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
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(race) Solus
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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).

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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