Sinai Player Guide v5.0: 4.0 - Locations of Sinai

Sinai Player Guide v5.0



4.0 Locations of Sinai
  • 4.1 Rephidim
  • 4.1.1 The Island
  • 4.1.2 The City in General
  • 4.1.3 The Temple
  • 4.1.4 Nobles' Quarter
  • 4.1.5 Scholars' Quarter
  • 4.1.6 Crafters' Quarter
  • 4.1.7 Bazaar
  • 4.1.8 Darkside
  • 4.1.9 Port
  • 4.1.10 Old City
  • 4.1.11 Underside
  • 4.1.12 Sewers
  • 4.1.13 Golgotha
  • 4.2 The Surface
  • 4.2.1 Continent of Ai
  • 4.2.1.1 Himar Region
  • 4.2.1.1.1 Himar
  • 4.2.1.1.2 Himaat
  • 4.2.1.1.3 Seaborne Reach
  • 4.2.1.1.4 Golden Peninsula
  • 4.2.1.1.5 Tizhar
  • 4.2.1.2 Nordika
  • 4.2.1.3 Savan
  • 4.2.2 Continent of Ur
  • 4.2.2.1 Ashdod Region
  • 4.2.2.2 Aeztepa
  • 4.2.2.3 Avarin
  • 4.2.3 Continent of Lamu
  • 4.2.4 Oceans
  • 4.2.4.1 Stygian Sea
  • 4.2.4.2 Sea of the Pale
  • 4.2.4.3 Abaddonian Ocean
  • 4.2.4.4 Northern Ocean
  • 4.2.4.5 Southern Ocean
  • 4.3 The Planets
  • 4.4 Maps

  • 4.1 Rephidim

    Rephidim is arguably the most important location on Sinai, whether one is talking about the sky island called Rephidim, or the city of the same name built on one side of it. (Some also call the mountain in its center "Mount Rephidim".)


    4.1.1 Rephidim: The Island

    Rephidim is the only sky island known to be significantly inhabited. A trading city of 50,000 sprawls over the mountainous surface, ruled from the Temple by the Captain-Astromancer and a religious bureaucracy that seems to exist to confuse and impress unwary visitors. The people of Rephidim are merchants, artisans and mechanics, scholars and poets, immigrants and con artists. They are adventurous, curious, and renowned for haggling over every shekel spent or earned. Rephidim depends on the surface nations for food, in exchange for which it doles out knowledge and mediates treaties and trade agreements.

    One phenomenon most prominent in the floating island known as Rephidim, among all floating islands which have been studied, concerns a localized change in air pressure and temperature. This has the general effect of making the temperature and air pressure stay within fairly steady ranges comparable to that at ground level, though far more uniform. It has been theorized that this may be yet another legacy of the First Ones, perhaps tied to the unknown means which allow the island to float in the first place.

    One side effect of this phenomenon is that there are disturbances in weather patterns wherever Rephidim drifts. This is because, in effect, the area around Rephidim is a small high-pressure / warm-temperature front generated by (presumably) artificial means. Due to the front, the arrival of the wandering sky island is often preceded by unusual weather -- sometimes fierce storms. This further enhances the trepidation among certain primitive peoples on the surface who already make ominous associations with the largest of all the sky islands.


    4.1.2 Rephidim: The City in General

    Rephidim City is divided into three major areas:

  • The New City, which is mostly walled and encloses the Temple, part of the Nobles' Quarter (which sprawls northwest into the countryside), the Scholars' Quarter, and the Crafters' Quarter. (It should be noted that although sections of the city are called "quarters", there aren't four of them.)
  • The Old City, which includes most of Darkside and is ruined and gloomy; few go there. It's believed by scholars to be pre-Expedition.
  • The Bazaar and Port Area. The Bazaar lies in the space between the New and Old City, and the port stretches from the south wall of the New City to the edge of the island.

  • 4.1.3 Rephidim: The Temple

    Dominating the northern Business Section of the city is the Temple (a large grounded starship of irregular shape) with skyscrapers and offices and warehouses around it dedicated to official City Business. This is the seat of power and politics in Rephidim.


    4.1.4 Rephidim: Nobles' Quarter

    The Noble Quarter is primarily forest that touches the Business Section of Rephidim on the west. All the Somebodies live here in the mansions hidden away from the noise of the city. Zelak mercenaries routinely patrol the forest looking for "strays" from Darkside, the city's poor quarter. Though they generally allow passage into the Old City (Darkside), they defend against all coming into the forest from that direction with deadly force. City officials regard this as self-defense, and look the other way.

    Chief Features of the Noble Quarter:

  • Alysin's Opera House: This isn't in the Noble Quarter proper, but it's pretty close to the edge. For years, this old opera house fell into neglect, serving from time to time as an auction house (sometimes where slaves would be sold), and various other roles. Now, under the ownership of "Railroad Baroness" Eve Kurai (formerly known as Duchess Eve Kurai, until Rephidim stopped recognizing Sylvanian titles of royalty), it has been renovated into something approximating its former glory as an opera house. It has quite a history, especially in recent years, among other things being the site of the destruction of an evil ghost known as Amaranth. In front of the opera house was once the controversial Star Shrine, until Temple bureaucrats required that it be torn down.
  • Officers' Academy of Rephidim: This is a premier educational establishment for the well-to-do, where young men and women are trained in the arts of war, as well as etiquette and other areas needed to become a well-rounded officer. Many of those who graduate from the Academy don't ultimately go on to careers in Rephidim's military, but rather will find lucrative employment as airship captains and more mundane duties. A great many of the cadets are poodles, well-to-do enough to gain training for high positions in the Temple without going through such "primitive" means as taking jobs with the Guard or gaining Squiredom with the Order of the Bounded Star and Anchor.
  • Zeiman Market: This is an exclusive boutique that caters to those who don't need to look at price tags. In addition to sporting the latest fashions with live models, it also offers a wide range of other products with no particular relation -- other than that it caters to the interests of its customers. The interior of the store has its own unique ambience, having a number of plants for greenery, as well as a player on the harpsichord, accompanied by singing exotic birds and caged creens, and terraces on the second floor overlooking an open central area.

  • 4.1.5 Rephidim: Scholars' Quarter

    The Scholars' Quarter is to the east of the Business Section, and is dominated by student housing for the College of Natural Sciences, and related businesses. This is one of the nicer places in the city to live, with a low crime rate and a highly visible City Watch presence due to the sensitive nature of the research going on here. Buildings here are almost never sold because of the exhorbitant rent charged to the scholars, and rental space is filled by lottery (for College flats) or public auction (privately-owned apartments).

    Chief Features of the Scholars' Quarter:

  • Old Campus: Before the relocation of the College Esoterica to the sky island of Caroban, this was the site of the College Esoterica of Rephidim. While many of the buildings still stand (some of them having been dismantled for relocation or for security reasons), at present the campus is largely unused. The Mages' Guild Hall is based here, and the dormitories are rented out to mages that wish to make use of them.
  • College of Natural Sciences: A college for training in various scholarly fields. Unlike the College Esoterica, tuition is paid for immediately, rather than paid back as a "tithe" of one's earnings.
  • Kromo Memorial Museum of the Arts: One of the largest art museums on Sinai, with sections devoted to art from all parts of the globe.
  • Shiny Shoppe: The Shiny Shoppe is the most popular and largest store of its kind, catering toward the "shinylust" tendencies of Vartans and certain other avians. It sells all manners of curios and items of Vartan interest ... as well as all manner of things that others would consider junk, but a Vartan would consider ... shiny.

  • 4.1.6 Rephidim: Crafters' Quarter

    South of the Scholars' Quarter is the Crafters' Quarter. If anything of quality can be bought or sold on Rephidim, it can be found here on the the shelves of the merchants happy to resell it "to you, for a special price". Artisans from many cultures can be found here as they attempt to make their fortunes undercutting the resellers. Competition is fierce and feuds can commonly go on for years as businesses are handed down from parent to child.

    Chief Features of the Crafters' Quarter:

  • Bronze Cogwheel: This restaurant is a high-priced but not particularly "posh" establishment. It is denoted by a large cogwheel (but it isn't really solid metal, or someone would have swiped it by now) hanging over the entrance, and the interior is decorated with all sorts of strange gadgets, some functional, most not. The menu has numerous offerings of fairly popular fare, with inventive names (such as item #13 -- "The Whole Shebang"). It's the sort of place that is not frequented so much by the well-to-do as much as by middle-class people who, every once in a while, can afford to "eat out in style" for a special occasion, but haven't the standing to go into a really high class establishment. The restaurant also, of course, attracts a fair number of tinkers and Technopriests.
  • Freedom Park: This is a park that has a pond in the middle that sports a number of bold (and fat) crickhens and drakes, and has a number of well- preserved statues of persons of note from Rephidim's past ... although few have any idea who these people once were, and some have been damaged in a fracas in fairly recent history. It's a fairly pleasant and reasonably safe place (despite certain exceptions), though without any distinct "attractions", so it's a popular spot with those looking for a little peace and quiet in the city. The park is located close to the crumbling outer city wall, and thus has easy access to the Bazaar. It's also just run-down enough that the Guard is often bribed to look the other way so that fireworks can be used freely to celebrate major holidays (such as Guy Fox Day).
  • Hospice: This hospital for the weak in wallet was founded by the famed Doctor Roho, a blind Zerda doctor who had at one point saved the Sabaoth of Babel, and then was promptly banished from Ashdod for a good deed that the ruler of Babel took offense to. It is located right next to Freedom Park, which puts it in a central area, within Rephidim City proper, but also close to the Bazaar, and within reach of Darkside.
  • Three Thieves Inn: This establishment is just another inn and pub, except that in recent history, it has been the site of a number of odd events, thus giving it some name recognition. Its proprietor is a widow Vartan named Jakka, who's reputed to be a dead shot with a double crossbow, and who has raised a small brood of her own, many of whom help out with the operation of the inn (though she generally keeps them out of sight, since children unnerve many patrons). She's fairly rough in her treatment of anyone who crosses her, and pays considerable bribes to the Temple so that they look the other way in how she deals with things. The most obvious example of this is that she has three mounted heads hanging in the main room, of a Kavi, a Naga, and some other reptile, purported to be those who attempted to rob her at some time or another. And, says she, she's not in the least bit hesitant to change the inn's name if someone else tries to push his luck....

  • 4.1.7 Rephidim: Bazaar

    The Bazaar is a makeshift commercial area which is open the same hours as the Port, in an area just to the west of the Port that used to be a low-income area until it burned to the ground years ago. The Bazaar extends to the Old City Wall on its far side.

    More Details on Rephidim City: The Bazaar


    4.1.8 Darkside

    Darkside is located between the walls of the Old City, and those of the new. It is a small city all in itself, butting up against the Noble Quarter forest on its far side. Its ramshackle buildings and unlit, twisty streets compose a deadly maze that none but natives will tread. It is inhabited by the dregs of Rephidim society. The area is so poor that the economy runs on barter system as well as coin. No goods besides staples can be easily found here, and there is little honest work. Darkside residents are generally considered to be criminals, ne'er-do-wells, malcontents, and unemployables. The area has been a haven for crime for years, ever since it became commonly known that head bounty of one gold piece would be paid to anyone who could kill a member of the City Watch within Darkside limits. Street gangs and darker, more nebulous powers rule the streets here. Though some tolerance is shown to the poor residents (who have nothing worth taking, and act as a shield against being burned out), the street gangs defend their territory with deadly force against Outsider city residents even in broad daylight.

    Chief Features of Darkside:

  • Missing Shekel: This bar actually changes locations and ownership fairly often, since it occasionally gets destroyed in the trademark violence that takes place here on a regular basis. It may not be the most dangerous place to be in Darkside on any given sample night ... but on a regular basis, it hosts a record number of murders. While some come here to make shady deals, thinking themselves immune to the chaos around them, the primary attraction at the Missing Shekel is trouble. Most of those who go there are looking for a fight and/or have a death wish.
  • Monkey's Head Tavern: This tavern is for carnivores only, and a haven for haters of humans. Curiously, despite purportedly catering to carnivores, its menu is punctuated with meals that normally no one would actually pay money for: vermite stew, roast gooshurm, etc.
  • Old Well: For a long time, it was a poorly kept secret that this old, dry well was actually a passage leading into the Warrens -- a network of catacombes, sewer maintenance access routes, and natural tunnels criss-crossing underneath Darkside. However, in late 6099 RTR, there was a battle between the major powers of Darkside, and the Assassins' Guild was wiped out. As somewhat of a symbolic gesture and reminder of the assassins' defeat, the Old Well has been filled in.

  • 4.1.9 Port

    The Port area of Rephidim dominates the southern section of the city. The outer edges of the city look a lot like a seaport, with docks and a wharf area that extends outwards as the sky-island slowly drops off. This is an area for the working class and the temporary worker for hire, and everyone else who thinks to make a fast shekel off the sailors. Businesses in this area provide diversions, supplies, and luxuries for travellers. The Port area is open for business every hour of the day except on holidays, with airships arriving and departing regularly.


    4.1.10 Old City

    The ruins of a past city on Rephidim. Some believe that this used to be the "first" city constructed on Rephidim and that some kind of curse or disaster befell its people, forcing the creation of a new city outside its walls, and others think that the city existed before the advent of the present-day races. No one is quite sure.

    The Old City is filled with ancient stonework and tombs and memorials to names no longer known or readable. Only the poorest live there, and the most desperate; it's a hunting ground for gangs and the lawless, whereas Darkside is at least livable.

    Chief Features of Old City:

  • Ashdod Embassy: Also known as the Babelite Embassy, since the city-state of Babel is the defacto major power in Ashdod. The Ashdod Embassy was relocated here after the Battle of the Plaguebringers -- a move widely seen as a slap in the face to the Babelites when they quickly sought peace after defeat in this raid on Rephidim. The Ashdod Embassy is located in a house that was once the residence of the famed artist Kame Ikata, though it apparently has a much longer history than that, and sports similar architecture to that of the Moz Ezley Asylum.
  • Moz Ezley Home for the Disturbed in Spirit Also known as the Moz Ezley Asylum or just "The Asylum". This is an insanitorium where the "spiritually disturbed" are kept and treated ... provided someone is wealthy enough to foot the bill.
  • Old Cemetery: Not surprisingly, this location has a reputation as being haunted. This is home to the highest concentration of cenotaphs, mausoleums and other monuments to the dead, varying greatly in age, though all of them ancient. Some of the monuments, although greatly weathered, definitely harken back to origins during the existence of the Temple ... but some of them seem downright alien.

  • 4.1.11 Underside

    The Underside is just that: the underside of the floating sky island of Rephidim. Since gravity is not reversed there, it is a place exclusive to those with the ability to fly -- whether on their own, or by some manner of conveyance. Members of various of the flying species -- including but not limited to Korvs, Aquilans, Vartans, Eeee and even a few Kujakus -- can be found roosting in buildings jutting from the large "stalactites" hanging down from the rock, or within cracks and crevices here and there. The Temple so far has been largely unable or unwilling to maintain a strong hold on this area of Rephidim, and it is often considered to be yet another part of "Darkside".

    Chief Features of Underside:

  • The Chute: This is a large hole in the bottom of Rephidim, at the base of a tall shaft that runs purportedly all the way back up to the Temple. Some foolish souls have tried to fly up the Chute as a "sneaky" way to gain access to the Temple, but the penalty for doing so is punishable by immediate death ... and rumor has it that this is no bluff.
  • Jade Palace: This Underside resort, also known as Faraon's Dome, is built on one side of the largest "stalactite" hanging from the bottom of Rephidim. According to rumor, it is owned by a golden dragon known as Faraon the Friend, and according to still more rumors, this is the true seat of power of Rephidim, for Faraon has many "friends" in Darkside ... and high places. On the face of it, though, this is just a posh resort that appeals to those who can fly -- and who have lots of shekels to spend.
  • 4.1.12 Sewers

    One of the largest parts of Rephidim -- and hopefully the least seen -- would be the sewer system located underneath the city. This particularly ancient system is a network of tunnels, filled with lumbering, oversized machinery that has miraculously survived the test of time with only minimal maintenance from the Temple. A working sewer system is almost unheard-of on the surface, and is one of the major luxuries of living in Rephidim. Through processes not fully understood, water is recycled and waste products distributed to maintain Rephidim's peculiar ecology.

    (Some of it, however, does end up falling to the surface. It's not a good thing to have Rephidim drift over your city...)

    The sewer is home to all sorts of strange creatures with unknown origins, and unknown classification, most of them relying on senses other than sight to find their prey. Sewer maintenance duty is a high-hazard assignment, and when the native fauna don't present the threat, there's always the risk of a desperate criminal hiding out.

    An odd "tradition" that has popped up from time to time, popular amongst spoiled young poodle nobles, is a "game" called "Flush the Fox". It generally involves finding some poor Fox Exile (It's amazing how many of them there are...) and luring him into one of the sewer access points, then dropping him down a chute, into the sewer system. It's strictly illegal, of course, but there's no proof that this is a regular occurrence regardless. (As many Foxes as there are that keep popping up, we'd run out if "Flush the Fox" were as popular as some rumors suggest.)


    4.1.13 Golgotha

    Considered to be part of the Countryside, Golgotha is a fortification located at the base of the central mountain of Rephidim, opposite the city, accessible only by a road that has been (perhaps intentionally) left in very poor repair. The central fortification has been carved into the rock of the mountain, into a formation of rocks that originally looked vaguely like a human skull, but which have been worked further to bring out that suggestion. (However, there are also a few artificial surfaces visible that form part of the "skull", calling into question just how "natural" this formation was in the first place.) The result, of course, is a bit macabre.

    In front of this main fortification are the grounds of the Order of the Bounded Star and Anchor, including a number of much smaller "fortifications" associated with most of the different Aspects that have been created over the centuries. Since different Aspects are retired and then taken up again by new knights many years (or even centuries) later, the majority of these "Sanctuaries" are left unoccupied, though they are kept with a minimum of maintenance by squires, so that they don't fall into disrepair.

    Each Sanctuary sports at least one stained glass window (and usually many more) bearing the emblem of the Aspect of the Champion who uses that Sanctuary as his or her particular base, at least nominally. (Many Champions and Lances are sent to outposts, so they may never set foot in their supposed "base" for years.) One notable exception to this would be the Sanctuary of Ashes. It has been left in a deliberate state of disrepair, even to the point where the smoky glass windows have been shattered, though at least the fallen fragments have been cleaned away long ago. While this is the base of the Black Lance, the Champion of Ashes actually lives in an overgrown estate in the countryside.

    Another Sanctuary of note would be the Sanctuary of Roses. A young warrioress Kattha, approximately sixteen years of age, was chosen to be the new Champion of Roses, picked from the ranks of the Temple Scouts, rather than going through the Guard or even becoming a regular Knight Templar first. (She did, however, receive several years of combat training before this, and it would appear she and the other members of her Lance were being prepared for this position for quite some time.) A group of felines of similar age who were trained with her were also selected to form the Magenta Lance. A number of other felines who failed to make the grade for the Lance nonetheless went on to some fairly special positions in the Guard and Elite Guard, though the majority of them were sent abroad.

    The Sanctuary of Roses, long left empty and just with a modicum of maintenance, was refurbished with the help of personal funds donated by the Lance's sponsor. Under the direction of the Champion of Roses, the Sanctuary became essentially a fortified greenhouse, containing a garden filled with roses from all over Sinai, and reputedly using some seeds from other worlds -- obtained by the Temple from incoming Exiles, and secretly cultivated and studied, producing special strains cherished by some of the gardener monks of the Priesthood. It is not the largest or most beautiful of any of the Sanctuaries, and it is not the only Sanctuary housing a garden, but it is still a demonstration of the appreciation of the arts that some elements of the Temple may yet display. Even though the Champion of Roses was slain, and even with the decline in numbers of the Knights Templar, the Sanctuary is still dutifully maintained by the monks at Golgotha and by the remaining Magenta Lancers.


    The Surface

    Small tribes inhabit the wilderness in varying stages of civilization. From simple hunter-gatherers to agrarian tribes, all guard their secrets jealously. Powerful magicians and shamans dwell in the valleys where magic concentrates, or on volcanic mountains that shed power like a fountain. Bandits roam everywhere in search of explorers who carry money and supplies. Artifacts are so rare and valuable that few are foolhardy enough to risk taking them into the wilderness without the protection of mercenary guard.

    Ancient ruins dot the landscape, some the remnants of previous expeditions, some the last testament to races of the past that escaped orbital mapping. Some have been made into temples by natives. And some are claimed to be accursed -- for good reason. In general, ruins are considered either blasphemous or sacred to local inhabitants, and they are as fiercely guarded by those who fear to approach them as they are by those who live there.

    There are also many civilized regions as well -- some with technology all the way up to the Steam Age, and some of them potent enough to rival Rephidim in terms of influence over the affairs of Sinai as a whole.


    4.2.1 Continent of Ai

    The continent of Ai is often considered the "main" continent of Ai, since it has the greatest concentration of power -- the fragmented Nagai "Empire" to the south, the Khattan Emirate toward its center, and the Nordikan nations to the north. Also, the sky island of Rephidim's wanderings take it over various parts of this continent.


    4.2.1.1 Himar Region

    The heart of the continent of Ai is known as the Himar Region. It consists of two major nations, and smaller scattered tribes and fiefdoms.


    4.2.1.1.1 Himar

    Himar, also known as the Himar Territories, is a loosely defined woodland area, and while it is not "urbanized" for the most part, a great deal of trade passes through its borders. Himarian Jupani dwell in the woodlands in tribes, while a larger variety of species live clustered in the few cities.

    Chief Features of Himar


    4.2.1.1.2 Himaat

    Where Himar is forest, Himaat (often referred to as "The Himaat") is desert. The Khattan Emirate dominates here, and claims borders matching those of the desert. Despite its relatively small population compared to the Nagai, Babel and Rephidim, the Khattan Emirate holds considerable wealth, and is often considered the fourth major power of Sinai. It may well be more than that now.

    Chief Features of Himaat


    4.2.1.1.3 Seaborne Reach

    This is a peninsula located to the west of Himaat, jutting out into the Sea of Himaat. It is home to numerous scattered tribes and small towns, most of it officially under protection of the Temple, but due to its close proximity to Himaat and to the Savan, it is considerably influenced by the Khattan Emirate.

    Chief Features of Seaborne Reach


    4.2.1.1.4 Golden Peninsula

    This is a large and prominent western peninsula of the continent of Ai that divides the Sea of Himaat from the Stygian Sea, west of Himaat and the Seaborne Reach. This area is home to many scattered settlements and minor territories that show strong influences from the culture of the Khattan Emirate. Khattas and Rhians are the most predominant species here, though many other species to be found in large numbers elsewhere on the continent have migrated here over the ages.


    4.2.1.1.5 Tizhar

    This is a territory east of Himar and north of the Himaat, home to a large Forbidden Zone known as the Tizhan Vastlands. It was once the furthest southern extent of the Olympian Empire of old, so due to this and its close proximity to the Himmat, both Khattas and Katthas are to be found in great numbers here, and the culture is in some ways a blend of that of the Khattan Emirate as well as of classical Olympia.

    Chief Features of Tizhar


    4.2.1.2 Nordika

    Nordika is the northern region of the continent of Ai, consisting of a cluster of small nations and even smaller fiefdoms that fill in the gaps. The climate tends to be cooler here than in the Himar or parts of the Savan. Also, while the cultures vary greatly from nation to nation, and there is some interaction with Rephidim, there are also some major differences. Partially due to the freakish weather in the region, and the hazards posed by the large Forbidden Zone of Bosch, airborne trade and travel is limited. Also, with some exceptions (Olympia), slavery is almost unknown in the area.

    Chief Features of Nordika


    4.2.1.3 Savan

    The Savan comprises the southern part of the continent of Ai. Although the southernmost tip juts as far toward the south pole as the Vykarin Wastes do to the north, the Savan is best known for its hotter climates: its deserts, jungles and plains. The Nagai Empire once claimed the entirety of this region as its domain, but with the assassination of the Emperor-Potentate, this empire has quickly fallen apart.

    Chief Features of Savan Territories


    4.2.2 Continent of Ur The Continent of Ur is often considered the "second" of the three major continents, located to the west of the continent of Ai. With the exception of the large island of Aeztepa, the bulk of Ur is located toward the northern hemisphere.


    4.2.2.1 Ashdod Region

    Dominating the northern part of Ur is the Ashdod Region, mostly taken up by the Ashdod Territories. The terrain here varies greatly, from mountains on the eastern coast, to rolling plains in the middle, to more mountains and a relatively small desert toward the western side. Most of the Ashdod Region is located within a temperate band, though there is colder wilderness further to the north, and warmer areas to the south that are still part of the same land mass.

    Chief Features of Ashdod Region


    4.2.2.2 Aeztepa

    Aeztepa is a large island presumed to exist under the largest Forbidden Zone on Sinai. While most Forbidden Zones are reputed to be merely hazardous, and not to be entered by airship, this one has the long-standing reputation that anyone who enters by air, sea or ground ... never returns. Many dark rumors and legends surround it, but the general idea seems to be that it is a Land of the Dead, populated by the wasted, walking corpses of a long-lost culture known as the Aeztepans, ruled by a Queen of the Dead.


    4.2.2.3 Avarin

    Located off the northern coast of Ur is the island of Avarin. On common projection maps, it appears to be a large land mass, but this is a distortion on account of its close proximity to the north pole. In actuality, it is a modestly sized island, covered in ice and snow. In the summer months, the Tern Wimmers known as the "Avarins" dwell there, living off of fish and other arctic game, but the whole of them migrate southward to Ur and Ai during the unbearable winter months, either by wing or by sail. This is an inhospitable and remote place, often not even marked on maps, since few ships would have any cause - or means - to go that far north.

    Avarin is far enough north that the sun doesn't seem to actually set during the summer months, but rather seems to just trace a circuitous path through the sky, dipping lower on the horizon at "nightfall", or below the horizon for only a few hours. During the winter months, it is a time of almost constant night. During this time, the sky is lit mostly by the stars - The Procession is so far south from here that little of it can be seen in the night sky. However, the dazzling display of the northern lights can be most clearly seen during this period, since there is no daylight to compete with them.


    4.2.3 Continent of Lamu

    Lamu is the least explored of the three major continents, dominated by a large land mass in the southern hemisphere, though the "continent" includes several scattered islands running toward the north as well, east of the coasts of Ai. Lamu is mostly wilderness, though there are a few settlements that do trade with the occasional airship that passes by. However, most of the trade lines run between Ai and Ur, so this isn't a heavily traveled part of the globe. Although Sinai has many frontiers, this one is the least exploited so far.


    4.2.4 Oceans

    The water around the continents is divided up into five oceans: three major equatorial oceans, and two polar oceans.


    4.2.4.1 Stygian Sea

    Despite being traditionally referred to as a "sea", this ocean separates the continents of Ai and Ur. If the oceans, the Stygian Sea is the most travelled, whether by air or by sea, as the major civilizations of Sinai are clustered along the shores of Ai or Ur that touch this ocean.

    To better facilitate trans-continental travel, there are waterborne bases known as paquebots that serve as refueling and resupply stations for airships or naval vessels making the journey. The largest of these bases, sizeable enough to pass for small cities, would be the paquebots known as Little Rephidim West and Little Rephidim East, forming a bridge between Ashdod and the Himar/Himaat regions.


    4.2.4.2 Sea of the Pale

    The Sea of the Pale separates the landmass of Ai from the large islands that make up the collective continent of Lamu, though the Sea of the Pale is mostly associated with a roughly circular body of water that is nestled between the Wandering Roams, the Savan, and Lamu. The primary route of travel across this ocean consists of a line drawn between Nagai City and Lamu, with the island of Jadai (and its port city of Jashin) forming a "stepping stone" between the two continents.


    4.2.4.3 Abaddonian Ocean

    This is the largest of the oceans, separating Ur from the large islands of Lamu. It is considered impossible to cross, save by riding on a sky island. There may well be undiscovered islands here, though it's highly doubtful that a fourth continent could be hiding out there.


    4.2.4.4 Northern Ocean

    This is one of the two polar oceans, located, of course, to the north of the three continents, and a good portion of it buried under an ice cap. Due to the extremely low temperatures, crossing the pole by means of airship simply isn't feasible, though not theoretically impossible. Strange light displays can be seen over the Northern Ocean at night (the night lasting about six months), and also at a distance from far north vantage points such as the Vykarin Wastes. Though scholars attribute this to natural processes, there are those who believe that there may be a Forbidden Zone at the north pole.


    4.2.4.5 Southern Ocean

    This is the other polar ocean, located to the south of the three continents, also being covered in part by an ice cap. Like the Northern Ocean, the Southern Ocean has its own light display in the sky during its long winter night, and some believe that there may be a Forbidden Zone located at this pole as well.


    4.3 The Planets

    Until recently, little was known of the "wanderers" in the sky, named after gods of Olympian myth. For some time, it was believed that the solar system that Sinai is a part of consists of a sun and nine planets: Primus (the Sun), plus Ariel, Morpheus, Ashtoreth, Sinai, Abaddon, Fortunatis, Arcadia, Logos and Behemoth. Recent discoveries, made possible by means of the Gateway Tower, have expanded what is known of the other planets -- including the discovery of two new planets.

    More Details on the Planets


    4.4 Maps

    Ashdod Territories
    Himar
    Kroz, Country of
    Himaat, Country of
    Nordika, Region of
    Rephidim, City of
    Savan Territories
    (Nagai Empire)
    Sinai, World of
    Sinai, World of (Terrain)