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One of the innermost and secret areas of the Technopriesthood in Rephidim Temple, the Diagnostitorium is used for special high rituals of arcane nature. | ||
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(not common information outside of Babel and religious circles) Dinala ("Love"), according to the myth of the Birth of the Seven Sisters, was the former name of the eldest of the Seven Sisters, before they rebelled against their father, the creator god Bael, killed him, and took his power. After that, she became the Goddess of Pleasure, Inala. Historically, there is evidence that Dinala was in fact worshipped as a love goddess in Babel's earlier history, often seen as a "fertility goddess", and the festivals in which she was worshipped at times grew into overblown, drunken parties. Eventually, the concept of "Dinala" was transformed into "Inala" ("Pleasure"). Of course, this is not anything that would be acknowledged by the Yodhinala ("Daughters of Inala" -- or priestesses of Inala), and would be considered blasphemy. | ||
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(not common information outside of Ashdodite and religious circles) Diphath is a lesser Babelite deity who is likely a precursor of the better known Goddess of Vengeance, Rephath. She is not recognized as part of the "Seven Sisters", and in the present-day Babelite mythos, Diphath figures into the scheme sometimes as a lesser, seperate goddess. However, the most "official" version of her story, and the one taught by Yodhrephath, goes something like this:
One day, word came to Diphath that the Goddess of Vengeance, with her huntswomen and her horribs, was crossing Diphath's lands. The Countess sent word to her armies, and plotted an ambush for the Goddess, before the Grey Warrior could reach her stronghold and threaten her. Diphath gathered all her people, and timed her blow carefully, so that Rephath was surrounded when they struck. The armies of Diphath swarmed over the huntswoman, howling and screaming for blood and death, and they slew many of Rephath's forces. But the Goddess herself was not so easily defeated. She rallied her remaining people behind her banner, and carved a path through the lines of the trap. Once she escaped, she brought her people in to harry the armies that had assaulted her, striking again and again, without warning, without sign, until the last Eeee soldier was dead or fled, and she had Diphath herself cornered and dismounted. "Countess," Rephath told the woman, "You are a fool, and you have spent your armies for naught. I only crossed your lands that I might visit my own temple on this mountain. Had you let me alone, I would have done no offense to you or yours. But now that you have drawn my ire, I will see all that you have and all that you are destroyed." Diphath, her wings broken and her body bleeding from a hundred wounds, wept and pled for her life. But the Goddess showed her no mercy, and dispatched her to her Sister, Death. She razed the dead Eeee's stronghold to the ground, leaving only a ruin of blasted rocks and a single broken statue to mark the place where once Diphath had reigned. The ruin she left, that all might take it as a warning of the consequences of crossing Rephath, and she cursed it, so that none would dare to settle there and so undo her warning, or come to offer tribute to Diphath's name. Although this tale purports to be of a time "before the Sabaoth," the first known recorded instance of it is little more than a thousand years old, making it unlikely that it refers to an actual event or person. Stories with older roots describe Diphath as a goddess, and scholars tend to believe that the "mortal woman" story was invented by Yodhrephath as part of a campaign to squash the dwindling cult of Diphath. (Suggesting such to a Yodhrephath, or any believer in the Sisters, however, would be inadvisable, to say the least.) It has been simply put that, where as Rephath represents "Do unto others as they have done unto you," Diphath's credo could be "Do unto others before they do unto you." The word "diphath" in Babelite roughly translates into a concept of "decisive first strike": taking action against an enemy before that enemy can be allowed to cause harm. Whether or not the danger presented by the enemy is real or imagined is hardly of any concern. Diphath may have once had a greater following, as evidenced by ancient shrines to her name that can still be found amidst the towers of Babel, in outlying territories, and the most famous -- though believed cursed -- one on Mount Rephath itself, but she has largely fallen by the wayside. Most present-day worshippers of Diphath see her as an independent, lesser goddess, having no particular connection to the Seven Sisters. In Babel, the few worshippers of Diphath usually keep their activities secret for fear of persecution, but in the surrounding countryside, some pockets of open worship remain. In depictions, Diphath has little established as to her personal appearance. She is shown as a female Eeee with head hair cut short, and no particular establishment of what her hair, fur or eye coloration should be. It's believed that the legend of her being a blood-drinker predates the story of her as a mortal woman, though there is some debate among scholars as to a matter of cause and effect: Does Diphath consume blood because this is a practice abhorrent for a modern-day Babelite Eeee? Or, is it because Diphath is depicted as drinking blood, that such a practice now has a negative stigma? Or could it be that the two are unrelated? | ||
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One of many plants on Rephidim used in the making of hallucinagenic "recreational medicine", the primary product being known by the same name. It is highly addictive, with ill (and eventually fatal) side-effects, its trade and use considered illegal in most countries on Sinai. | ||
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The Sphere of Dream, one of the twelve Spheres of magic recognized by the College Esoterica, pertains, as the name suggests, to spells dealing with dreams: causation of dreams, revelation of dreams, interpretation of dreams, recovery of long-suppressed memories in dreams, and even, with more potent spells, of making dreams into reality -- in a very limited sense. The rune of the Sphere of Dream is "The Crescent", which is also the rune of the planet Morpheus. Mages of the Sphere of Dream traditionally dress in robes of grey. According to traditional Rephidim scholarship, the Sphere of Dream is closely associated with the Sphere of Water (Water, Sphere of), and is diametrically opposed to the more material Sphere of Life (Life, Sphere of). | ||
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(Alt spellings: drokkar, drokhar) Drokars are warm-blooded creatures with strongly reptilian features, resembling Terran equines, but with seemingly stylized and elongated features, such as a long, thin and sharply angled muzzle. Unlike reptiles, they sport especially long and wild manes and tufted, leonine tails. They run wild in the plains of the Savan, though they can be found in other regions as well -- even across the sea on the continent of Ur, in parts of Ashdod. Among surface dwellers, they are used as mounts, though on Rephidim they are not found in significant number, since there aren't the wide expanses to justify (or sustain) them, and such beasts of burden as dromodons are more practical for the expense required to maintain them. | ||
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Dromodons are warm-blooded beasts of burden who have semi-reptilian features, such as scaly hides, and a large hooked bird's beak. They are very solidly-built, and ideal for pulling heavy loads over long treks. They are able to go for long periods without drinking water (and to some degree without eating,) due to fatty deposits that collect on their backs which serve as a "reservoir," especially necessary in their home environment in the Savan, parts of which can be very arid and lacking in readily-available water. Although they originate in the Savan and can be found in the wild there, domesticated strains can be found scattered all over Sinai. | ||
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Mount Dronnel is a very large mountain located near the city-state of Babel in the Ashdod Territories on the continent of Ur. It is home to a wide variety of plants that yield roots and herbs that serve as components for many healing unguents ... and for several quack recipes as well. It holds a significant position in the mythology of Babel and in Eeee culture abroad, (The stories tend to be familiar even to Rephidim-born bats.) as many an arduous quest to the mountain despite hazardous weather has been required for some obscure component to a cure to aid an ailing hero, according to the tales. Some tales attribute the name of the mountain to being that of a great hero of old, but studies suggest that the recognized name (which is likely to have undergone change over the millenia) of the mountain may predate such legends. | ||
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A "slightly more polite" variation on the curse word, "Dagh". Children using the word might still get their mouths washed out with soap, if they have strict parents, and it's not considered proper verbage in high society, but it doesn't classify as "foul language", per se. | ||
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The Sphere of Earth is one of the twelve Spheres of magic recognized by the College Esoterica, and by some regarded to be one of the most powerful. Its mages traditionally dress in robes of orange (often with an earthy hue, as would be befitting), and its identifying rune is "The Mountain". The planet of Behemoth is special to those Earth Mages who concern themselves with celestial movements. Spells of the Sphere of Earth deal with the "elements" of stone and metal, and often involve the shaping or locating of such, as well as powers regarding plant life and "nature" in general. This diversity of spell focii is such that many Earth Mages specialize in some subset ... becoming druid-like "forest mages", or the rare (but often wealthy) "alchemist" focusing on the metal elements. Spells of the Sphere of Earth are regarded as being strong and long-lasting, with effects that are resistant to dispelling, and also require a great deal of fortitude in the wizards who dare employ such magicks. According to Rephidim scholarship, the Sphere of Earth is most closely associated with the logical, steadfast Sphere of Mind (Mind, Sphere of), and diametrically opposed to the Sphere of Air (Air, Sphere of). | ||
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(alt spellings: Eee, Ee, E) The Eeee (also known as Bats, Batbats, Flappers, and (squeak) ) are plantigrade, bat-like humanoids with short bodyfur, large ears, head hair, human-like eyes, and a pair of wings sprouting from behind the shoulders. The Eeee are noted for their exceptional hearing, able to navigate in total darkness by a sort of "sonar", hearing the echo of their own voices off of objects. However, they are also very fragile and often weak as far as most races of their size go, so they are not generally very impressive in hand-to-hand combat. Most Eeee consider the Ashdod Territories -- especially the city-state of Babel -- to be their homeland. However, a sub-strain of vampiric Eeee (often bearing mutations, such as glowing red eyes) can be found in the Nordikan region of Sylvania. While most Eeee are omnivorous (having a diet high in bugs and fruits), the vampiric Eeee subsist off of blood ... and are often looked upon with disdain by their non-vampiric Eeee "cousins". There is also a distinct sub-strain of "fruit bat" Eeee in the now independent state of Saskanar (formerly part of the Ashdod Territories). There is a very common mutation in these parts of Eeee that do not possess separate wings, but have forearms/wings fused together.
"Eeee" also refers to a language widely used by the race of the same name, particularly in Ashdod. (Sylvanian Eeee tend to speak Sylvanian instead.) This language, while it can be pronounced at a rudimentary level by other races, utilizes tones that are outside of the hearing range of many other species (and their ability to emulate). The end result is that non-Eeee trying to speak Eeee sound roughly as if they're lisping, and non-Eeee can't fully appreciate the intricacies of Eeee poetry and song. Note: The "Babelite Alphabet" shown above is listed as a GM's tool and reference. While the "real" Babelite language would be quite unlike English, for the sake of simplicity (and so the GM and PCs don't have to learn a new, fictitious language), the above "language" -- used in some illustrations -- is nothing more than a letter-substitution code. | ||
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Eeps are small, flightless birds found primarily in and around the Ashdod Territories on the continent of Ur. They are noteworthy for their wide range of colors, puny bodies, oversized feet, long tailfeathers, and ridiculously oversized eyes. The way that the eyelids pop out to cover the bulbous eyes when the bird blinks is rather startling for anyone close enough to witness ... though anyone who would be disturbed by such a spectacle most likely would not be venturing so close in the first place, given the other habits of the eeps. When disturbed or agitated, the eep will begin to rapidly vibrate, finally emitting an ear-splitting "EEP!" and exploding in a spontaneous self-combustion, sending feathers, bits of bone splinters, and other unpleasant eep elements raining on the nearby area. Oddly enough, nearby eeps will be practically impervious to this, and may go right on without evidencing any notice at all. Eeps have no known predators -- their own suicidal nature keeps the population in check. | ||
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Until the cataclysm that reshaped the Himar territories, the city of Elamoore was the primary trading center of this region. It was once built on the Coldwater River, in concentric circles that divided the city into segments. Innermost was the Marketplace, encircled by the wealthy quarter. That in turn was surrounded by the city walls, just outside of which could be found the middle-class ring. Around this was a canal which separated it from the "Squatter" ring and outlying farms. Presently, Elamoore has been replaced by a large quantity of red rock, part of the Red Cliffs, and the Coldwater River has been diverted, flowing around the base of the plateau. The actual city of Elamoore was discovered to be displaced to the planet of Abaddon, where it remains in the center of the Pit of Himar. Back in Himar, a new settlement has sprung up, known as New Elamoore, though it is only a shadow of its predecessor, and is dominated by the Khattan Emirate. | ||
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The Elite Guard represent the best the Temple has to offer in terms of defense, save for the Knights Templar. These Guards have uniforms and armor in colors of black and silver, and, in battle, have distinctive full chitin armor. They are most often seen by outsiders guarding the Temple entrance, and the Changing of the Guard is something often considered worth seeing by tourists to Rephidim from other nations. | ||
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The Emperor-Potentate is the ruler of the Nagai Empire. His power is, at least in theory, absolute, and, in reality, still very impressive. He rules over the territories of the Nagai, and commands considerable respect as at least a symbolic leader of Nagas who live abroad and under different national allegiances. It is typical that the Emperor-Potentate will be one of the larger types of Nagai, and, due in part to his access to greater medical facilities and sustenance than the average Naga, he tends to have a considerable lifespan compared to others, and reach just as impressive of physical size (as Nagai keep growing as they age). It is considered a great honor to be crawled over by the Emperor-Potentate himself ... though being too "greatly honored" can at times be fatal. Traditionally, the Emperor-Potentate is known by title, not name. Combined with the extended lifespan of the typical Nagai Emperor, many tend to think of him as an immortal, much like was supposed of the Sabaoth of Babel. Purportedly, the Emperor-Potentate was slain by a Kavi assassin on Landing Day 6, 6103 RTR, resulting in the fragmentation of the once mighty Nagai Empire. However, with the reported return of the Emperor-Potentate on 31 Ring, 6104 RTR, displacing the temporary "Emperor" who took his place over the smaller state of Nagai, rumors of the Emperor-Potentate's immortality have begun anew, perhaps even encouraged by the ruler himself. |
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