bald" by Savanite standards.) Their eyes are human-like (not slitted), typically brown, though they may range to amber in color. Legends have been told among the Savanites of a select few with green eyes, harkening back to some royal lineage of ages long past.

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.

(location) Savan
sah-VAN
The "Savan Territories" (also known as "The Savan") encompass a large equatorial region, almost a continent unto itself, on the southern half of the largest continent of Ai.

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.

(term) (legend) Scimitar and Dagger
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.

(term) Scruddy
SKRUH-dee
A word used in less polite circles, considered a mild "curse" word, in some respects, used as an unflattering adjective.

(fauna) Sea King
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.

(location) Sea of Himaat
hi-MAHT
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.

(location) Sea of Ice
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.

(location) Seaborne Reach
The Seaborne Reach is a peninsula jutting out into the Sea of Himaat, west of Abu Dhabi. The peninsula is dominated by rocky ridges that land-lock any settlements, making travel by sea or air the most ready means of access ... and persistent bad weather on the inland greatly reduces the safety of the latter means.

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.

(fauna) Selona
say-LOH-nah
These almost horse-sized, swift-footed lizards can be found in abundance in some areas of the Savan Territories, capable of climbing up the gigantic trees found in the jungle territories, or scaling rocky cliffs. In the cities of the Nagai Empire, they are rigged up to rickshaws (with suction-cup wheels) and used as a fairly reckless means of fast transportation through the urban environment. (May the pedestrian beware!)

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.

(fauna) Serendip
SAHR-ehn-dihp
Seafaring amphibious creatures with reptilian and mammalian features that resemble hippocampae. A serendip's forebody is similar to that of a horse, the front legs forming webbed flippers, while the rear of the body forms into a long tail suggesting that of a dolphin. The head resembles a cross between "dragon" and horse (like that of a drokar), but with more smooth, rounded features, save for fin-like "ear flaps" on each side of the head. Body color varies greatly.

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.

(location) (legend) Seven Sisters
  1. Legend - In the Babelite/Ashdodite pantheon, the Seven Sisters are seven goddesses often featured in Babelite myths, frequently feuding with each other, or meddling in (and destroying) the lives of mortals. They include:

  2. Blakat - Goddess of Murder. Matron of Mercenaries.
  3. Inala - Goddess of Pleasure. The most popular of the goddesses in Babelite culture.
  4. Sunala - Goddess of Death. Matron of Assassins.
  5. Rephath - Goddess of Vengeance. Matron of Vigilantes.
  6. Gorphat - Goddess of Disease.
  7. Zakaro - Goddess of Sorcery. Matron of Mages.
  8. Barada - Goddess of Secrets. Matron of Spies.
  9. Location - The "Seven Sisters" are also a range of mountains just outside of Babel, near Mount Dronnel. Each mountain is named after one of the Sisters, and has a shrine to that particular goddess, which is accessed by a winding path of broken red stone, flanked by fences on each side. Although Eeee are quite capable of flying, pilgrims are expected to walk the path up the mountain, for any other area not so designated is considered sacred. Exceptions are made for members of the priesthood and royalty, and military vessels are granted special sanction (with appropriate blessings) to be able to fly over the mountains if need be, in times of war.
(location) Sewers
One unusual feature of Rephidim amongst most settlements on Sinai is that it has a working sewer system. In addition to the conveniences afforded by indoor plumbing, the sewer system is a necessity for recycling the limited water supply on the floating sky island. The mechanisms have been in place for time immemorial, and while there are sewer maintenance crews who attempt to battle clogs, the sewer has centuries (perhaps even millenia) of residue build-up, making it look more like a cavern than a man-made system in places. There are many vicious creatures and even criminal elements that make the sewers their home, or use it as an unconventional means of travel under the city. Nonetheless, the ancient machinery has proven to be durable and functional over all this time, a great testament to the ingenuity of the ancient engineers who built it.

(location) Shabar
shah-BAHR
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.

(term) Shadow, Sphere of
The Sphere of Shadow is one of the twelve Spheres of magic recognized by the College Esoterica. Its mages officially dress in robes of purple, though some dress instead in black (which is supposed to be ascribed to the Sphere of Illusion). Its identifying rune is "The Sundial", and it has no associated celestial body.

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.

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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