Sinai Player Guide v5.0

Sinai Player Guide v5.0



2.0 Peoples of Sinai
  • 2.1 PC Species
  • 2.1.01 Aelfin
  • 2.1.02 Akwavi (Otters)
  • 2.1.03 Aquilans (Eagles)
  • 2.1.04 Cervani (Deer)
  • 2.1.05 Eeee (Bats)
  • 2.1.06 Fnerfs (Fox'taurs)
  • 2.1.07 Foxes
  • 2.1.08 Gallees and Gallahs (Dogs)
  • 2.1.09 Hekoye (Coyotes)
  • 2.1.10 Humans
  • 2.1.11 Jupanis, Karnor and Titanians (Wolves)
  • 2.1.12 Kadies (Squirrels)
  • 2.1.13 Kavis (Ferrets)
  • 2.1.14 Keiltyn (Foxes)
  • 2.1.15 Khattas and Katthas (Cats)
  • 2.1.16 Korvs (Corvids)
  • 2.1.17 Kujakus (Peacocks)
  • 2.1.18 Lacinus (Tasmanian Tigers)
  • 2.1.19 Lapis (Rabbits)
  • 2.1.20 Nagai and Jingai (Reptiles)
  • 2.1.21 Nohbakim (Chimeras)
  • 2.1.22 Rath'anis (Raccoons)
  • 2.1.23 Rhians (Horses)
  • 2.1.24 Savanites and Silent Ones (Cheetahs)
  • 2.1.25 Skeeks and Skreeks (Mice and Rats)
  • 2.1.26 Sphynxes and Solus (Winged Felines)
  • 2.1.27 Vartans (Hippogryphs)
  • 2.1.28 Vykarin (Dog-like Aliens)
  • 2.1.29 Wimmers (Aquatic Birds)
  • 2.1.30 Xients (Porcupines/Armadillos)
  • 2.1.31 Zerdas (Fennecs)
  • 2.2 Restricted Species
  • 2.2.01 Aeonians (Unicorns)
  • 2.2.02 Hookas (Aliens)
  • 2.2.03 Mariners (Merman Cats)
  • 2.2.04 Zelaks (Bugs)
  • 2.3 Exiles
  • 2.4 Other Species
  • Numerous sapient species inhabit the world of Sinai. Not all are catalogued here, just those more common and those which have appeared in one or more logs and which may be available for use as character races. Some, however, are classified as "restricted", and are either totally prohibited for use as PCs, or are merely prohibited as first-time characters for new players.


    PC Species

    The following are species that are either more-or-less common on Sinai, or at the very least well established, which may show up as PCs and NPCs with little trouble.


    2.1.01 Aelfin

    Short white-furred humanoids with child-like proportions, having four long pointed ears upon their slightly cervine heads.

    More Details on Aelfin


    2.1.02 Akwavi

    Akwavi are otter-morphs found primarily in a small area known as the Akwavi-kin Mangrove on the peninsula of Seaborne Reach, near Half Valley and the Himaat.


    2.1.03 Aquilans

    Aquilans are eagle-like flying morphs, considerably more rare than either the Kujakus or the Korvs.

    More Details on Aquilans


    2.1.04 Cervani

    Cervani are deer-like digitigrade humanoids with human-like hands and hooved feet. They do not typically have human-like head hair, though this is not an uncommon mutation. Males have 'racks' or multi-pointed antlers which are shed in the fall.

    More Details on Cervani


    2.1.05 Eeee

    Eeee are bat-like humanoids, having both arms and batwings sprouting from their backs; with their large ears and high-pitched voices, they can fly (and hunt prey) even in pitch black darkness.

    More Details on Eeee


    2.1.06 Fnerfs

    Fnerfs are "centaurs" with vulpine features, found in the open lands of the Ashdod Territories.

    More Details on Fnerfs


    2.1.07 Foxes (Non-Keiltyn)

    Vulpine-based humanoids, either plantigrade or digitigrade, of all colors, not only those based on typical Earth-style red or gray or white foxes. They have a curious reputation on Sinai.

    More Details on Foxes


    2.1.08 Gallees and Gallahs

    Gallees and Gallahs are humanoids with features that suggest any number of breeds of domestic dogs that would be found on Earth, poodles being the more distinguished amongst them. The distinction between Gallees and Gallahs is that Gallees are "pure-bred", matching specific dog breeds, whereas Gallahs are "mutts".

    More Details on Gallees and Gallahs


    2.1.09 Hekoye

    Hekoye are digitigrade coyote-morphs that live in the area known as the Hekoye Nation on the continent of Ur, west of Saskanar and the Ashdod Territories.


    2.1.10 Humans

    One of the few races on Sinai which does not possess fur, feathers, or scales. Humans are uncommon but not so rare that they are not known to most of Sinai's denizens.

    More Details on Humans


    2.1.11 Jupanis, Karnors, and Titanians

    Wolf-like creatures, either plantigrade or digitigrade, generally possessed of more strength and a martial disposition.

    More Details on Jupanis, Karnors and Titanians


    2.1.12 Kadies

    Kadies look like man-sized squirrels with opposable thumbs, with some variation in sub-species allowing for those that look more humanoid in form and feature and may even sport human-like head hair. Kadies are arboreal by nature, and are very rarely seen in urbanized areas. (When they are, they're generally mistaken for some mutated offshoot of Lapis, Skeeks or Skreeks.)

    More Details on Kadies


    2.1.13 Kavis

    Kavis are small ferret-like creatures, rarely topping more than five feet of height. They have three-fingered, two-thumbed hands, and some have trained to use their tails as well as hands. In the city they are typically found holding menial jobs, and normally have large families.

    More Details on Kavis


    2.1.14 Keiltyn

    Digitigrade vulpines, generally nocturnal and of slender build. Typically seen as grouchy or touchy.

    More Details on Keiltyn


    2.1.15 Khattas and Katthas

    Plantigrade and digitigrade feline-humanoids (respectively). They are not quite as common as the Jupani variants. They have a taste for fine living.

    More Details on Khattas and Katthas


    2.1.16 Korvs

    Korvs, unlike many sapient species on Sinai, are not humanoid: they look like four-foot tall crows with claw-like hands sprouting from their wings. They may be found almost anywhere on Sinai, in small numbers, and are given to a somewhat flighty or mystical nature. Kaw!

    There are also other corvid varieties to be found in smaller numbers, resembling magpies and jays.

    More Details on Korvs


    2.1.17 Kujakus

    Kujakus are peacock-like humanoids, having both wings and arms (and legs), and showy tails. They tend to be vain and easily distracted.

    More Details on Kujakus


    2.1.18 Lacinus

    Shapechanging marsupial canines from Lamu.

    More Details on Lacinus


    2.1.19 Lapis

    The Lapis are rabbit-like humanoids with long ears, known for a good sense of hearing and also a tendency to be easily frightened.

    More Details on Lapis


    2.1.20 Nagai and Jingai

    Nagai are snake-like semi-humanoids having a snake-like body, but with a humanoid torso (and two arms), and no legs. Jingai are reptiles, amphibians and quasi-reptiles coming a large variety of shapes and sizes.

    More Details on Nagai and Jingai


    2.1.21 Nohbakim

    Greatly mutated sapients mostly dwelling in the Himaat Desert. They are often feared or distrusted because of their gross deformities.

    More Details on Nohbakim


    2.1.22 Rath'anis

    Raccoon-humanoids, highly urbanized and known for craftmanship and scholarliness.

    More Details on Rath'anis


    2.1.23 Rhians

    Digitigrade horse-humanoids, often seen as a little dim, but very strong.

    More Details on Rhians


    2.1.24 Savanites and Silent Ones

    Savanites are digitigrade humanoids having features that suggest those of cheetahs, with non-retractile claws. Their eyes are usually brown; they have head-hair that is usually black, sometimes dark brown. They do not speak, using sign language instead, and only some make noises such as purring or barking. Through much of Sinai they are found either wild, in tribes living to themselves, or else enslaved. Only recently have they been granted freedom in a handful of countries (Rephidim included).

    More Details on Savanites and Silent Ones


    2.1.25 Skeeks and Skreeks

    Mouse- and rat-humanoids, respectively. Usually looked down upon, though the Skeeks are somewhat more socially acceptable than the Skreeks.

    More Details on Skeeks and Skreeks


    2.1.26 Sphynxes and Solus

    Sphynxes are winged feline-humanoids, either mutations of Khattas, members of a Himarian sub-race of Solus, or the product of Vartan half-breeding. They are rare enough to be looked at with suspicion or awe, but not enough to be automatically thought Exiles.

    More Details on Sphynxes and Solus


    2.1.27 Vartans

    Vartans resemble hippogryphs, being bipedal with digitigrade lion-like legs, each foot ending in a heavy cloven hoof, with eagle-like heads, and equine ears. They have both wings and arms. They are widely colored, anything from dark brown to charcoal black to bright blue and red. They are known for a predilection for shinies and for a society-wide bluntness.

    More Details on Vartans


    2.1.28 Vykarins

    These strange primitive creatures look like marsupials with a cross of lupine and armadillo-like features, with long legs relative to the torso and fore-arms. Most of the body is covered with overlapping shell segments, and their hands are stubby hand-like claws. The eyes are mostly obscured by a curved semi-transparent shell which offers protection at the expense of vision. They have difficulty speaking Rephidim standard, and their native tongue is characterized by clicks and pops.

    More Details on Vykarin


    2.1.29 Wimmers

    This "species" consists of several avian sub-types, corresponding to many different Terran species of aquatic birds: cranes, pelicans, gulls, herons, and more. They look like man-sized versions of these birds, but with "wing-claws" that allow them to manipulate objects. Very rarely seen in urban areas, and especially not in Rephidim, these creatures tend to live on the coastal lands of the surface, living off of the ocean.

    More Details on Wimmers


    2.1.30 Xients

    Xients resemble porcupine and armadillo humanoids, capable of curling up into balls and moving by rolling across the Wandering Roams in nomadic bands.

    More Details on Xients


    2.1.31 Zerdas

    Zerdas comprise a species of desert-dwelling fennec-eared fox humanoids, generally tawny and a bit on the small side.

    More Details on Zerdas


    2.2 Restricted Species

    There are some sapient species present on Sinai that are either not playable as PCs, or are restricted for other reasons. For instance, unicorns have proven to be fairly popular as a species choice, yet they're supposed to be fairly rare on Sinai, so some restriction has been placed on them. Savanites were restricted for a while, because we had some problems with players who said they could handle playing slaves, yet every Savanite PC was running into problems. Zelaks are restricted because they're a creation of the head GM, Lynx, and there are several matters of their origins and society that are secrets to just about everyone on Sinai (including the other GMs). It's not impossible to have one of these species for a PC, but beginning players should not choose one of these restricted species as an initial character concept.


    2.2.01 Aeonians

    Aeonians are digitigrade humanoids with features much like that of the unicorns of myth, including tufted leonine tails, a deer/equine head with mane and a spiraling horn, cloven hooves, and occasionally fetlocks about the hooves and/or forearms. They are very rare, but immortal, and Aeonian children are virtually unknown -- there is no known Aeonian community.

    This race is restricted, because too many Aeonians would contradict the fact that the race is supposed to be rare.

    More Details on Aeonians


    2.2.02 Hookas

    Hookas are strange creatures that seem to be random combinations of bony-looking round segments, topped with a goofy-looking head that has a bottle nose/mouth, and two googly eyes. Hookas are found primarily in the Wandering Roams, though there are reports of some related creatures found on the world of Arcadia. It's said that they can disassemble themselves and put themselves back together in new shapes, and they communicate by making "hoot" noises.


    2.2.03 Mariners

    Mariners are "merman" felines, native to the planet of Ashtoreth, having upper bodies that resemble those of Khattas, and lower bodies that resemble the tail of a porpoise or dolphin, with long head-hair, webbed hands, and streamlined bodies.

    This is a restricted species, since this has been introduced in a plot concerning Ashtoreth, an as-yet largely unexplored world, and since playing a character restricted to living in the water would greatly limit one's role-play opportunities. (A GM can't just grab you for the hypothetical "light role-play session in the Bazaar" log, unless your PC is rolling around in a fish tank on wheels.)

    More Details on Mariners


    2.2.04 Zelaks

    Self-centered and isolationist underground-dwelling insectoids with a hive-caste culture. They make tools and weapons from hard chitin, and will build larger items to order. They sell surplus warriors, who make excellent and highly loyal fighters, though they are quite unimaginative and require clear orders. The Zelak purchase large quantities of food, especially fruits high in trace minerals, and covet information and artifacts. Their hives may be found virtually everywhere -- They purchase land from rulers for new hives. They prefer to keep their secrets to themselves.

    Note: Zelaks are an NPC-only race. You may hire Zelak warriors for bodyguards, but you can't play a Zelak of any caste.


    2.3 Exiles

    Occasional strangers appear in the Forbidden Zones and are found by the nomadic tribes. Exiles speak of strange worlds and lands, if they can communicate at all, and claim no knowledge of any of the people who live on Sinai. Some races regard the Exiles as lucky and gift them with money, clothes, tools, and weapons. Others rob them or treat them as demons. Most eventually observe Rephidim's treaty, which requires Exiles to be incarcerated until they can be interviewed by local priests and taught the common trade language.

  • All characters entering the Sinai game universe from outside are Exiles. Exiles who come in groups do not necessarily appear on Sinai at the same time or in the same place.
  • Exiles cannot speak Rephidim Standard at the beginning. This will be taught to them when they are brought to the Temple in Rephidim and "Processed", which can be a traumatic experience.
  • Airships cannot fly in the Forbidden Zones without severe risk of being mysteriously destroyed. These areas are the subject of rumor and superstition, much like our Bermuda Triangle in this respect.
  • NOTE: Exiles are restricted. To our experience, players requesting Exiles do not do as well on Sinai as those who take native characters. Your first character may not be an Exile, but we will consider Exile requests thereafter.


    2.4 Other Species

    We will consider requests for other races, but they must be inserted into present Sinai continuity. Either they simply weren't mentioned before in the course of roleplay, or they have reasons for keeping for themselves. Many odd character "species" types can be accommodated as unique mutations of existing and established species.

  • Species should not be defined as essentially springboards for single characters. They should be usable by many. For example, creating a species that exclusively spends its time in the study of magic or supporting the study of magic will come across as a one-dimensional and not very versatile race. This is especially so if the personality profile suggests that every member of that species is just like the single character being proposed.
  • Most spotty cats are seen as or mistaken for Savanites. Jaguar- and leopard-like species are therefore likely not known or obviously in some way different from cheetahs on sight.
  • With the exception of Gallees/Gallahs and certain types of Khattas/Katthas, "domestic" animal variations aren't found as species on Sinai. We stretch things enough as it is, to suggest that some of these species could have developed as sapient species on alien worlds, or that Gallees (dogs) could have been genetically engineered long ago and somehow maintained enough of a population base to preserve specific dog breeds without suffering from the effects of inbreeding. We don't wish to further tax "suspension of disbelief" by having societies of anthropomorphic holsteins or pot-bellied pigs popping up.
  • GMs should take care to avoid flippantly introducing new "animal types" on the fly. Preferably, some token attempt should be made to give the creature a species name, and some rough idea of abilities and origin -- and some explanation as to why we haven't seen this sort of creature before.