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

(race) Skeek
SKEEK
Skeeks are smallish mouse-humanoids which come in a variety of sub-types. Despite the similarity in race name and appearance, they will generally deny any relation to the larger Skreeks. They tend to range in size from two to three feet tall, and vary in body build -- some looking capable of running about on all fours, while others are closer to a true plantigrade humanoid build. (This might be attributed to mutations on the surface, except that this genetic variety is also found in Rephidim-based populations as well.) They tend to be vegetarian, and can live off of a relatively small amount of food for their body mass. They tend not to be very impressive physically (especially due to their size) and are stereotypically timid in nature. Like the Skreeks, they have no recognized homeland, and are generally found amongst other races in various Sinai metropolitan areas, though they tend to fare better on the class scale than Skreeks -- something that might enhance certain enmities between the two races, even though they share the same chittering race-tongue.

(legend) Skekos
SKEH-kohs
(not common knowledge outside Babel and religious circles)

One of the Sabaoth Seven, and also accepted as one of the original Sabaoth Six -- demon-warriors bound to the service of the ruler of Ashdod as well as the Seven Sisters.

Skekos is depicted as a mutant Eeee with skedat-like features, including a chitinous black body and smooth, featureless faith, with sharp spines protruding all over, and segmented barbed whips extending from each forearm.

Skekos is sometimes associated with Sunala in tales that attempt to tie the Sabaoth Seven to the Seven Sisters, but skedats are not particularly sacred to Sunala. Like a skedat, Skekos tends to charge blindly at an opponent, hoping to impale the foe upon his spikes, and to flail with his barbed whips.

(race) Skreek
SKREEK
Skreeks are rat-like semi-humanoids, standing about three to four feet in height. They are semi-plantigrade, though they have particularly large (and evidently rat-like) feet, and are capable of scurrying around on all fours if need be, though they're quite capable of running just fine on two. They tend to be regarded in varying negative terms by other major races on Sinai, and don't do much to improve upon the stereotype, generally having a much higher tolerance for filth than most. They have no recognized homeland, tending to be found in Darkside and in equivalent sections in various major cities of Sinai. They are also sometimes referred to as "rats", which is considered a derogatory term, especially since the term can also be used to refer to vermites and certain other vermin found on Sinai.

(fauna) Skut
SKOOT
Skuts are a much smaller strain of skedats, covering a much wider range, even found beyond the continent of Ur. In appearance, they are easily mistaken for small, shiny pebbles, especially when they curl their small segmented tails underneath themselves. With a multitude of tiny little claws, they are capable of darting along the ground at a surprising pace. Another feature of the skut is that its claws have small barbs capable of delivering an irritant that can cause severe itching and swelling where they prick skin.

(location) (item) Sky Island
n/a
One of the more exotic features of Sinai is that there are several "islands" which float upon the air, borne by unknown means, following unpredictable routes across the sky which are not necessarily determined by the winds. The largest and best known of these is Rephidim, which, until recently, was the only one widely known to be populated.

Other sky islands of note would include: Paradys, Tarsus and Fetiss.

Although the sky islands tend to hover around 10,000 feet ASL, they sport localized phenomena that cancel out, to some degree, the very low air pressure that would be associated with such altitude. For this reason, the differences in air pressure often result in small atmospheric variances, such as clouds of mist which accompany the sky islands.

There is much disagreement about what governs the movement of the sky islands. For all intents and purposes, it appears that they are random. However, the Captain-Astromancer has long been held to be able to predict the course of Rephidim's movements, and there have been whispers among some circles of some sort of connection between the movements of the sky islands and that of celestial bodies.

(role) (organization) Slakash
slah-KAHSH
(not common information outside of Ashdod and religious circles)

(both plural and singular)

The Slakash (Poison Women - so-named for the toxic brew they consume to enter a berserk rage) are warrior-priestesses of the Yodhblakat (Daughters of Blakat). While all priestesses of Blakat are taught certain martial skills, the Slakash specialize in it, and serve as mercenaries to those supplicants who contribute large amounts of funds to the temple of Blakat. They are not known for having any real self-restraint or particular organization, but rather as berserkers, who work themselves up into frenzies with the assistance of mind-altering substances. Thus, they tend to be employed as shock troops and general thugs, not put up against true soldiers.

A tradition of the Slakash is that they always take trophies of their kills. According to the Blakat mindset, if no trophy exists to commemorate a deed, then no deed worth commemorating has been committed. Likewise, any deed that does not bring with it a worthy trophy is not a worthy deed. Furthermore, they tend to collect their trophies immediately, rather than going back to loot (or maim) the dead later. Distinguished priestesses of Blakat tend to look a great deal like their matron, having plenty of scars and marks, adorned in a shambles of mismatched (and torn) articles of clothing and pieces of armor, with an assortment of weapons, and grisly trophies (scalps, skulls, shrunken heads, finger necklaces, tooth necklaces, pelts, etc.) to testify to their achievements.

The Slakash have generally found work with the nobility of Babel, serving as pawns in their clashes with each other. However, since the dropping of the Boomer on Babel, power has been consolidating under the High Princess, and the nobility has been in decline - and more concerned with survival than ambition, for the time being. Therefore, the Yodhblakat has been forced to look abroad for new "converts". Blakat has a pretty bad reputation amongst those outsiders who even know her name, but that hasn't stopped priestesses of Blakat from trying to present her in terms seen as more favorable and honorable to foreigners, when the situation merits it. As it is, there might well be a petty warlord here or there on the surface who has a Slakash on retainer as an enforcer ... and as an exotic status symbol.

(fauna) Snark
SNAHRK
Shelled crustacean, vaguely resembling a shark in general shape, found in cold waters, especially in the Northern Sea (also known as the Sea of Ice and the Vykarin Sea). Carnivorous, fast, and highly dangerous, these creatures are nonetheless hunted for their meat and for their shells.

(race) Solus
SOH-loose
The Solus live a settled agrarian lifestyle, mostly Soultown, a central "village" of about 5000 individuals, which is built into and out of an extremely large mountain. Access in and out is typically by flight, or by the single pathway. Smaller groupings of Solus live on the surrounding slopes, in small villages built into the gigantic trees that dot the landscape.

The Solus average 5'5 to 6'0. Physically they resemble a cross between an anthropoid feline and a hawk. Their skeletal and muscular structure supports their usable arms and strong wings, making them capable of short flights. The Solus are not capable of long distance flying or of carrying much weight while flying. They can carry their body weight plus a maximum of 50 lbs. The better flyers are more agile, can fly farther, and with heavier cargo.

Solus arms end in five prehensile digits which have soft pads rather than claws. Their feet are non-prehensile with digits that have retractable claws. The Solus have average physical compared to other races. They are long lived: 120 cycles is average. Their fur is short overall, except on their heads, where it is often worn long. Fur colors range from light to dark brown to golden.

Wings are covered with large feathers over a softer downy layer of feathers. Wing colors are typically pure white and are considered ceremonially important. Other colors are regarded as bad omens by the Solus and result in exposure (abandonment) of the young to Nature by the group. The Solus view this as handing the infant's fate over to the First Ones. Some cast out Solus have survived through the kindness of strangers, and others are rumored to be held in thrall by other races. Only a rare few (to date in Solus history: 4) have returned to Soultown, the racial capital. These are regarded with suspicion.

Eye colors vary, and are commonly green or yellow. Purple and dark blue are the most favored, being regarded as gifts from the First Ones.

Solus have long prehensile tails which are kept curled close to their bodies. Exactly how they reproduce is unknown, but their genetic system is highly adaptable and they have been know to mate cross species. This phenomena is extremely rare and viewed with neutrality by the Solus.

The Solus are a hearty people, not usually susceptible to disease. However, they do get a form of mites in their wings which incapacitate or even kill them.

Solus culture is structured around the ke'nai, a medium sized animal that resembles a llama. The ke'nai appear to be long lived, though their lifespan is not clearly known. The oldest live to about 60 cycles. The ke'nai represent a source of food for the Solus, as they are edible and the females provide a heavy milk. The animals represent wealth for the Solus, and an indicator of status, for all ke'nai are considered gifts from the First Ones. It is no secret that the Solus are obsessive and ruthless in their pursuit of the ke'nai, even stealing the animals from each other. Status is partially based on herd size, and partially on the blood lines of the ke'nai. The Solus maintain strict records of all ke'nai births, deaths and matings. In fact, there is an entire occupation devoted to ke'nai bloodlines. To possess the best bloodlines indicates very high status.

Ke'nai strength and intelligence is excellent. The animals are jealously guarded by the Solus, and the unsanctioned killing of a ke'nai is an offense punishable by death. Every Solus is given their first ke'nai at birth, and this animal takes a unique place in the Solus's heart. It forms the basis for their herd, and is in some senses a partner. Though the ke'nai can not speak, it is possible they can understand mental thought.

The Solus culture focuses on Soultown and the ke'nai. The Solus show little interest in the outside world, though individuals will freely trade for goods, information or technology if they think it will help them aquire more ke'nai. Ke'nai meat and milk is not as highly valued outside the Solus culture, though many view ke'nai products as tasty. The Solus very reluctantly trade live ke'nai with outsiders, and only slightly less reluctantly will trade meat, milk and cheese products. The Solus will readily trade ke'nai wool in any form (spun, unspun, woven, unwoven) and are well known for the wool and quality weaving. In addition to being weavers, Solus also trade their services as messengers and occasionally, warriors to those who require such services. Such a situation is almost always temporary. Solus under permanent employ are rare.

The Solus are devious, trusting no one but their immediate family members -- their "birth clan." The Solus are of above average intelligence and they often use it against the unwary if given the chance. However, for the most part, Solus do not seek out such opportunities.

Solus who migrate to the cities are uncommon. Once in the cities, the Solus undergo a drastic lifestyle change as the ke'nai do not survive long outside their native valley. Thus, a city dwelling Solus must find something to replace the ke'nai in their hearts and souls. This is usually not beneficial to the Solus in question as they become obsessed with such things as: chocolate, caffeine, gold, individuals of other races, plants, stones... almost anything to fill the gap. Some Solus have been known to obsess on poisonous animals or plants!

PC and NPC Notes for the Solus:

    A Solus character in the city can take a -1 disadvantage as a result of leaving home culture (with obsessions as above).

    A Solus must have at least average flying capability (4 points).

(role) Sorcerer

(term) Sorcery

(term) Spell, Magic
Magical spells are manifestations of magical energies invoked by magic-users on Sinai. In its most generic sense, a "spell" encompasses any of the major classes of magical incantations used by mages on Sinai. These are classfied based on their respective power, and average time to cast:

Cantrip: Weakest of spells. At least 15 seconds to cast on surface of Sinai.

Spell or Minor Spell: At least 15 minutes to cast on surface of Sinai.

Ritual: At least one hour to cast on surface of Sinai.

Major Ritual: At least one day to cast on surface of Sinai.

At higher elevations, spellcasting times take longer. For instance, at the level of Rephidim and other sky islands (about 10,000 feet above sea level), spells take about four times as long to cast. At some places on the surface of Sinai (such as at ancient ruins or in Forbidden Zones), casting times may vary greatly.

(race) Sphinx
SFEENKS
"Sphinx" is a term used to describe half-Vartan/half-feline crossbreeds on Sinai, or other "winged Khattas" that might fit the description (with the notable exception of Solus, which have their own recognized race name).

A large colony of Sphinxes (or Sphinxae) was discovered on the sky island of Paradys in very recent history, though they insist on calling themselves Vartans, claiming to be descendants of the ill-fated crew of Shokar's Silver Bell. Presently, a large contingent of them have migrated to Underside -- the flip side of Rephidim.

(race) Sphynx
Alternate spelling of Sphinx. Refers to winged felines, but is particularly applied to those of Paradysian origin -- Khatta/Vartan hybrids.

(term) Spirit, Sphere of
The Sphere of Spirit is one of the twelve recognized Spheres of magic by the College Esoterica. This Sphere could arguably be split up into two smaller Spheres -- one of Necromancy, and the other of Warding. The first would involve the conjuring of "spirits" and the animation of the inanimate, while the latter would deal with the negation and warding of same -- and, to some degree, the negation and countering of magic in general.

The rune of the Sphere of Spirit is "The Spirit", which is also the sign of the planet Ariel. Mages of the Sphere of Spirit, in their high rituals, typically wear robes of white, whether Necromancers or Warders, though the former quite often do away with any color schemes and opt for red, black, violet, or whatever suits them.

(fauna) Squibbit
SKWIH-biht
Squibbits are small slug-like creatures of unknown classification found primarily in the Savan, used as a cheap food supply by the Nagai and other sapient races of that region -- though not a preferred means of sustenance. The green head of a squibbit is mildly poisonous, but the lumpy "body" can be consumed, leaving the head to regenerate its body over time. They are sometimes used as emergency "rations" on expeditions, since they can subsist off of garbage. Since the squibbit "body" does not squirm as it goes down, it's not preferred by Nagai, and since it doesn't taste all that great, other races tend to avoid it as well if they can afford to. (Squibbits are not a common food source outside of the Savan.)

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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