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) Aelfin
EHLF-ihn
Relatively short humanoids, standing about 3-4 feet tall as adults, with child-like proportions. Their bodies are covered with fine white fur, and their heads are slightly deer-like, though with very short, abbreviated muzzles, and large, expressive eyes. They each have four long, pointed ears, and very delicately-featured hands.

Primarily found in the regions known as Aelfhem, on the continent of Ur, south of Ashdod.

Little is known about this race insofar as general knowledge. What is known is that they are vegetarians, and, whether or not they have magical powers, what legends there are often ascribe spell-working to them.

(race) Aeonian
ay-OH-nee-aan
Aeonians are scarce on Sinai, and, among those who are not members of this race, they are more commonly known as "Unicorns", "One-Horns", "Anassa", "Ki'rin" or various other terms as appropriate. In appearance they are digitigrade unicorn-like humanoids, with cloven hooves, leonine tufted tails, and horse/deer-like heads with long manes, and a full complement of fingers on their human-like hands. Their horns are invariably spiraled, and what few legends there are about them often ascribe healing properties to the horns -- or to potions made from them. Less common legends tell of the touch of iron being harmful to them, and that a bridle made of gold can subdue a Unicorn. Considering how few there are to test this theory, the truth behind these legends remains to be seen.

(race) Akwavi
ahk-WAH-vee
The Akwavi are otter-like bipeds, most of whom live in the Akwavi-kin Mangrove, a marshy area in the Half Valley region on the Levitha Peninsula on the continent of Ai. They are all natural-born swimmers.

(race) Aquilan
ah-KEE-yan
Aquilans are a race of eagle-morphs known for keen eyesight and their natural ability to fly. In appearance, an Aquilan is a plantigrade, feathered creature with a pair of wings that have a pair of claw-like hands attached, each hand having three fingers and a thumb, in addition to the bones that comprise the wing. Due to this construction, they cannot fly and utilize their hands at the same time. Their feet are clawed as well, and capable of gripping, though not "prehencile", per se. They also have short "fan" tails, and their heads are eagle-like.

Since they have beaks, many Aquilans have some difficulty speaking Rephidim Standard. Their standard language is Vartan, although they call it "Aquilan". While some might draw comparisons in appearance to Vartans on some factors, they are different in many ways. For one, they are strictly carnivores, unable to eat vegetables, and having to swallow stones on occasion to grind their food. For another, they are very light-boned, and not particularly strong. (Not all are "weak", per se, but you certainly don't find Aquilan body-builders...)

(race) Cervani
sur-VAH-nee
The Cervani (alt plural: "Cervanis") are deer-like digitigrade (hoofed) humanoids mostly found in the woodland regions of Nordika, and occasionally southward toward Himar. Some have human-like head hair, though a majority do not. Otherwise, they have human-like hands, and abilities and attributes largely within human ranges. Cervani are predominant in the country of Chronotopia. "Krozite Cervani" are a sub-strain in which human-like "manes" are most common, found in the small Nordikan nation of Kroz, especially in the Diamante Principality (which is ruled by a Cervani royal family).

The males, particularly older ones, grow large "racks" (antlers) on their heads, which are shed occasionally and regrown. It is said that one can tell how old a Cervani is by how many points are on the rack ... but this is a very inexact "science", and unreliable.

Many Cervani are known to have a certain mental resistance to magical effects, perhaps borne of their tendency to be found in areas close to the Forbidden Zone of Bosch.

(term) (race) Eeee
EEEE
(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.

(race) Fnerf
FNURF
Fnerfs are six-limbed "fox'taur" creatures, possessing two arms on an upper semi-humanoid torso, and four legs on a lower "non-anthro" body. In shape, Fnerfs look like the centaurs of Earth mythos, only with their lower bodies suggesting those of foxes rather than horses, and their upper bodies covered in matching fox fur, and topped with a fox-like head, rather than a human head.

Fnerfs are primarily found in the Ashdod Territories and surrounding areas, living an agrarian lifestyle, typically shepherding herds of rughrats, which they depend upon for meat, wool and leather.

(race) Fox
FAHKS
True or not, it is widely believed that all Foxes on Sinai are Exiles -- visitors from other worlds who arrived here by way of the Forbidden Zones, or descendants of the same. Zerdas, the fennec-like beings from the Himaat, while occasionally called "Foxes", or mistaken for such (or vice versa), are generally accepted as being exempt from this assumption. The Keiltyn, a race of digitigrade, true 'red foxes' are also natives, but are nocturnal, (hence not always noticed) and tend to be remain quiet to other species about their heritage.

(race) Gallah
gah-LAH
Gallahs are "mutt" (mixed breed) canine anthropomorphs hailing primarily from Gallis, though they are also found in significant numbers in Rephidim City. In Gallis, they comprise the bulk of the "lower class". In terms of racial abilities and attributes, while some may sport dog-like senses, by and large they are close to human capabilities.

(race) Gallee
gah-LEE
Gallees are pure-bred "dog" anthropomorphs primarily hailing from Gallis, though they are also found in significant numbers and prominence in Rephidim City. They are found in varieties corresponding to various Earth dog breeds (even if Earth is unknown, by and large, on Sinai). Racial abilities vary widely amongst Gallees, even within a single "breed", though for the most part they are more or less human in attributes and abilities, though occasionally with dog-like senses (though not generally to the degree of, for instance, Jupani).

(race) Gigi
JEE-jee
Along the east coast of the continent of Ur is a region known as the Gigi Coast, where can be found a subrace of Khattas known as "Gigis". These golden-furred felines, quite unlike most of their brethren, actually LOVE the water, and are reasonably adept at fishing, diving and -- especially -- surfing. While they have no racial aptitudes in any of these areas (in the same way as, say, otters might), a "native-born" Gigi is bound to be proficient in one or more of these activities.

One other distinguishing feature about the Gigis is that they are prone to what might be called "jabberwockyisms". Though their native language is ostensibly Rephidim Standard, they freely invent new "slang" terms on the spot, the meaning of which is generally determined based upon the tone in which the word is said, and in the context of the situation. While such words are typically used once and may never be used (except by accident) again, it is considered to be a sign of some pride if a word invented by a Gigi is picked up by others. Hence, this peculiarity of Gigi communication plays a role in establishing and reinforcing the Gigi social order.

To outsiders, however, it is merely confusing and often annoying, hence the usage of the term "Gigi" to be synonymous with "nonsense" or "gibberish" in several other cultures in the region.

(race) Hekoye
he-KOH-yay (or -yeh)
The Hekoye are a race of humanoid urocyonids (coyotes.)

Most are tall, typically 5'5" to 6'5" in height, with no clear advantage of one sex over the other. Most are russet-furred, with slight variations and additions of white, gray, black, brown, and sometimes yellow. They walk on heeled feet and have hands with five clawtipped fingers. Their musculature varies by trade, but none can be considered burly. Normal sex differentiation otherwise applies.

Hekoye have mastered weaving in recent years, and their clothing employs both coarse burlap-like material and hides. The typical adult garment for either gender is a hide poncho worn with or without a hood, that drapes to the elbow, underneath which a cloth tunic dresses them to the knees. Most also wear sandals.

The stereotypical Hekoye is seen as being soft-spoken and reserved in passions, at least in normal discourse, compared to many other cultures. In Hekoye culture, pride as other races might know it is subdued, as is verbal angst. It is against Hekoye culture to complain about one's lot in life, nor to give sympathy for one who does so.

Some outsiders may grow frustrated with the time required to negotiate with Hekoye elders. According to Hekoye tradition, they devote time and pensive thought to any decision except those that involve the gravest threat to life, and solutions only come after shrewd consideration of all alternatives.

The tribes of the Hekoye are scattered across an area roughly defined as the Hekoye Nation, with their "capitol" being a meeting place known as Ihtoli Maqahamok, located up in the mountains.

(race) Hooka
HOO-kah
(not common information)

Hookas are barely understood creatures that are quite alien when compared to most lifeforms on Sinai -- particularly sapient ones. They appear to be constructed of shelled modules that have concave "nodes" in multiple spots, and can be linked together to form the body of a Hooka. The essential component is the Hooka head, which has a long bottle-like snout (with a perpetually "O" shaped mouth) and two "eyes" that look like concave depressions similar to the "linking nodes" elsewhere on Hooka bodies. (It has been reported that some variations of Hookas actually have "googly eyes" in these sockets -- possibly another "breed" of Hooka, though it seems that both varieties are just as capable of seeing.) Hookas have their own language, which sounds akin to blowing over the top of a glass bottle partially filled with water ... though Hookas are also capable of making louder "honking" noises as well.

Hookas are actually capable of disassembling themselves and then reassembling into different forms. Body parts can be mixed and matched with other Hookas, and a head-less Hooka body can apparently perform some limited functions for a few seconds ... but the conscience of a Hooka resides in the head, and if a body part is removed from the head for more than a few seconds, it is unable to function (that function generally just consisting of trying to find the body again) until physically reattached.

Hookas have been found in the Wandering Roams, and have been reported on the planet of Arcadia as well. The Hookas in the Wandering Roams are of the "eye socket" variety, having shells the color of bone. Those of Arcadia are of the "googly eye" variety, and come in a wide range of colors in addition to the "bone" color. Little is known of how Hookas live on Sinai, but on Arcadia it has been reported that Hookas are grown (in the form of head plus a few modules) by an especially large "Hooka Queen". Apparently there is organic material inside of each module, and they are capable of growing. It is not known how additional "modules" are created, or if these creatures possess genders. They appear to eat plant material by sucking it in through their mouth/nose orifices.

In at least one incident on Arcadia, there was a report of malformed Hookas being born that had blackish shells. These "baby" Hookas would fall over, crack open, and then exude wormy growths that would link up with other such wormy creatures, to form larger beings that would prey upon (normal) Hookas and upon the environment. These monsters appeared to be able to drain the life from anything they touched, burning large paths through the Arcadian forest. No such monsters have been reported on Sinai, however.

(term) (race) Jingai
jihn-GEYE
Literally, "People who are not." Implied is "People who are not Nagai", though it is used only to refer to reptilians and pseudo-reptilians who happen to not be Nagai ... not the broader collective of species on Sinai in general.

The singular, "Jinga" is very rarely used, but "Jingai" refers to, as a collective, the various reptiloid sapient races found in abundance in the Nagai Empire, specifically excluding the Nagai themselves. This would include the Shigai, Rokugai, Kirigai and (excluding the Nagai) the Nigai. The plural (as in, referring to a finite number) would be "Jingas".

In the Nagai Empire, only Nagai and Jingai may be considered citizens. The Jingai are "second-class citizens" by comparison.

(race) Jupani (City-Born)
joo-PAH-nee
Bipedal wolf-forms on Sinai are known among Rephidim-dominated circles as "Jupani", a reference to the race found in the Himar region. It may well be that the city-born wolves found in Rephidim are entirely unrelated to the Himar variety. But in any case, the name has stuck.

"City-Born Jupani" possess keen senses of hearing and smell, and many are possessed of impressive strength -- making them ideal guards. A majority of Rephidim Temple's (non-Zelak) guards are wolves.

(race) Jupani
joo-PAH-nee
(plural: Jupani or Jupanis) 1) Wolf-like digitigrade, semi-feral humanoids lacking human-like head hair (differing from certain other "Jupani" on Sinai), found mostly in the wilderness areas of Himar. Due to the practices of the "wild" Jupani, there are certain negative stereotypes about female wolf-types of any true species, widespread in Rephidim-dominated Sinai society.

2) A term applied generically to all wolf-like humanoid sapients found on Sinai, even though there are at least three separate species: the Himarian Jupani, the "City Jupani" (occasionally referred to as "Karnors" or "Carnors"), and the massive Titanians. Vykarins, despite somewhat wolf-like features, are not considered "Jupani".

(term) (race) Jurah
JOO-rah
The Jurah are trained warriors among the Hekoye, specializing in unarmed hand-to-hand combat, but capable of using a bow or blunted sticks if deemed necessary.

(race) Kadie
KAY-dee

(race) (organization) Kampfzengruppe
KAHMF-zen-groop
The Kampfzengruppe is a human civilization found on Abaddon, very militant and technologically minded. Their language is closely related to Bosch, the language of Chronotopia, such that speakers of either language can easily learn the other with little difficulty. The Kampfzengruppe's home territories are on Abaddon in the vicinity of the Gateway Tower there, and they have entered into an alliance with the Khattan Emirate, dominating the Gateway Towers of the Primus System, and controlling exploration of the new frontier (and trade with the individual worlds).

The Kampfzengruppe is known to have a strong ideal of human superiority - That they have an alliance with the Khattas is no doubt largely due to the stereotypical self-effacing mannerisms of Himaat culture.

(term) (race) Karnor
KAHR-nohr
(obscure knowledge on Sinai)

The Jupani analogues (humanoids with wolf-like features) to be found on the planet of Abaddon (as part of an organization known as the Expedition) are known as "Karnor" or "Karnors". By all appearances, they are genetically identical to "City Jupani" ( Jupani (City-Born) ) on Sinai.

It also happens that an obscure name for "City Jupani" on Sinai is "Karnor", pointing at common origins. "Karnor" is also the name of an obscure language sometimes used by City Jupani, and a variant dialect is in use on Abaddon.

(race) Kattha
KAT-hah
A feline race closely related to the Khatta, distinguishable primarily by having digitigrade legs rather than plantigrade.

Katthas are widely distributed across Sinai, though the largest concentrations can be found in the Khattan Emirate (Himaat), and in the country of Olympia in Nordika (northern Ai).

(race) Kavi
Kah-vee
Kavis look like ferrets with elongated, spindly limbs and a variety of spots and stripes as unique to them as fingerprints; their fur ranges from white to brown to gold to red-brown. They average five feet in height and have three-fingered two-thumbed hands; their tails are prehensile. They breed startlingly quickly, and if it weren't for frequent diseases, the world might well be awash with Kavis.

Kavis in the city are desperate for jobs that will keep their families in permanent good living conditions. They have little common sense, but an inordinate lust for the shekel; the last thing you want to hear is a Kavi looking at you speculatively and saying 'I've got an idea'... Kavis are found practically everywhere: shopkeepers, technicians, secretaries and aides, janitors and servants, and anything else that makes minimum wage for long hours.

Kavis out in the wild have reverted to a hunter-gatherer existence that brings them suspiciously close to feralness, often seizing upon a few central ideas and worshipping them to the point of total fanaticism and berserkly attacking anyone who dares to contradict them. A saying goes, 'No one's crazy as a Kavi'.

Note on Kavis as PCs:
You can take a '-1 Kavi rep' because people will tend to believe that you're shiftless and not smart enough (except for the occasional idea) to handle anything complicated -- yes, it's speciesist, but this is not a perfect and politically correct world. Also, you'll have a poor health for resisting things like hunger and thirst and sickness.

(race) Keiltyn
KELL-tin
A race of 'red fox' fox-morphs native to Sinai, Keiltyn are digitigrade, range from 4 to 6 feet average height, and have a slender build with no 'head hair', sharp teeth, a bushy tail, fur colors from rust red to black and silver, and little gender differentiation. They are noctural and therefore not widely noticed by the daytime races of Sinai...contributing to the 'all foxes are exiles' misconception. They tend to be solitary, adaptable, quiet and inquisitive, jumpy when startled, almost obsessed with grooming, and may be seen as grouchy or sluggish if forced to be awake during daytime. Some live traditionally as capable predatory hunter/gatherers, others pursue trades and crafts and may live anywhere.

(race) Khatta
KAHT-tah
This is the 'race name' for most felinoid humanoids to be found on Sinai, not all of whom may actually be genetically compatible with each other. There are many sub-divisions, but "Khatta" is the word used to refer to cat-humanoids rather than the slang "cat" which could just as easily refer to non-sapient felinoid creatures slinking about.

It should be noted that Savanites, while certainly felinoid humanoids, are NOT considered "Khatta", though the slang "cat" can still be applied to them. They are not popularly considered truly sapient beings, their lack of ability to speak often held up as justification for such claims, if tradition alone will not suffice.

Khatta are found in great variety in populated regions all over Sinai, not having any particular single region which could be claimed as their "homeland", except for the Khattan Emirate of the Himaat (the most noteworthy city being Abu Dhabi, on the western edge of Ai, by the ocean).

(race) Kiriga
KEE-ree-gah
"Kiriga" refers to a collection of races found in the Nagai Empire in the Savan Territories, having in common that they are pseudo-reptilians possessing a total of four limbs, most typically in humanoid form. Unlike most other "reptilian" races of the Nagai Empire, they possess some mammalian features, such as "manes", and are warm-blooded.

The plural of "Kiriga" is either "Kirigas" or "Kirigai" (used to refer to the collective "race" as a whole).

(race) Korv
KORV
(plural: Korv, Korvs or Korvi)

Korvs are sapient avian creatures, most of them looking much like greatly oversized crows (about four feet tall at normal stance) with claw-like hands sprouting from their wings. (There are, however, variations, such as Korvs who more closely resemble Jays or other corvites.) They are very lightly structured, not particularly strong (or durable), capable of delicate manipulation either with their wing-claws or feet -- though the former are not of much use while in flight.

Korvs do not have their own "race language", adopting either the tongue of the country they live in, or else that of the Vartans, since "vartanspeak" has become a fair standard among the "beaked" races, being designed for such speech.

Korvs are found in various regions, but are most concentrated in the Nordikan countries of Chronotopia and Sylvania, having fair influence in the affairs of both nations. Korvs from each country, however, bear little racial loyalty, as most of the multi-special Nordikan nations gain their identity more on nationality than species.

(race) Kujaku
koo-JAH-koo
In appearance, Kujaku (or Kujakus) are bird-like humanoids, their bodies covered with a fine feathery blue-green fuzz which becomes more featherlike toward the separate pair of wings sprouting out from their backs, with which they can fly. They have bird-like heads, complete with beaks, typically topped with a flop of feathery "hair", with an iridescent quality. Males and females alike sport colorful trains of tailfeathers (unlike the Earth peacocks which they remotely suggest), the females being slightly smaller in stature. While Kujaku are not true avians, their young are hatched from eggs. Kujaku are omnivores, but have a strong tendency toward vegetarian diets. While they do sport some small attraction to shiny objects, they do not have gizzards and do not require swallowing pebbles to digest their food.

Kujaku do not have a language of their own, using the language of whatever country they are found in, though many also pick up the tongue of the Vartans, since it is especially geared toward use by the "beaked" races. Kujaku are not especially strong or dextrous, but many of them are found to have strong scholarly and financial aptitudes, meaning that they are often found in the upper classes of whatever country they are found in.

(race) Lacinus
LAH-see-nuz
Found primarialy on Lamu, these canids are currently the only known species on Sinai with the ability to change shape -- reverting from biped to quadruped forms and back again at will. In their native land they have a hunter-gatherer society and have learned to adapt even the simplest of things around them to their own needs.

Physically they stand between four and five feet (in biped form) and might be mistaken for a Heyoke at first glance. They are digitigrade and their biped form still looks greatly 'animal like'. Unlike the Heyoke they have very short fur and a thin whiplike tail. They are often called 'stripe dogs' or 'tiger dogs' because one of their most distinguishing features are the stripes crisscrossing their rumps. Their fur color ranges from very light brown to yellowish cream while their stripes are hazel brown to black.

Lacinus are rarely seen outside of Lamu, but there have been enough wandering types noticed here and there to make seeing one a novelty, but not a great shock.

(race) Lapi
lah-PEE
Lapis are rabbit-like plantigrade vegetarian humanoids found on various parts of Sinai (usually the more urbanized areas), with no particular "homeland", though many of them are found in Himar and surrounding areas. They have no "race language", save that several of them use the language shared by the Skeek and Skreek people.

(race) Mariner
MAH-rehn-uhr
[Not widely known beyond those familiar with Gateway Worlds.]

On the water-planet of Ashtoreth, Sinaian and Abaddonian explorers through the Gateway have encountered a species of "mer-cats" -- feline-like sapients with lower bodies resembling those of porpoises or dolphins, with sleek and streamlined bodies and stringy "head hair" (sometimes shaved off -- in the case of warriors -- for less resistance when going through the water). They come in a wide variety of colors, marked with tiger stripes, spots, rosettes and other traditional "wild cat" markings, and a few more bizarre examples.

Mariners have their own language that has some similarities in structure and word choices to Khattan, though many Mariner words are unpronuncable by most off-worlders. (Eeee can make a fairly close approximation, though.) In the years since initial contact with this species, many Mariners from a region known as the Abyss have learned to speak Khattan and Bosch, though only a few know Rephidim Standard or other Sinaian languages. (These particular Mariners are known as "Abyssinian Mariners" or just "Abyssinians".)

Mariners are mammals with considerable lung capacity, living near the few islands that dot the surface of Ashtoreth's planet-covering ocean, or else living in underwater areas that -- for one reason or another -- have oxygen supplies.

(race) (location) Nagai
nah-GUY
  1. The term for the collective people known as "the Nagai", reptiloids that resemble snakes, but have semi-humanoid upper torsos, with two arms. Sometimes, the term is abused to refer to other, non-snake-like reptiloids often associated with the Nagai.
  2. Short for "Nagai Empire". Refers to the collection of territories with boundaries that equal that of the Savan Territories (with the exception that Fetiss Sky Island is considered part of the Nagai Empire, yet it is not part of the Savan).
  3. Major territory of the Nagai Empire, located on the east coast of the Savan Territories.
  4. Capitol city (more specifically known as Nagai City) of the Nagai Empire, located within the Nagai Territory, on the east side of the Savan Territories.

(race) Naga
NAH-gah
The Nagai are a widely-varied race of serpent-types who look like giant snakes, but with a human-like torso not far behind the neck, though the lower body is one large coil. On average, Nagas "stand" at about the same size as a human, but if fully stretched out, they easily reach 18 feet in length. Some varieties of Nagai -- such as the Boa -- can reach far longer than this, up to 30 to 50 feet, it is said. At the other end of the spectrum can be found the lowly Garters, only stretching 2 to 3 feet in length, and standing much shorter than that.

Nagas are generally quite agile, and some have poisonous bites, though truly lethal poisons are a relative rarity among the various sub-types. They are reptilian and cold-blooded, and therefore are found in more temperate or warm climates, and almost never in the colder northern regions.

On the continent of Ai, Nagas can be found largely in the regions of the Savan, especially in the jungles. There are many Nagai settlements in the Savan, some with stone buildings dating several centuries old. On the continent of Ur, many Naga can be found in the Ashdod Territories, especially in the capitol city of Babel.

Nagas lay claim to a heritage that supposedly traces back eons, their "Nagai Empire" purportedly formed back in the age of the First Ones. Of what can be verified, though, the history of their empire can only be traced with certainty back to 4000 RTR, or, perhaps, closer toward 3000 RTR. Of surviving records (carved in stone, etc.) they are the first culture recognized to have had Savanite slaves. (Considering their widespread presence in the Savan, this would only seem natural.)

(race) Nessian
NEHSS-ee-ahn

(race) Niton
NIGH-tohn
(not common knowledge outside of Lamu)

The Niton are a cold-blooded reptilian race, humanoid in general shape, but lizard-like in appearance. (A Niton can be easily mistaken for a Shiga.) So far, Niton have only been discovered in the vicinity of Sunrise City in Lamu, and are characterized by having very accelerated (and very short) life spans, going through their life cycles in a matter of weeks.

(race) Nohbakim
noh-bah-KEEM
The Nohbakim are scavengers found on the Sea of Sand in the Himaat Desert, each one a "chimera", in that, while more or less a basic humanoid, each one sports a random selection of features that suggest one race or another, in a dizzying array of colors. This one may have feathers, this one scales, another both and a beak and some vestigal wings and three tails and a few horns sticking out here and there for good measure. They defy easy classification as a "race", though they all share a high tolerance of toxic substances ... quite probably because their villages are built around the "Deadwater" oases of the desert, which prove harmful or even fatal to most who drink of the waters ... and which spawn strange plants which are as bizarre and varied as the Nohbakim themselves.

The Nohbakim sail across the sea of sand on large Sand Triremes and smaller Kooshkie Sleds, living a scavenger life and often a violent one as they fight amongst themselves and other desert denizens over scant resources. Scavengers as they are, their jewelry often consists of trash that they treat like treasure, and their mish-mash of patchwork attire (unique to each Nohbakim's body form) gives them an often colorful appearance.

(race) Rath'ani
RAHTH-ahn-ee
Rath'ani are raccoon anthropomorphs found on Sinai, a mostly "civilized" race found in urban areas, intermixed with other races. They are known for having particularly dextrous hands and tend toward technical and craft trades. There may be no statistical evidence for the stereotype, but they're also believed to have a high incidence of nervous breakdowns and mental imbalances, especially later in life -- and they tend to have fairly long lifespans. (But then, this could also be due to the fact that, being mostly city-dwellers in technical trades, they may simply have a higher standard of life, as a racial average, than most.)

(race) Rhian
REE-ahn
Rhians are digitigrade horse-humanoids found on Sinai, mostly incorporated into "civilized" life, without a distinct "homeland", per se. In appearance, they tend to be on the larger end of the human-sized range, and also tend to be better muscled ... though some Rhian varieties may be considerably smaller. (Think "Shetland Ponies"...) Whether there's truth to it or not, the stereotypical Rhian is a big, strong lunk, more brawn than brain. Therefore, in Rephidim-dominated societies, they tend toward labor-intensive occupations, and are rarely found in the higher echelons of society or work. Their kind has a fairly inferior digestive system, and they are vegetarians without any choice in the matter. (Eating meat -- and this includes fish and poultry or even bugs -- tends to make them very, very sick.)

For Rhian PCs, it is recommended that you have at least 2 points allocated to Strength ("Stronger than Average" -- Major, Novice). Rhians also have a -1 Disadvantage: Vegetarian.

(race) Rokuga
roh-KOO-gah
"Rokuga" refers to a group of races found in the Nagai Empire's holdings in the Savan Territories. They have in common that they are reptilian in form, sapient, and possess a total of six limbs (some combination of arms, legs and/or wings), most often humanoid or near-humanoid.

The plural of "Rokuga" is either "Rokugas" or "Rokugai" (used when referring to the collective "race" as a whole).

(race) (location) Saskanar
SAHS-kahn-ahr
Saskanar is one of the "Ashdod Territories", consisting mostly of plains and hilly areas west of Babel. Despite not being in one of the equatorial regions, there are many orchards and vineyards to be found in Saskanar, for which it is (modestly) famed among the Eeee. It is also home to some sub-strains of Eeee that subsist more on fruits than on insects. These particular Eeee are often known as "Saskanars" or "Saskanarians" or some unofficial variant because of the association. While it produces a great deal of fruit of the Ashdodites, it is not a particularly advanced region, nor is it very wealthy.

(race) Savanite
SAH-van-ite
Savanites are cheetah-like humanoids with a digitigrade leg stance. They have human-like head hair, most often black, though sometimes dark brown, and some males have nothing but just a scruff of fur on top of their heads instead of "hair". (This would be "bald" by Savanite standards.) Their eyes are human-like (not slitted), typically brown, though they may range to amber in color. Legends have been told among the Savanites of a select few with green eyes, harkening back to some royal lineage of ages long past.

They are natural-born sprinters. Unlike many feline races with claws, the claws on their hands and feet are non-retractile, and typically blunt, more useful for getting a grip in the soil than for combat. Most "wild" Savanites do not possess any special senses beyond human ability, relying more upon skill, group tactics and tools for survival.

Savanite communities, scarce as they are, are found in regions of the Savan (hence their name), either in the plains or the jungles. They live a largely primitive existence, and are unable to vocalize, thus relying upon sign and body language for communication. For this reason and others, they are considered as inferior by many sapient species on Sinai, and are considered a "slave race" by Rephidim and other major powers. Thus, communities in the Savan are few and scattered, since slavers frequently roam in search of new "commodities".

Savanites in slavery can be found on a much wider range, and most of them have been born to this life through so many generations that this is the only life they know ... and don't even consider "freedom" as an option.

In recent times, a settlement of free Savanites, the City of Hands, has been revealed in the region of Xenea (part of the Nagai Empire). Also, there have been attempts to introduce freedom to Savanite slaves in the Nagai Empire, although this has been fraught with complications.

(race) Shiga
SHEE-gah
"Shiga" refers to actually quite a number of reptilian races found in the Savan, within the boundaries of the Nagai Empire. The only common factor between these races is that they possess four limbs (which may be any combination of legs, arms or wings), are reptilian, and are sapient. Most commonly, they are humanoid in form.

The plural for "Shiga" is either "Shigas", or else "Shigai" (typically used when referring to the "race" as a group). Though not "proper", the use of the word "Shigai" when referring to a SINGLE Shiga is in such widespread use (at least among those who even know of the Shigai) that it is, in essence, interchangeable. (The same is the case for Chiga/Chigai, Rokuga/Rokugai, and Kiriga/Kirigai ... but woe to anyone who calls a single Naga a "Nagai"!)

(race) (legend) Silent Ones
[Not common knowledge]

There are legends that speak of the Silent Ones -- ancient ancestors of the cheetah-like Savanites, who predate even legends of a great Savanite Empire in the distant history of Sinai. The Silent Ones supposedly had great cathedral-ships that ferried them across the stars, and ruled a celestial empire, before they came down to Sinai. Their culture was one that revered the Star as a deity ... but portrayed this entity in a more warlike aspect.

(race) Sinha
"SIGN"-hah
The Sinha are a felinoid sapient species, characterized by having extremely long body fur, and colored markings that are similar to Siamese cats. As a culture, the Sinha are a nomadic people, wandering across a steppeland portion of the Wandering Roams known as the Sinh Range. They typically live in tents and temporary huts, roaming the steppes in the summer months, and coming together in larger, more stationary groups during the harsh winters. Sinha often work beads into long strands of their body fur, and sometimes trade with the Vykarin for bits of shell.

(race) Siren
SIGH-rehn
(not common knowledge outside of Ashtoreth)

Sirens are a sub-type of Mariner (mer-cat) found on the water-world of Ashtoreth. They are distinctive in that they have large external translucent membranes that some describe as "wings", which serve as gills, making them amphibious, whereas Abyssianian Mariners merely have considerable lung capacity.

It is a common myth that Sirens are all female, but each clan of Sirens is ruled by a male of their species, a Triton. Relations between the Sirens and other species are most often violent, thus little is known about them or their culture.

(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.

(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.

(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).

(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) (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.

(term) (race) Triton
TRY-ton

(race) Vartan
VHAR-tan
Vartans are a race of bipedal 'hippogryph' creatures (Part eagle, part lion, part horse), they were once found mostly in Himar scattering in small tribes... but with the onset of civilization and technology they can be found all over Sinai.

Vartans are known mostly for their love of shiny things, their distaste in magic and magic users, and their strength. They are probably the most powerful flying race on Sinai and are coveted as crewmembers for Airships and as guards. Typically, Vartans do not hold any type of high standing jobs such as craftsmen or nobles, although there's always a few exceptions to the rule. You will usually find Vartans employed as heavy labourers and other 'muscle' jobs. They are usually quite dilligent and honest in their labours... and can be bribed to work for less money than most with the offer of a few cheap shiny bits of junk.

Vartans come in a myraid of colors, ranging from white to tawny gold to red and blue. They can be solid in their coloration, or splotchy... or even striped or spotted, black feathers are fairly rare.

(race) Vykarin
VII-kahr-ehn
The Vykarin (alt. plural "Vykarins") are a race of pseudo-lupines that roam the tundra wastes in the northern regions. To get a rough idea of their appearance, imagine a normal wolf but with its rear legs stretched out considerably, and its tail thickened and lengthened so that it could stand on those hind legs with the tail as a counterweight. Then, take its front paws and give it stubby hands and short arms. Then, for its hind feet, give it a pair of hooves with a single "dewclaw" talon per foot. Next, you have several overlapping pieces of protective shell covering over the back, tail and extending to cover the eyes of the creature, the material of this shell coming in a wide range of colors. The Vykarin are known to lead a primitive, nomadic existence on the tundra, using simple implements fashioned from cast-off shells (which they re-grow in about a month, though it takes much longer for the new shell to harden properly). Only a very few have discovered fire, especially since wood is scarce in the frigid wastes. Vykarin tribes are known to be very hostile to each other, and often to outsiders as well. They are generally very superstitious, fearful of magic and technology. They are not known to have any disposition toward magic in the least, and it is quite possible they are simply incapable of being trained in the magical arts at all. Their tongue is distinguished by pops and clicks which accent their phrases, and they have a tendency to use wolf-like growls, barks and snarls to get a point across as well.

(race) Xient
ZEE-ent
Xients are found in the wastelands of the Wandering Roams on the northeastern part of the continent of Ai. They travel in nomadic bands, following floating sky gardens that rain "manna" down now and then, and scavenging for sustenance.

Adult Xients stand about 3-4 feet tall, and there are marked differences between the males and females. Males resemble armadillos, their backs being covered in leathery plates of natural armor. The females, however, resemble porcupines, their backs covered with sharp quills. Both males and females are capable of curling up into a ball, and are able to roll considerable distances that way. (It should be noted that while this works just fine in the open plains, it would be awkward at best in civilized lands, since it's hard to see where you're going when you're curled up in a ball.)

Xients have their own language, Xient, though dialects vary from tribe to tribe. Some of them may also know the hooting language of the Hookas, using musical instruments to communicate with the odd creatures.

(race) Zelak
Zeh-lahk
Very self-centered and very isolationist underground-dwelling insectoids with a hive-caste culture. They make tools and weapons from hard chitin, and will build larger items to order. They sell surplus warriors who make excellent and highly loyal fighters, though quite unimaginative and without motivation. They purchase large quantities of food, especially fruits high in trace minerals, and covet information and artifacts. Their hives may be found virtually everywhere -- they purchase land from rulers for new hives -- and they prefer to keep their secrets to themselves.

Their most-often seen caste are the warriors, who are 6' tall and have long claws over their hands, and are six-limbed (two arms, two foot-hands, and two foots). Their chitin exoskeletons come in a variety of colors and patterns which identify the hive from which a warrior comes.

(race) Zerda
ZUR-dah
Zerdas are found primarily in the arid region known as the Himaat, either as desert nomads, or as merchants or "gooshurm farmers" near Abu Dhabi. They have their own language, "Zerda", which shares a number of similarities with the local dialect of Khattan, due to frequent interaction between the two races.

In appearance, a Zerda is a humanoid with the head, tail and fur of a fennec, and correspondingly large ears. They also tend to be fairly short by human standards, averaging four to five feet tall as adults. Zerdas are best known for their keen sense of hearing.

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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