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The A'Matu'd is a collection of theological writings by Hekoye philosophers and archivists, once on "speakerboards", but now on more compact scrolls or even in books. | ||
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![]() Since the advent of the discovery of the Gateway Tower and trade with Abaddon, many airships have been replaced with semi-mechanical zeppelins, relying on complex propulsion systems. Although zeppelins on Abaddon move primarily with spinning propellers, Sinaian designs employ flapping wings, pumping bellows, and all sorts of seemingly unnecessary moving parts - which engineers insist are crucial to the functioning of such craft on Sinai. | ||
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Berryswort tea is a popular non-alcoholic "wake-up" drink in Ashdod, especially among fruit-bat Eeee. The best blends come from Saskanar, though other varities are cultivated elsewhere in Ashdod, and to a lesser degree on Sinai at large. | ||
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![]() The primary sources for chitin for use in constructing armor are the hives of the Zelaks. However, it is not unheard of that armor might be constructed from (hopefully) cast-off shells of Vykarins, though the latter type of chitin is considered inferior. | ||
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![]() A mysterious magical item that arrived with an exile claiming to be a knight. Little is known of this item. It was stolen before it could be properly examined by the Temple. | ||
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![]() Great Gretchen has also become a byword for many Chronotopians, almost to the point of anthropomorphization, in such phrases of "What in the name of Gretchen," "I swear by Great Gretchen," and so forth. As far as can be told, there is no "Gretchen" that the tower is actually named after, but it is simply a nickname of unknown origin that became applied as a matter of tradition. | ||
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Khattan Ha'clohi, also known as halfcloaks, or whirlcloaks, are specially-made zolken garments from Abu Dhabi, made for travelling places with extremes of temperature, and usually worn in pairs. They are fashioned much like cloaks, but each cover a little more than half the body, worn on one shoulder or hip. They are composed of multiple layers of cloth, tiered and dyed from light to dark colors on one side, and dark to light on the other, such that one side is predominantly light or dark. The top of the ha'clohi has a broad, lightly coloured sash which is wrapped around the neck and head for upper-torso wearing, or around the waist for wearing over the legs. To make them requires a specific weave, and knowledge that only a few zolk tailors possess and jealously guard. Taking apart ha'clohi hasn't revealed the secret as to how they are made, but has shed some light as to how they keep their wearers cool or warm. Part of it lies in the colouration. The sash that goes over the waist or head is lightly coloured, so reflects light. The light side of the garment also reflects light, while the darker side absorbs light to keep the wearer warm when it is desired. The other way the ha'clohi works is by a series of vent-holes near folds on the inside. When the wearer walks, wearing the garment light-side up, air is circulated as the folds are moved. The more the wearer moves, the more pronounced the effect is. When the garment is worn dark-side up, the vents are pressed against fabric, and effectively closed, trapping air in pockets to be warmed. Only zolk seems to work for this process. | ||
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K'tinza is a board game played on a grid, very much akin to chess. It is a popular game among the social elite, and to be a master at this game is to command considerable respect in some circles. This game is a predecessor of and closely related to k'trinzhai, which is primarily different in that the latter involves three players rather than two, adding a whole new element to the game. Still, k'tinza is the more widely played and respected of the two games, considered to involve more raw logic than the psychological "mind games" that so often dominate k'trinzhai's interplays of alliance and betrayal. | ||
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![]() In political circles, references to k'tinza or k'trinzhai are often made in much the same way allusions are made to chess in our own world when talking of "pawns", "check and mate", and so forth. | ||
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![]() Spells of the Sphere of Light primarily deal with the acquisition of knowledge, to divine the truth, in whatever form it might appear. Contrary to what one might think, it does not deal so much with physical manipulation of light, per se, though a few spells of illumination are in their repertoire. According to Rephidim scholarship, the Sphere of Light is most closely associated with the Sphere of Spirit (Spirit, Sphere of), and diametrically opposed to the Sphere of Shadow (Shadow, Sphere of). | ||
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Naga truffles are typical of Naga candy. Namely, since Nagas swallow their food rather than chewing it, their food typically focuses more on outer textures and taste rather than the interior. Thus, Naga truffles, made to look like Bromthen truffles, have very sweet and lumpy exteriors, but the interior is pasty and, while semi-nutritious and easily digested by the Nagai, rather tasteless. | ||
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![]() It even retains these properties for a limited time after death, and thus a minor amusement is often made for children by treating oghnoigh bodies to negate toxins in their bodies (but also effectively destroying any nutritional value in the process) and preservatives. Naga children can then slap the oghnoigh bodies silly, producing interesting color patterns, until they "wear out". Oghnoighs can also be fashioned into jewelry before their bodies dry out, and it's a common belief that jewelry will reflect the "mood" of the wearer, since it seems to react to body temperature as well as pressure. This aspect of the ognoigh is exploited mostly in exports. Nagas, after all, are cold-blooded. It is believed that oghnoighs reproduce by breaking off into smaller oghnoighs. Thus, they're built to take a lot of punishment before they're ready to reproduce. | ||
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![]() While the Plaguebringers are armed to resist most any blow, it was discovered that they have two weak points: their wings, and the "eyes". The pilot resides in a hollow space in the head behind the latter, making him vulnerable to attack. | ||
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![]() 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. | ||
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![]() Most Shekelodeons are of Chronotopian design, but there have been rumors of Titanian versions of Shekelodeons, which are more akin to games of chance ... purportedly with dire consequences for anyone who has the misfortune of losing. | ||
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![]() When one refers to a "shekel" alone, it typically refers to the basic unit, a ceramic coin which is worth a cup of grain -- or roughly $1 for comparison. Greater denominations are represented by copper, iron, silver, and ultimately gold -- progressively rarer minerals on Sinai. 1 gold = 5000 shekels; 1 silver = 1000 shekels; 1 iron = 500 shekels; 1 copper = 100 shekels. The typical inn costs 5 shekels per night, not including food, and meals run between 3 and 5 shekels. There are half- and quarter-shekel pieces. | ||
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![]() 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. | ||
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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.) | ||
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Zolk is a silk-like fabric with a metallic sheen to it, available in a number of varieties. The rarest sort, "platinum" zolk, has puncture-resistant properties that make it highly favored by the wealthy, as it can give them fashionable clothing that still affords a degree of protection without the bulk of armor. Zolk is manufactured in the Himaat, fashioned from strands of material left in the desert sands by roaming gooshurms. Some Zerda clans are brave enough to run "gooshurm farms", but these only produce the more common varieties of zolk. The strands required for the rarer and more durable varieties of zolk (such as "platinum" zolk) are only to be found in the Sea of Sand by determined prospectors. These strands of material are actually pieces of the stomach linings of gooshurms that are shed from time to time, and float to the surface in the strange silty material of the Sea of Sand. Zolk is a major export of Abu Dhabi, and the more common varieties can be found easily in Rephidim (especially in the Bazaar). Availability elsewhere on Sinai varies greatly depending on geographic location (proximity to the Himaat) and just how much one is willing to pay for zolken garments. |
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