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

(term) A'Natur'Matu
ah-nah-TOOR-mah-TOO
Traditional Hekoye blessing -- literally means "May Matu Turn From You." The implied wish is that the other person be spared the scrutiny of Shung Matu, who might find amusement in that person's misfortune. While the possibility that Matu might also find the accomplishments of mortals enjoyable, years of Hekoye collective wisdom have told that people are better off when Matu doesn't watch.

See "Matu'd'arum"

(term) (symbol) Air, Sphere of
The Sphere of Air is one of the Twelve Spheres of Magic recognized by the College Esoterica. Mages of the Sphere of Air often dress in robes of blue, which is the color associated with this sphere, and its "patron" celestial body, represented by the rune of the lightning bolt, is Sinai itself.

Spells of the Sphere of Air deal with the prediction and control of weather, with more potent spells dealing with the power of storms and precipitation (such as the causing of rain or sleet -- as the temperature allows -- or even lightning.) Due to the nature of the weather, even an Air Mage cannot perfectly predict the weather -- or perfectly control it. Spells of this Sphere, when interrupted, have a high chance of having disastrous side effects, proportional to the power of the spell and the energy already invested in it.

According to the theory of the organization of spheres most held by Rephidimite scholarship, the Sphere of Air is closely related to the Sphere of Chaos (Chaos, Sphere of), and is diametrically opposed by the Sphere of Earth (Earth, Sphere of).

(term) Anchor Over Star
This expression is used when things are badly awry or topsy turvy- in contrast to a regular or ordered state of things. "Anchor Over Star, this spice shortage has caused a mess for us chefs!" The reverse phrase, 'Star Over Anchor', is used to describe things returned to normality.

(term) Any Road
"Any road" -- a phrase in Rephidim used to mean "anyway", "anyhow" or "regardless".

(term) (event) Arcane Calendar
This is the calendar in use by the College Esoterica since its move to the sky island of Caroban, as yet another sign of its independence from all major powers of Sinai, Rephidim included. Caroban still measures the years the same way, but it divides up the year by twelve holidays - each corresponding to a different Sphere of Magic (Magic, Spheres of), and spaced 30 days apart from each other, with a 5-day (or 6-day during leap years) week added to the front of the year to even things out. As with the Rephidim calendar, dates are measured by how many days they are before or after the nearest holiday.

Under this system, a period of 30 days may be referred to as a "Sphere" or an "Apex", while a period of 15 days may be referred to as a "Hemisphere" or a "Transition".

Holidays and dates of note include:

  • Jan 15: Life to Illusion (Life 15, 15 Illusion)
  • Jan 30: Apex of Illusion
  • Jan 31: Year's End
  • Feb 1: First Day
  • Feb 2: Second Day
  • Feb 3: Third Day
  • Feb 4: Fourth Day
  • Feb 5: Leap Day [during leap years] / Illusion 1 [during non-leap years]
  • Feb 6: Illusion 1 [during leap years]
  • Feb 19: Illusion to Air [during non-leap years] / Illusion 14 [during leap years]
  • Feb 20: Illusion to Air [during leap years] / 14 Air [during non-leap years]
  • Mar 6: Apex of Air
  • Mar 21: Air to Water (Air 15, 15 Water)
  • Apr 5: Apex of Water
  • Apr 20: Water to Light (Water 15, 15 Light)
  • May 5: Apex of Light
  • May 20: Light to Earth (Light 15, 15 Earth)
  • Jun 4: Apex of Earth
  • Jun 19: Earth to Fire (Earth 15, 15 Fire)
  • Jul 4: Apex of Fire
  • Jul 19: Fire to Shadow (Fire 15, 15 Shadow)
  • Aug 3: Apex of Shadow
  • Aug 18: Shadow to Chaos (Shadow 15, 15 Chaos)
  • Sep 2: Apex of Chaos
  • Sep 17: Chaos to Dream (Chaos 15, 15 Dream)
  • Oct 2: Apex of Dream
  • Oct 17: Dream to Spirit (Dream 15, 15 Spirit)
  • Oct 31: Spirit Eve
  • Nov 1: Apex of Spirit
  • Nov 16: Spirit to Mind (Spirit 15, 15 Mind)
  • Dec 1: Apex of Mind
  • Dec 16: Mind to Life (Mind 15, 15 Life)
  • Dec 31: Apex of Life
  • (term) (legend) Bardiphath
    bahr-dee-FAHTH

    (organization) (term) Bridge
    The head council of the Temple of Rephidim is known as "The Bridge", consisting of officers who are above the three primary branches of the Temple: the Legislative (Priesthood, Audit), Executive (Inquisition, Guard) and Internal (Technopriest) branches. The Bridge, in turn, is governed by the Captain-Astromancer.

    (term) Cantrip
    CAN-trip
    Cantrips are the simplest class of magical incantations, almost invariably performing a task that is devoid of any practical value (except perhaps minor amusement) and/or could be accomplished by more mundane means with little difficulty.

    These are the incantations that are to be mastered by mage apprentices before more complex proper spells and rituals are learned. Unlike rituals, cantrips do not require such preparations as magical circles, and usually don't require material components.

    On the surface of Sinai, the average cantrip takes about fifteen seconds to cast by the average trained mage. The same cantrip would take four times as long (that is, about one minute) to cast in Rephidim, due to the weaker state of magical energies at that elevation.

    (term) Captain-Astromancer
    The Captain-Astromancer is arguably the single most powerful person on Sinai, or at least potentially so. He is the head of the Bridge, which in turn governs the Temple, and thus all of Rephidim ... and which has a great deal of influence over Sinai in general. The years are measured by the reign of the current Captain-Astromancer.

    (term) Chaos, Sphere of
    The Sphere of Chaos, one of the recognized twelve Spheres of magic by the College Esoterica, deals with abstracts of chance and circumstance, whether by trying to divine the chances of something happening, or by trying to subtly increase or decrease such chances. Most of the magicks ascribed with Chaos can be described as "blessings" or "curses", and it is rarely an exact science. The Sphere of Chaos is also useful for the dispelling of magicks from other Colleges.

    Chaos Mages have no agreed-upon traditional color for their robes. Their rune is "The Burst", or "The Explosion", which is also the rune for the planet Fortunatis.

    The Sphere of Chaos is, according to the traditions of Rephidimite scholarship, closely associated with the Sphere of Air (Air, Sphere of), and diametrically opposed to the logical and orderly Sphere of Mind (Mind, Sphere of).

    (term) Chevalier
    The Chevaliers, along with the Cuirassiers, comprise the bulk of the Gallisian armed forces -- or, that is, the organized part. (In times of actual war, they rely heavily on levies of peasants equipped with make- shift weapons, as fodder.) Like the Cuirassiers, the Chevaliers are known for their notions of chivalry and for their highly ornamental armor (and decorative caparisons on their well-trained drokar mounts). On occasion, great jousting festivals are held, a frequent attraction for visitors to Gallis, during which Chevaliers compete to show their prowess in various contests -- the greatest being the jousting tournament itself -- on occasion even against outsiders from other lands. The Chevaliers are known for being excellent drokar riders, though a great deal of their training is focused more upon showmanship, rather than practical tactics ... so they do not provide a significant threat to the neighbors of Gallis.

    (term) Commisar
    kahm-ee-SAHR
    In the land of Chronotopia, police duties are held not only by the guards of each town, but also by a class of law enforcers known as Commisars. Commisars are entrusted with a great deal of authority in enforcing the law beyond the boundaries of any one city or county within Chronotopia.

    (term) Cuirassier
    Cuirassiers are armored foot-soldiers (their armor known as "cuirasses") in the service of the Gallisian armed forces. They, along with the mounted Chevaliers, are well known for their highly ornamental armor, and their courty notions of chivalry. Gallis does see armed conflict with Chronotopia on occasion, typically caused by perceived offenses against the Gallisians during diplomatic functions, so the Cuirassiers do see some action, but they spend as much or more time focusing upon etiquette and courtly abilities than actual combat prowess.

    (term) (location) (legend) Dagh
    DAHGH
    "Dagh" is a common curse word with origins that the average user of the name is not in the least bit aware of. The true origins have been lost to time, but "Dagh" figures into many legends as a "dark god" or "lord of the underworld", and generally as a very powerful and malignant entity. Some legends describe Dagh as a very powerful (and evil) wizard from a time in history closer to the Expedition, during the age that magic was supposedly first discovered on Sinai.

    "Dagh" also figures into colorful phrases and exclamations such as "Dagh's dentures!" or names of forboding locations, or strange rock formations, such as "Dagh's Tower".

    Somewhat controversially, Dagh is also recognized as the name of a recently discovered eleventh planet in the Primus System, associated with the Sphere of Illusion (Illusion, Sphere of). However, an explorer dubbed the planet "Quicksilver", and since this name is not considered a foul word in any known language or culture, it is often used as an alternate name for the world. Presently, little is known of this planet, save that it is accessible through the Gateway Tower and that it appears to be a reflective orb.

    (term) Degenerate
    [Not common knowledge]

    In regards to Bosch, Degenerates are beings that were once living, sapient creatures, but who -- for one reason or another -- succumbed to the corrupting magicks of Bosch, and are more or less bound to it for the remainder of their existence.

    Bosch, a realm of wild magic and magical "illusion", can be quite harmful to those who enter it. Aside from the possibility of simply being slain by its inhabitants, there are numerous ways in which one's form might be altered in such a way that -- while one might be sustained by the magic of Bosch, where physics seem to only sometimes apply -- one would not be able to survive for long outside of this Forbidden Zone. This appears to not only be a physical but a mental transformation, as persons with strong wills and strong faith have been known to be able to resist ... at least, for a time.

    The process is greatly accelerated if one makes the mistake of consuming anything while in Bosch. After all, the sustenance one receives from food or drink of illusory origin is not real and physical. A person sustained on food and drink in Bosch for a prolonged time (and nobody really knows how long a "prolonged time" actually is) would eventually have much of his or her physical form replaced by magical substance ... a magical substance that would disintegrate once the person was removed from Bosch.

    Therefore, Degenerates are persons who have reached a state where they may be weakened by leaving Bosch ... or might simply disintegrate outright. There may be hope for a Degenerate in the earliest stages ... but even something so simple as eating a single piece of illusory fruit, or taking a sip of illusory water can open the door for Bosch's magicks to take over the victim's body in insidious ways. Furthermore, being a Degenerate does horrible things to one's sanity.

    (term) Dream, Sphere of
    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).

    (term) Dugh
    DUH-gh
    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.

    (term) Earth, Sphere of
    Rune - The Mountain 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).

    (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.

    (term) Elite Guard
    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.

    (term) Emperor-Potentate
    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.

    (term) Exile
    "Exile" is the term for an "alien" from another world who has come to Sinai, generally by way of the mysterious Forbidden Zones. It is standard policy of Rephidim that all Exiles must be brought to the Temple for "Processing" -- to teach them the Rephidim common tongue, and to find out what skills and abilities they can offer to Rephidim society. Toward this end, Rephidim has treaties with many cultures, even those who only recognize the airship crews as the "Sky Gods".

    (term) (role) Faceless One
    Faceless One The Faceless Ones (also known as "Faceless Men") are secretive intermediaries between the Assassins' Guild and those who would hire their services. They may be whispered of in Darkside on occasion, but very few actually know anything about them. Most of the Faceless Ones do not actually perform assassinations themselves, but there may be some who prefer a more "hands-on" approach.

    It is quite probable that they have magic users in their ranks (or have some in their employ), for the most noteworthy feature of the Faceless Ones is just how frustratingly hard it is to make out any details of their faces. Anyone who attempts to describe a Faceless One is bound to recall nothing so much as a blur where the face should have been.

    (term) Fire, Sphere of
    The Sphere of Fire is one of the twelve Spheres of magic recognized by the College Esoterica, its identifying rune being "The Flame", and its mages traditionally dressing in robes of red. Of celestial bodies, the planet of Abaddon is most important to Fire Mages.

    Fire magic, of course, deals with fire, and, of the various Spheres, is the most potentially powerful in terms of releasing raw, physical force. It can also be particularly dangerous to be around when a spell of a Fire Mage is interrupted, once sufficient energy has been pumped into the ritual.

    According to Rephidim scholarship, the Sphere of Fire is most closely related, oddly enough, to the dynamic Sphere of Life (Life, Sphere of), and diametrically opposed to the Sphere of Water (Water, Sphere of).

    (term) (legend) Flying Khattaman
    The term "Flying Khattaman" is basically the Sinai equivalent of a "Flying Dutchman" from Earth lore. In a purely naturalistic sense, it refers to a phenomenon in which, usually during heavy precipitation, a viewer on board a sea-borne vessel will see a reflection of the vessel he or she is on, but, due to angling, it usually appears to be in the air, seeming like a ghostly flying craft. Some air sailors have reported similar phenomena of seeing "ghost airships", which may be attributed to a similar natural phenomenon, or else to various odd effects of Forbidden Zones.

    This term is also used to refer to an airship that has, for whatever reason, been abandoned and set adrift. Most airships left so abandoned will not stay aloft for very long untended, since the gas will eventually seep out, or else the ship will eventually fall prey to various airborne predators or scavengers -- be they wild animals, or pirates.

    (term) (location) Forbidden Zone
    Scattered across Sinai are regions known as the Forbidden Zones, so named because no sane airship captain would ever steer his vessel into this area. Those who venture in fall victim to mysterious accidents. The "Zones" are not immediately visible or special in any way from a distance ... but once one flies INTO such a zone, the scenery changes dramatically, as the sky darkens, webs of lightning spread about ... and things generally get unpleasant.

    On the ground, there isn't necessarily anything special at all ... except that the persons known as "Exiles", when they arrive on Sinai, show up somewhere within these Zones, by some mysterious means.

    Forbidden Zones vary greatly in size, some of the more noteworthy (and especially large) ones including Shabar, Aeztepa, Bosch, the Forbidden Zone of Mount Dronnel, and Xenea Canyon (site of the City of Hands). Other Zones have been discovered, among other places, in the Vykarin Wastes, the Wandering Roams, the Himaat, Himar, and the Desolate Band.

    (term) Gehnoh
    geh-NOH
    Let the buyer beware! This is a common phrase to be found in Rephidim market- places, a derivative of "good enough?" If one party asks "gehnoh?" and the other ascents, then that is traditionally considered to close the deal. Some unscrupulous merchants (and there is no shortage of those) may slip "gehnoh" into a barrage of statements, and any nod or indication of the affirmative to any one of those points may end up committing the unwary customer to the whole "bargain". In general, if one is asked "gehnoh?" quite likely, no, it isn't "good enough".

    (term) (item) Great Gretchen
    Great Gretchen is a symbol of pride and honor for Chronotopians, its largest and most magnificent clock tower, located in Blitzheim. It has kept an amazingly accurate measure of time since the birth of the city, and is the clock by which all other timepieces in Chronotopia are set.

    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.

    (term) Hammersong
    A percussive "language" used by the large lupines of Titania, comparable to Morse Code in some ways, though not utilizing sustained tones.

    (term) (role) Hedge Wizard

    (term) Hunter's Knife
    One of the more distinct bodies of the Procession, often referred to as a "Guide". This one is so named because it has an elongated shape when viewed from Sinai, leading some to imagine it as a celestial knife hurtling through the heavens. The "Knife" rotates, so at times it is more easily visible than others. If it is end-on, it's hardly distinguishable. If it's parallel to the ground, it reflects enough light to be visible with the unaided eye.

    When the "Knife" is most visible in the sky at night, it reflects enough light to subtly affect the available illumination, somewhat like a full moon would, but less impressive. Since this alignment is favorable to hunting at night, it tends to be associated with hunters, hence its identity as "Hunter's Knife".

    (term) Illusion, Sphere of
    The Sphere of Illusion, one of the twelve recognized Spheres of magic by the College Esoterica, deals with, as it implies, the powers of illusion. Illusionists, by means of spells, can create simulations of reality by creating images of light, patterns of sound, and even hints of scent and other sensations. However, illusions of this nature affect sensations in the environment -- not by directly affecting the mind itself. More powerful "illusions" can have such potency as to create a magically solid construct that may last for the duration of the spell and even be able to act upon its surroundings, if the ritual is potent enough.

    The rune of this Sphere is "The Mirror", and Illusionists typically dress in robes of black (though, given their nature, they may opt for other attire so as to not give their true profession away).

    According to Rephidim scholarship, the Sphere of Illusion is most closely related to the Sphere of Shadow (Shadow, Sphere of), and diametrically opposed to the Sphere of Spirit (Spirit, Sphere of) - the latter often being associated with the sense of "truth", for purposes of this debated opposition scheme.

    (term) Imperial
    This is the official language of the Nagai Empire, best suited for serpentine tongues. Although the "hiss" accent may be disconcerting to non-Naga, the overall accent of the language carries certain associations with high-brow sophistication and premier education. The truly well- educated (and wealthy) will often have Naga teachers in the areas of the sciences, and having a faintly Imperial accent is not unheard-of among the well-to-do. While not as wide-spread as Rephidim Standard, since even the Nagai utilize that language widely, Imperial is still one of the major languages in use, especially because of the Nagai Empire's many holdings (former and present) abroad.

    (term) It'un
    it-uhn
    It'un is a contracted form of 'little one'. It is used principally to refer to young children, although some of the elderly will tend to use it for everyone younger than themselves. It's always used affectionately.

    (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.

    (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.

    (term) Kaizer
    KAI-zer
    The Kaizer is the leader of Chronotopia, a country in Nordika, who presides over the Parliament.

    (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.

    (term) (location) Khattan Emirate
    The Khattan Emirate refers to the domains of the Emir. Due to the nomadic nature of many of the peoples of the Emirate, this domain has no well-defined borders, and was long considered to correspond to the loosely-defined borders of the Himaat. Indeed, the terms Himaat, Himaat Desert and the Khattan Emirate are often considered interchangeable by outsiders.

    However, in the fallout of the Alliance Wars, the Khattan Emirate - which chose to remain neutral in the conflict - has grown in prosperity and influence, in large part due to its alliance with the Kampfzengruppe of Abaddon, and its control over Sinai's Gateway Tower in the Himaat Desert. With the displacement of Elamoore, the Emir wielded considerable political and economic influence in neighboring Himar, to the point that Himar has now been annexed. The small area of Tizhar is considered to be under the influence of the Emirate as well, and the mountainous country of Kilmanjar is under the Emir's sway as well.

    The Khattan Emirate is dominated by the feline Khatta and Kattha races, though with a large presence of the Zerda people as well. Due to the alliance with the Kampfzengruppe of Abaddon, there are many humans that may be found in the domains of the Emirate now as well, and there is an especially diverse racial distribution in the annexed lands of Himar. While there are many Nohbakim nomads in the Himaat Desert, they are considered riff-raff, and not true and loyal subjects of the Emir. As various events have led to greater association between certain of the Nohbakim people and the outside world, however, this may be a changing factor.

    (term) (organization) Knights Templar
    The term for "knight" in Rephidim Standard does not necessarily carry all the same connotations as it would, translated into other languages, but nonetheless refers to an elite class of armored warriors pledging loyalty to a recognized authority.

    The Temple of Rephidim once had its own Order of the Bounded Star and Anchor, its members known as the Knights Templar. The Order was a semi-autonomous body which performs police functions, and pledges loyalty to the Temple, falling under the authority of the Inquisition.

    The Knights Templar are divided into Lances of warriors identified by color, but otherwise wearing fairly uniform suits of armor. They have long been picked from the elite of the Temple Guard. Once joining the Order, the members go by assigned names rather than their own former identities. This anonymity is further enhanced by the practice of wearing face-covering helms even to social functions, and many Knights take vows of silence, lest they say anything to tarnish the mystique and honor of this body.

    Of the Knights Templar, the most distinguished warriors are known as Champions, or as the Templars Elite. The personal names of these elite warriors are known to few, and they are referred to by title and Crest (or Aspect) instead -- as the "Champion of Roses", the "Champion of Ashes" and so forth. Each Champion may lead a Lance of knights, but many times they work solo, at times going across Sinai on Pilgrimages.

    Due to a schism with the leadership of Rephidim Temple, the Knights Templar have become a largely independent organization, moving their base of operations from the training grounds of Golgotha to the recently acquired sky island of Fetiss.

    (term) Lance
    The Knights Templar are divided into squads known as "Lances", typically consisting of four Knights Templar led by a Templar Elite (also known as a Champion). There are exceptions, though, as a Lance's size may be reduced by attrition, or there may be a need to have a Lance not assigned to a particular Champion, or made larger for certain missions.

    Traditionally, each Lance is made up of members who are all of the same species (or else at least somewhat similar species), with the idea that they will be able to work better together, and quite often of the same species as their Champion. They are typically identified by a single color assigned to the Lance, identified by what color cloak they wear.

    Some examples of active Lances would include the Bronze Lance, the Magenta Lance, the Black Lance, the Diamond Lance, the Crimson Lance and the Cobalt Lance.

    The Bronze Lance, consisting of Rath'anis, is led by the Champion of Gears (also known as the Champion of Order), and is special in that its members are chosen in part by the Technopriesthood. They are based in the Sanctuary of Order, on the edge of Bosch.

    The Magenta Lance, an all-female group consisting of a mix of Khattas and Katthas, is led by the Champion of Roses, based in Rephidim. It has been controversial from the start, being one of the newest Lances, recruited from Temple Scout graduates, and more recently marred by numerous failures.

    The Black Lance, consisting of "City" Jupanis, is led by the Champion of Ashes, and is also based in Rephidim, though their Sanctuary at Golgotha appears to be abandoned and ruinous.

    The Diamond Lance, consisting of Vartans, is led by the Champion of Diamonds (unofficially called by some the "Champion of Shinies"), and is based in Rephidim.

    The Crimson Lance, comprised of "City" Jupanis, is led by the Champion of Flames, and is another Rephidim-based Lance, though often sent on missions to the surface.

    The Cobalt Lance, comprised entirely of Titanians, is another relatively newly-created Lance, led by the Champion of Sound, and is noteworthy in that all of its members are musicians, their instruments doubling as weapons.

    Members of a Lance are typically referred to as "Lancers". They are also sometimes called "Templars", though this term can be confused with the more generic reference to anyone serving Rephidim Temple.

    (organization) (term) Landsknecht
    LAHNDS-nehkt
    Landsknechts are armored warriors on foot (or hoof or paw) who serve the country of Chronotopia, and are apart from the political divisions presented by Chronotopia's various lords and rulers. They have a strong code of honor, and a long line of tradition, being something like a cross between an order of knights and a well-armed militia.

    (term) Life, Sphere of
    The Sphere of Life, one of the twelve recognized Spheres of magic by the College Esoterica, is commonly associated with the arts of healing, and so it is often used. However, it also involves other aspects of life, such as mutation and even disease. Some mages of this Sphere may in fact specialize in the art of DEATH, as ironic as it may seem.

    Life Mages traditionally wear robes in a rainbow of colors in their greatest rituals, but it is not uncommon for many of them to opt for white robes or those of more drab colors, for the sake of convenience. The rune of their Sphere is "The Tree", which is also the symbol for the planet Arcadia.

    According to Rephidim scholarship, the Sphere of Life is considered to be associated with the Sphere of Fire (Fire, Sphere of), and diametrically opposed to the Sphere of Dream (Dream, Sphere of), though there is some disagreement on this arrangement of the Spheres.

    (term) Maestro
    MAI-stroh
    One of a number of master assassins of the now-defunct Assassins' Guild, known for flamboyant attire and trademark death-dealing techniques. The Maestros were closely associated with the intermediaries of the Assassins' Guild, the Faceless Men, who were traditionally supposed to not deal in any assassinations themselves ... but as the role became corrupted, there were some of the Faceless Men who also partook in assassinations, and became known as "Maestros". This term is sometimes used more generally when referring to assassins, whether associated with a guild or not, who have a particularly flamboyant style, rather than caring to maintain anonymity.

    (term) Magic, Spheres of
    The College Esoterica, widely recognized as the authority of magic on all of Sinai, recognizes the powers of magic as being divided into twelve Spheres: Scrying (Light), Water, Air, Shadow, Fire, Earth, Spirit, Dream, Chaos, Illusion, Life, and Mind. Some schools may disagree about the arrangement, and may call for certain Spheres to be subdivided into others (such as Spirit being divided into Necromancy and Warding, and Life into Healing and Plague), but this system has the widest range of recognition.

    (term) Major Ritual
    Major Rituals are the most potent of incantations to be used by mages on Sinai. They generally take at least a day to cast, though this class includes rituals that could take much longer than that. Since no one mage is likely to have the endurance to keep an incantation going continuously, without break, without error, for several hours -- let alone several days -- continously, such powerful spells typically require several assistants and fellow mages to cast properly ... and to safeguard against mistakes.

    Due to the trouble and expense of Major Rituals, they are the least used of the classes of incantations to be found on Sinai ... though their effects are by far the longest-lasting, and the most likely to be celebrated in legend.

    (term) Matu'd'arum
    mah-TOO-deh-ah-ROOM
    Traditional Hekoye blessing -- literally means "Matu Isn't Watching." Said in reply to "A'Natur'Matu." The implied wish is in reply to the other person's wish; that not only the recipient be spared the scrutiny of Shung Matu, but that all beings be spared his eye.

    See "A'Natur'Matu"

    (term) (symbol) Mind, Sphere of
    Perhaps one of the more feared and least understood of the Spheres of magic recognized by the College Esoterica, the Sphere of Mind deals with just that: thoughts and memories, emotions and sensations. In some aspects, it may be used to cause illusions, but it deals with directly affecting one's perceptions -- perhaps where none others will notice -- rather than presenting an outward image for one to then mistakenly perceive as the truth. More powerful spells are capable of goading weak minds into particular actions, or even revealing their thoughts.

    Mind mages traditionally dress in rich brown robes bearing the rune of their Sphere, "The Center" (or "The Heart"), which is also the rune of the planet Logos.

    (term) Minor Spell
    A "Minor Spell" is a classification of incantations, more powerful than a Cantrip, but less powerful than a full-blown Ritual or Major Ritual. Unlike Rituals, a Minor Spell usually does not require material components, magic circles or other such preparation. Minor Spells typically take on the order of 15 minutes or more to cast on the surface of Sinai, or an hour at sky island altitude.

    (organization) (term) Order of Noble and Refined Sky Captains
    The Order of Noble and Refined Sky Captains is a brotherhood of airship and naval captains which spans national boundaries, founded by Welathanzaa the Blacktailed. Its members follow a code of honor, its edicts including, among other things, a tradition of the captains dueling (or assigning champions to duel) rather than for their entire ships to engage in bloody ship-to-ship combat.

    (term) (legend) Overlord
    [not common knowledge outside of Nordika]

    "Overlords" are believed to be the most powerful entities in the Forbidden Zone of Bosch, and often figure into the mythos of cultures in the Nordikan region. They are deified as dark gods, or -- more often -- demonized in those theologies that center around the "Great Gear" or the "Star".

    Some believe that the Overlords are another type of Degenerate ... persons who were once living beings, but who ventured into Bosch. While these Overlords may have been consumed by Bosch and may very well be unable to leave its boundaries, the belief is that these individuals were strong-willed enough to master the wild magicks of Bosch, and to exert their influence over the Imps and Degenerates dwelling there -- making themselves lords with near god-like powers over their limited domain.

    It is also believed that some scattered dark societies might actually worship these Overlords as gods, and might actively serve them, seeking the downfall of "mundane" society and the expansion of the wild zone of madness that is Bosch.

    (term) (location) Paquebot
    PAK-baht
    Paquebots are floating refueling stations on the ocean that are considered to be extensions of the nation that supports them. Examples would be "Little Rephidim West" and "Little Rephidim East", which lie along a route that crosses between the continents of Ai and Ur over the ocean. While paquebots may seem like little towns or sometimes even cities, they are quite rarely self-sufficient, relying upon incoming supplies (typically borne by water) which they can then relay to airships which simply can't carry that much weight on the long trans-continental journey.

    (term) Pax Rephidim
    The "Rephidim Peace" is a term that refers to Rephidim's role as a stabilizing force on Rephidim, as it controls the airways. While Sinai has and will always have wars so long as there are nations to fight and things to fight over, Rephidim has, by and large, kept the peace on this planet.

    (term) (legend) Procession
    Sinai lacks for any moon, but it does possess a ring, which is known to Rephidim culture as "The Procession". From the ground, it appears as a long trail of "stars" which move ever so slightly faster than the real ones behind them across the night sky. Some of the larger "travellers" figure strongly in astrology in many Sinai cultures.

    The ring is so named because ancient myth holds it to be a procession of the recently departed souls making a pilgrimage to the land beyond the stars. The larger points of light follow fairly consistent orbits (despite frequent collisions with smaller chunks of space debris) and have been attributed with names corresponding to major persons of history long past -- the names having survived much longer than the memory of what exactly made the owners of them worthy of such immortality in legend. These "guides" are held to remain forever in the Procession, leading the way to the lands beyond.

    (term) Quantum Uncertainty
    This is an obscure theory that sometimes surfaces in scholarly circles to explain the strange phenomenon of technological devices of high complexity working better at higher altitudes on Sinai, and more erratically toward the surface.

    The theory has its ties in long-lost sciences dealing with the make-up of matter, and the term itself is believed to have been coined long ago, perhaps back in the Expedition era. The theory is that some force within the heart of Sinai has an effect on the movements of particles that make up matter, disrupting their natural order. The closer one is the surface, the greater this influence has on particles, thus making matter behave in slightly unpredictable ways.

    Due to the regulatory nature of biological matter, it seems that living beings are not affected in quite the same way complex machines are, but there still is a higher incidence of mutation on the surface ... a phenomenon which may well be linked to Quantum Uncertainty.

    Peculiar devices such as the Chronotopian Quantometer are designed to "measure" this phenomenon, though -- by definition -- without a high degree of accuracy. Quantum Uncertainty generally increases with a decrease in altitude, but it also increases within places known to be unfused with high levels of magic -- such as Forbidden Zones and ancient First Ones sites.

    (term) RTR
    n/a
    Rephidim Temple Reckoning is the standard by which the calendar for most events in Sinai's history is held, as time is measured by the Priests of Rephidim Temple. Since Sinai's language is not English, the exact "abbreviation" would represent different characters, but for the purpose of abstraction (and maintenance of sanity, lest everyone have to learn a new language just to roleplay), "RTR" represents the commonly-accepted acronym, and is often considered to represent "Rephidim Time Reckoning" by those who would not wish to give the Temple any more credit than is necessary. To calculate the current year from AD to RTR, you can roughly get by with adding 4100 to the real-world year. (Add 4099 if it is the month of January, because Sinai's "New Year" is February 1st.) So, for example, if it is, in our world, February 1st, 1997 AD, on Sinai it will be New Year's Day, 6097 RTR. On January 31st, 1997 AD, it would be 1 Day Before New Year's, 6096 RTR.

    (term) Rephidim Standard
    Rephidim Standard is the language of the Temple and of Rephidim, and thus is in wide use across all of Sinai. In many nations, even those with native tongues, it is common for citizens there to learn Rephidim Standard as a second language. All Exiles who are taken to the Temple for Processing are taught Rephidim Standard.

    So far as can be told, Rephidim Standard has remained in its current form, virtually unchanged, for many millenia, purportedly since the time of the Expedition (0 RTR). Part of this is due to the Temple's stabilizing influence, and part of it is through the Learning Helmet training given to Exiles -- The language taught by the helmet is unchanged all these millenia, and therefore it is an unchanging standard. Individual terms and jargon may be introduced, of course, but the basic structure of the language and core words have remained unchanged.

    Still, there are instances of "offshoots" from Rephidim Standard, especially during the earliest days of Rephidim's history, before the age of widespread exploration and travel of Sinai by means of airship. Some isolated colonies -- free from the stabilizing influence of the Temple -- would develop on their own, and the language accordingly would diverge as well. Some call these "spin-off" languages "archaic Rephidim Standard", somewhat erroneously, therefore.

    (term) Ritual
    Rituals are the mainstay of magic-users on Sinai. While they require considerably more time and preparation (and often cost) than weaker incantations such as a Cantrip or Minor Spell, they are also considerably more potent. It is for spells of this level that mages are typically best known, since only at this level do such magicks begin to have real practical use and power.

    A standard requirement of any ritual-level spell is to have some sort of "magic circle", which the spellcaster typically sits in the center of. The exact nature of the circle can vary greatly with the particular spell, the sphere of magic being used, and even the individual spellcaster's "style". Ultimately, if one were to, say, have some layman exactly mimic the words uttered by a mage, and recreate a ritual perfectly, it would not cause magic to occur. The ritual is a mental tool, the nature of which is not fully understood even by mages themselves. More powerful mages tend to be able to make shorter rituals to achieve the same results.

    Since it is inconvenient, say, to have a Fire Mage ask some bandits to kindly pause while he casts a Fireball spell, it is a common practice for more experienced mages to use "held spells". In a theoretical situation with a Fire Mage undertaking a hazardous journey, the mage would cast the spell in the morning, right up to the last word.

    The magic of the spell would manifest itself in the form of, say, a magical flame dancing about in his off hand. If needed, at some point later in the day, he could fire off the last word of his spell, and release the stored energy. (A hazard of this is that, under certain circumstances, such as the mage being knocked unconscious, the spell's power might go off a bit prematurely. Caution is advised.)

    (term) Sab'hak
    SAHB-hahk
    Popular card game, a Sinai equivalent to real-world poker games. Players gamble with chips, or -- quite often -- with real shekels. Someone who is described has having a "sab'hak face" may as well be described as having a "poker face" -- namely, free from expression, ostensibly so that an opposing player in sab'hak cannot tell if the person is bluffing or not.

    (term) (legend) Sabaoth
    sah-BAY-oth or SAH-bay-oth
    For millenia, the Sabaoth has been the ruler of the city-state of Babel, which is the capitol of the Ashdod Territories on the continent of Ur. He was an Eeee (bat), and was widely recognized as at least the symbolic leader of all Eeee, even by many of those who are not citizens of the Ashdod Territories.

    Legend had it that the Sabaoth was immortal, and "Sabaoth" therefore was both name and title. While he was the "king" of Ashdod, there was no queen. Still, there are yet many who can claim to be a son of Sabaoth ("bar Sabaoth"). Since the Sabaoth was considered to be immortal, this implied no succession by heritage as it would in many other kingdoms.

    The Sabaoth's history was long shrouded in mystery, and few were those who would get to see him except at a great distance. He was not completely secluded, however, for he made daily appearances on a daily basis for the ceremony of the Greeting of the Sun.

    His mortality is now evident, however, as the Sabaoth was slain in an uprising after the great defeat Ashdod suffered in the War of the Plaguebringers. He was succeeded by the High Prince Boghaz (his biological son), but was not long after murdered, and replaced by his wife, Saraizadze, who was dubbed the High Princess. It looks as if a tradition of calling the leader of the land the "High Prince" or "High Princess" is being set here, though it is not yet demonstrated whether this rule will be passed on in hereditary fashion. (In Babelite politics, it is likely that the throne will find a new successor by blood -- shed rather than inherited.)

    (term) (legend) Scimitar and Dagger
    This is a term used in the Khattan Emirate to refer to the Procession at night. Namely, the Procession (a ring around Sinai) appears to be split into two parts at night, as Sinai's shadow is cast on the ring. The shorter section is known as the Dagger, while the longer one is known as the Scimitar. As the night progresses, the "Dagger" gets longer, while the "Scimitar" shortens, until the two switch places.

    (term) Scruddy
    SKRUH-dee
    A word used in less polite circles, considered a mild "curse" word, in some respects, used as an unflattering adjective.

    (term) Shadow, Sphere of
    The Sphere of Shadow is one of the twelve Spheres of magic recognized by the College Esoterica. Its mages officially dress in robes of purple, though some dress instead in black (which is supposed to be ascribed to the Sphere of Illusion). Its identifying rune is "The Sundial", and it has no associated celestial body.

    Spells of the Sphere of Shadow deal with obscuring and hiding, but also with the obscure nature of "shadows", which only exist, it is said, in the mind of the observer, which attempts to place meaning upon the division between light and darkness. Thus, shadow magic can involve the twisting of light and perception to warp actual shadows, and even to make such shadows seem to take on more substantial form. In this respect, the Sphere of Magic encroaches upon the domain of certain other Spheres (such as Illusion, Spirit, and even Scrying), but is the weakest of any Sphere and the most easily dispelled or warded in such endeavors.

    (term) Sorcery

    (term) Spell, Magic
    Magical spells are manifestations of magical energies invoked by magic-users on Sinai. In its most generic sense, a "spell" encompasses any of the major classes of magical incantations used by mages on Sinai. These are classfied based on their respective power, and average time to cast:

    Cantrip: Weakest of spells. At least 15 seconds to cast on surface of Sinai.

    Spell or Minor Spell: At least 15 minutes to cast on surface of Sinai.

    Ritual: At least one hour to cast on surface of Sinai.

    Major Ritual: At least one day to cast on surface of Sinai.

    At higher elevations, spellcasting times take longer. For instance, at the level of Rephidim and other sky islands (about 10,000 feet above sea level), spells take about four times as long to cast. At some places on the surface of Sinai (such as at ancient ruins or in Forbidden Zones), casting times may vary greatly.

    (term) Spirit, Sphere of
    The Sphere of Spirit is one of the twelve recognized Spheres of magic by the College Esoterica. This Sphere could arguably be split up into two smaller Spheres -- one of Necromancy, and the other of Warding. The first would involve the conjuring of "spirits" and the animation of the inanimate, while the latter would deal with the negation and warding of same -- and, to some degree, the negation and countering of magic in general.

    The rune of the Sphere of Spirit is "The Spirit", which is also the sign of the planet Ariel. Mages of the Sphere of Spirit, in their high rituals, typically wear robes of white, whether Necromancers or Warders, though the former quite often do away with any color schemes and opt for red, black, violet, or whatever suits them.

    (term) Technopriest
    Technopriests are members of the Department of Maintenance (also known as the Technopriesthood) of Rephidim Temple. As their name suggests, they are both technicians and priests, responsible for maintenance of the more mechanical aspects of the Temple ... as well as items of even higher technology. They guard their secrets jealously against outsiders, believing the Inner Mysteries to be too sacred -- and dangerous -- to be entrusted to just anyone.

    By tradition, Rath'ani (raccoons) are most dominant in the Technopriest hierarchy, though there are also several Eeee and members of other races as well.

    (term) Templar
    "Templar" is a term that, in its most generic sense, refers to anyone associated with the Temple -- most notably the Temple of Rephidim. When one wishes to refer to a Priest, Inquisitor, Auditor or Technopriest, there are more specific terms available, so the term "Templar" usually drums up images of the guards in the service of the Temple. After all, they are the ones that the common folk are most likely to encounter on a day-to-day basis. "Templar" also is used to refer to members of the Order of the Star-and-Anchor, also known as the Knights Templar.

    (term) Temple Scout
    The Temple Scouts are a relatively recent development in the Rephidim Temple organization, comprised of young cubs and kits educated under the auspices of the Temple. Since Rephidim has no public education as such, it is particularly attractive to the middle class, for those who cannot afford private tutors (or do not have children with the special aptitudes to catch the attention of one of the Colleges). In addition to organized Scout trips to the surrounding Countryside (and occasionally down to Sinai's surface) and various rallies, they are typically known to the public for their fund-raising methods by the means of selling Temple Scout cookies (the most durable cookies known to Sinai).

    (term) The River Runs
    A phrase used by the Riverfolk of Himar. It is used to denote the passing of time while other events occur around it. Ex: "The river runs my friend. I have to be home or th' missus will have m hide."

    (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

    (term) Undead

    (term) Vhai
    VEYE
    A curse word that is not to be used in the presence of children or polite company. Less popular than "Dagh".

    (term) (symbol) (legend) Water, Sphere of
    The Sphere of Water is one of the twelve Spheres of magic recognized by the College Esoterica. Its mages often dress in green (signifying the ocean), its identifying rune is "The Wave", and the planet of Ashtoreth is of interest to celestially-minded mages of this Sphere.

    Spells of this Sphere deal with, as would be expected, water in its various forms -- including rainstorms and ice.

    (term) Wires
    This is an exclamation of Eeee origin. Although wires aren't all that terribly common (given the relative rarity of metals on Sinai), still, wires aren't nice things to run into when you're flying at high speeds.

    (term) Witch
    In a world where magic is quite real and -- in most circles -- readily accepted, the term "witch" can have various meanings. In a "technical" sense, the term is used to describe an apparent practitioner of supernatural effects that is not a true mage, but rather is invoking (presumably sapient) powers for "favors".

    The distinction may seem unclear, but the presumption is that a true mage is invoking powers of Sinai through ritual, knowledge of magic, and willpower, and that only persons with a certain Magic Potential can hope to cast spells.

    A witch, on the other hand, need not necessarily have any Magic Potential at all, but rather casts magic indirectly, by calling upon spirits (naturally occuring or not) to do her bidding. This practice is frowned upon by the Mages' Guild. The difference between a priest or priestesses who calls upon a deity for divine favors and a "witch" is not clearly defined.

    It should be noted that a "witchdoctor" is in no way related to a "witch", despite the similarity in name. Also, "witch" may be applied to male conjurers as well, though in the latter case the term "warlock" is also used.

    In some circles, the term "witch" has become synonymous with "mage", but its usage usually implies the negative in most Sinai societies.

    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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