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

(legend) (flora) Thistlebark
The large and forboding thistlebark trees of the Savan look much like any other tree, but their bark sports sharp, wickedly-curved spines that ward off herbivores (and woodsmen). The wood of these trees is semi-porous, and overall not very useful, except that it is purported that these trees have some sort of natural properties that disrupt certain aspects of magic.

Many Naga legends hold that weapons fashioned of the wood from a thistlebark tree are capable of harming Chigai (the Naga equivalent of a "demon") and other wicked spirits normally impervious to the physical realm. Among mages of the Sphere of Spirit, this wood is sought after as a component in some more potent (and expensive) rituals, and some Naga lords will surround their grounds with thistlebark trees, believing it to be an effective ward of spells of scrying (as well as a hazardous deterrent to trespassers).

(term) (race) Titanian
tie-TAYN-ee-ahn
The term "Titanian" technically refers to any citizen of the loosely-defined region known as Titania, populated primarily by a mix of large, hardy creatures, such as Rhians, larger Khattas/Katthas and Vykarins.

However, the majority of Titanians are members of a race of large bipedal, plantigrade lupines. Hence, the term "Titanian" is often used as a racial term rather than an indication of nationality. Lupine Titanians (also known as Titanian Jupanis) are very large, and are distinctive in having hairy manes as well as "fetlocks" on their forearms and sometimes legs. They are typically known as being very hardy and stereotypically dimwitted ... though somehow capable of considerable feats of engineering.

(location) Titania
tie-TAYN-ee-ah
Titania is a largely wilderness (not in the forested sense) region in Nordika, on the northern part of the continent of Ai. It is south of the Vykarin Wastes, and shares part of Chronotopia's eastern border, also touching the mountain ranges containing Bosch.

"Titanians" are dominated by a wolf-like race (known as "Titanians", even if not all Titanians are lupines), plantigrade, typically very large and exceptionally resilient, with large "manes" and "fetlocks" on their forearms and legs. Titanians have no native tongue, per se, other than a badly mangled version of Rephidim Standard, but they do have "Hammersong", a violent form of Morse Code, so to speak. While Titanians are typically seen as barbaric and stupid, they are actually mechanically talented in some areas, constructing giant machines ... which are never given a way to shut off, since they usually do so themselves (violently).

Titania is typically cold, with large patches of mostly barren (and crater-marked) land, marked by large networks of underground caverns.

(location) (item) Titanic
tie-TAHN-ick
This collosal testament to Titanian 'ingenuity' is a nonfunctional attempt at an airship that is imbedded in the side of a mountain. How it got into the air in the first place to even crash into the mountain is an ancient mystery. Many Titanians have devoted themselves to discovering this, and those faithful pilgrims who have journeyed to the site to help in its reconstruction have formed a city out of the wreckage and surrounding "facilities", known by the same name. If there is a "capitol" of Titania, this would be it, for even members of rival tribes find a common goal in trying to make the single largest machine of Titanian construction somehow work. Given the great amount of metal used in this ship, not only is this accomplishment terribly unlikely, but it's a tempting prospect to looters. (Getting through so many hammer-wielding Titanians would be quite a feat, however.)

(item) Titan
TIE-tahn
Big. Real big. Titans are creations of Titanians, and their ultimate source of pride, the embodiment of the best (and worst) of their creative energies. These collosal machines of war, often made to resemble great "robotic" Titanians (or ferocious beasts) are powered by steam ... and, due to the effects of quantum uncertainty (and Titanian engineering) have a tendency to blow up at times. True to Titanian methods of operation, they have little to nothing in the way of controls in the common sense, being designed to change direction, fire weapons and perform other weapons by being whacked with a big hammer in the proper place at the proper time. In battle, hordes of Titanians can be seen haphazardly clinging onto every available space on these machines ... or chasing along in case an open spot frees up. Fortunately for everyone else, they typically don't make it very far.

(location) Tizhar
tih-ZHAHR
Nation located in the Himar Region, north of the Himaat and Kemykler Golu'dur, and east of Himar. This region is populated mostly by Khattas and Katthas, though it is also home to the coyote-like Hekoye. One major feature is the Tizhan Vastland, a Forbidden Zone that is the site of a great battle during a spill-over of the Necromantic Wars. This place is littered with bones and other remnants of the fallen, marked with craters ... and haunted by spirits of the dead. This is a place strong in magic of the Sphere of Spirit, and to be avoided by mortals.

(item) Trireme, Sand
These sand-boats are the common means of transportation for the scavenger race known as the Nohbakim. Given the scarcity of wood to be found in the desert, and means of making cloth, the sails are typically made of patched- together hides, while the structure is made of a mish-mash collection of scavenged materials, including bones of large desert creatures. Smaller versions of the triremes are known as "Kooshkie Sleds", relying on propulsion by teams of Kooshkies instead of sails.

(term) (race) Triton
TRY-ton

(location) Tsun-Lao
TSOON-layow
Port city located within the Sinh Range, part of the Wandering Roams, located to the east of Bosch and north of Olympia. Populated primarily by the feline species known as the Sinha, and is pretty much the only stationary settlement in the Sinh Range, given the nomadic tendencies of the Sinha.

(fauna) Tup
TUHP
[not common information outside of Lamu]

Small reptilian domesticated creatures, almost spheroid in shape, tapering at each end into a scrawny neck and diminutive head, and a vestigal tail. They lay blue-purple eggs, which have a reddish-orange filling that is considered a Lamunian delicacy when eaten raw.

(location) Tursdi
TOORS-dee

(legend) Twelve-Times-Twelve
[Obscure information only known to a select few]

According to ancient myths associated with ideas that the Savanites might have actually once had an empire of their own, rather than always being slaves and savages, they were ruled by a Priest-King, who was supported by a circle of Priest-Mages known as the Twelve, who were, in turn, supported by the Twelve-Times-Twelve. These mages represented the twelve known Spheres of magic, and were responsible for training others of their kind in the ways of spellcasting on Sinai.

(term) Undead

(location) Undercity
A vaguely defined region in the massive, upwardly-growing City of Babel, capitol of the Ashdod Territories. This encompasses the lower levels of streets, foundations and buildings that have been built up upon over centuries, a great deal of it having collapsed into rubble long ago. Over the ages, the Eeee, mimicking the age-long further construction of the Tower of Babel, have built new structures atop the old (sometimes resulting in terrible catastrophes as these structures collapse from time to time). Deep within the shadows of these spires are shadowed and forgotten streets, some of them little more than tunnels through stone and rubble, where the refuse of Babelite civilization gathers. Here, the light of day does not shine, nor is there any law and order. On occasion, the priestesses of Gorphat may conduct Purges of sections of the Undercity known to harbor large numbers of transients, but otherwise the people cowering here are left for the most part alone and forgotten.

There are, of course, persistent rumors of treasures to be found in these depths, but also of monsters and other dangers as well.

(location) Underside
Underside The "flip side" of Rephidim - or, that is, the bottom side - dominated by "stalactite"-like structures, and dwellings of flight-capable species. Rephidim Temple has long maintained little presence on Underside, but in the aftermath of the abduction of the Captain-Astromancer by "Faraon the Friend", this is no more. The largest structure of note is the Jade Palace (formerly known as Faraon's Dome), which once served as Faraon's base of operations, but it is now in the possession of the Rephidim Temple. A network of tunnels connecting with the Rephidim sewers provides a connection back to the top side, though fliers can of course just wing it around.

Most of Underside is barren rock and crystal structures, but there are also large patches of kyootcumber vines and other vegetation clinging tenaciously to the stalactite-like structures.

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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