Sahova 101 FNG v2.0 (Read Me)

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An undead citadel created before the cataclysm, Sahova is devoted to all kinds of magical research. The living may visit the island, if they are willing to obey its rules. [Lore]

Sahova 101 FNG v2.0 (Read Me)

Postby Panna Cotta on September 2nd, 2010, 12:49 am

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THE SKELETON OF ALL THINGS
I. INTRODUCTION
  • Why people go to Sahova
  • Why people do not go to Sahova
  • What does Sahova has to offer its visitors
  • How to get there
II. STAYING IN THE ISLAND
  • Sahovan Mages
  • Wages and Living Expenses


INTRODUCTION
Welcome to Sahova! In order to prevent you from splitting your brain in half due to too much information in the wiki, this guide was created in order to point you to the general knowledge about Sahova.

Always know that we are plotting for world domination, and make sure to read these wiki articles first: Sahova, Sahovan Wizards, Sagallius, Zarik Mashaen, Lector Qiao, Drainira, Golems, Nuits, Magic(and all related topics, especially the discipline you'd like to have), and maybe even Uldr. That should get you started with the basics behind Sahova. Should you have more questions, feel free to ask in our OOC Thread.

When you've gone through all that, you're all set and ready! Sahovans are mostly Nuits, but we have humans, too (only, they are corpses). If you've gone through the wiki, you'll probably know by now that Sahova is a magical research facility. This means there are lots of wizards and lots of apprentices. It would be great if you could browse through the Information and Link Map thread. Sahova offers a wide variety of adventure locations and wizard laboratories, among other things, which you will not easily find elsewhere.

Sahova is more than just a place to study magic. Remember, the Citadel is a hostile environment for living creatures! The Sahovans have prescribed a set of rules and regulations for those who wish to stay in the Citadel, transient or permanent. A warning to those who intend to cause trouble: Your PC will die.

Why people go to Sahova
Many people see Sahova as a place where they can get favors from the undead so they can learn magic. Nobody could have ever been more wrong. Sahova is not a school of magic! We don't give out free lessons. You may head over to the University of Zeltiva, if that's your purpose in mind.

Sahova focuses on magical research and accepts pulsers who are willing to work under the wizards' impositions. Any tutoring happens because there's something in it for the masters.

Sahova has a lively trade with other cities as the Nuit wizards have a constant need for magical reagents and body replacements. Merchants transact their business at the Docks with golems.

Why people do not go to Sahova
The wiser bunch of adventurers know that they should stay away from the undead island unless they have business, and we mean serious business, with the undead. These are enumerated below.

What does Sahova has to offer its Visitors?
No, scenery does not count. While the barren volcanic island is beautiful in its own way, not many people view Sahova as a sightseeing paradise. Many archaeologists have died before realizing that Sahova is not a place to dig around.

Roleplaying opportunities for visitors can be narrowed down into three main categories:

1. Adventure and Quests
For those who are in dire need of money, the Sahovans always have jobs for Pulsers - hunting and other laborious jobs that are too difficult to be carried out by a Nuit and are too complicated to be given to a golem. The pay is good but the risks are high.

2. Research and Intellectual masturbation
Occasionally, there are a brave few who think they have what it takes to get accepted into the biggest wizard facility in the entire world - and actually live through it. A few masters accept seasonal apprentices, but they need to stay for at least 40 days and 40 nights and accept any terms the wizard might impose - which includes slavery and torture, but don't let that deter you. 3 out of 10 seasonal apprentices make it alive, and that's already a favorable number.

3. Death
People usually end their life short of being killed or dying in Sahova - that or they get mad, and then die anyway. To resolve this dillemma, Sahovans offer the salvation of turning into a Nuit. The procedure is painless and free!

How to get there
Nietzsche said, you can bear with any how as long as you have a why. Now that you have a general idea why you want to be in Sahova, here's the how.

For Sahovans
If you wish to start as a Sahovan Nuit, kindly inform the Storytellers of Sahova (Noblesse Oblige, known before as Panna Cotta, and Tarot) and they will help you fit in.

For Visitors
There are three ships that visit Sahova regularly. These come from Zeltiva and travel usually takes 10-15 days. The Saga Shooter visits four times a season and can be spotted in the harbor every 11th, 32nd, 53rd, and 74th of each season. Kova III travels thrice a season and usually drops anchor near Sahova on the 5th, 35th, and the 65th. Baradbal goes to Sahova twice a year, and visits the island during the 80th of Summer and Winter.

Everybody arrives at the Harbor, dubbed Port Silence by many Sailors, where they should follow the instructions on how to navigate the steps of entry, unless previous permission is granted to go ahead into the Citadel. There is a steady traffic of animated wagons that goes to and fro the Citadel, usually carrying various commodities(read: dead bodies) into Sahova. PCs can head straight to the Citadel, or, if they are feeling bold and dangerous, they can go on an adventure into the Testing Grounds. Further information for visitors is found later in this thread.

Visiting Sahova places your PC in mortal peril. Play your cards right and you may live to tell the tale about your visit to the island. Piss off the wizards and they just might kill you. No kidding!
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Sahova 101 FNG v2.0 (Read Me)

Postby Panna Cotta on February 6th, 2011, 2:48 am

STAYING IN THE ISLAND

Sahovan Mages
If you start out a Sahovan Mage, whether as part of Project Forever or as a later addition(see third option above), you are considered employed as a wizard, or, most likely, an apprentice. Joining Sahova means that you agree to serve it as the Archwizard or the Council dictates you to, without expecting any form of payment in return. Most mages specialize in one or two disciplines, and run their own magical research and experiments. All mages must also be fully aware of the Hierarchy that exists within Sahova between its Wizards as well.

Apprentices
Everybody starts out as an apprentice. One must agree to at least stay for a minimum of 40 days and 40 nights as an apprentice. Leaving earlier than necessary will probably put you on somebody's hit list. We do research and development, not tutoring sessions, people! Different masters have different requirements, but they usually send off apprentices to odd quests or order them to perform jobs round the clock.

Apprentices are allowed use of public facilities such as the common laboratories and workshops. If they wish to create, produce, or sell items for their own personal gain, they can file a request at the Synchrograph Office, provided that it is approved by their Master. The golems take care of the rest. Apprentices can get a maximum of 5 Seasonal Experience (XP that is awarded each season) for being an assistant to a master.

Wizards
Wizards are apprentices who have gained competency(at least 30 in skill points) in their chosen discipline and have shown exemplary, not necessarily productive, work. They are allowed greater autonomy, and are permitted to purchase their own personal laboratory or rent one of their own. They can autonomously interact with the Synchrograph Office, who will be kind enough to stop cutting their profit.

Wizards who have become expert(at least 60 in skill points) in their career path are allowed to have their own apprentices. Wizards, regardless of competency, may be awarded a maximum of 5 Seasonal Experience (XP that is awarded each season) for obeying their Masters and for carrying out supernatural feats or discoveries.

Masters
Sahova has very few masters, whose skills are unrivaled and positions respected. They are allowed to have bigger personal space, and they usually preside over a group of wizards. This includes the Archwizard Mashaen, Lector Qiao and his Council members.

Wages and Living Expenses

Sahova's construction is unique in many ways, and the way PCs live in the Citadel vary greatly from other cities. First of all, you are expected to be fully aware of Sahova's history and the introduction thread to Sahova which can be read here. Next to that, you must understand that to stay in Sahova means that you have volunteered (or have been volunteered, coerced, etc.) to constantly develop and research the many ways of conquering the world in the name of the empire of Alahea.

Sahovan mages are well taken care of in terms of supplies. If you start out as a Sahovan Nuit you should automatically cash out your lodging, because all members are given free rooms - unless you want to have a home outside Sahova. As it had been mentioned earlier, Sahovan mages are given free use of common laboratories and workshops. Most items needed in performing duties and responsibilities are available for free in the Synchrograph Office. Unless you're still a pulser, you most likely would not even have any seasonal living expenses. And if you are a pulser, your living expenses each season should not be above the cost of a poor lifestyle.

It's a cool place to be, huh? Not!

In order to balance all these perks, Sahovan residents do not receive seasonal wages. Instead they receive grants or funding for their projects within the Citadel. This money can only be used for research done for Sahova within Sahova, but hey still pretty cool!

Have fun!
That's it for now. If you need any clarification, just send word to Noblesse Oblige or Tarot!
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Sahova 101 FNG v2.0 (Read Me)

Postby Mirage on August 31st, 2012, 8:14 pm

Sahova Rules and Guidelines

After reading through all of the above text, here now comes a few rules and guidelines for playing within Sahova. These are separated into OOC rules and IC guidelines to better help players on their way to RPing in this domain.

OOC Rules:

1) All who wish to play in Sahova are required to know and understand Mizahar's Terms of Use, Rules and Chat Rules.

2) Players of Sahova should also know that their actions outside of this forum reflect on Sahova as a whole, so all are expected to be respectful and courteous to their peers.

3) All founders, Storytellers and Liaisons are to be respected regardless of whether they are your own local Storytellers or not. Every one of them works hard for Mizahar, so please show them the proper respect for all their hard work.

4) In order to participate in Sahova your Character Sheet must be up to date to reflect your current skill points, items and lores. If your Character Sheet is not up to date then your grades and/or modded threads will be put on hold until they are.

5) Be respectful to other players IC and OOC, and realize that IC actions most likely do not reflect OOC feelings.

6) If an issue arrises between two players within Sahova please bring the issue to your local ST. It is the ST's job to resolve these problems. It is the responsibility of the player to enjoy the game.

7) This is a game, so have fun!

IC Guidelines:

1) First and foremost read ALL of the available lore on Sahova. Links to all relovant information can be found in the Sahova 101 post at the top of this thread.

2) Your character DOES NOT start off with their own lab, research division, or apprentices. If your character is a nuit and you wish to have such things in the current year then flashbacks will be required and extensive RP performed in order to gain these things in the present time. Otherwise you start off as everyone else, at the apprentice level and must work your way up.

3) On the same note as rule 2, your character cannot start off with connections with higher powers in Sahova. These must be gained through role play either in flashbacks or in present time.

4) Players may have their time in Sahova written in their history before role play, but only after contacting the ST of Sahova and gaining approval. These histories may not be of an epic proportion. No world shattering break through, no causing the unfolding of certain events, ect... The ST has the right to say no to any and all requests. If a players history is found to have any of these things without ST approval all grades and modded threads will be halted until the issue is resolved.

5) ICly all living characters will have a lot harder time gaining ground in Sahova. This is based on the nature of the city and its residence. As such there can be no exceptions no matter who the living character is. Unless the character has gone through extensive RP in Sahova and gained the semi-respect of certain nuits, he or she will find that the city is less than happy with them being there.

6) Pulsers (i.e. the living) are walking sacks of meat only good for hard labour and fresh bodies. Doesn't matter if you are a human, Symenestra or Ethaefal, all living characters are viewed the same way.

7) The Sahova Wizards are not there to help your character. They do not care much if your character is the greatest magecrafter in Zeltiva. What they care about is "what can you do for me". That being the case if you are coming to the city for the first time it does not matter if you are a master in whatever your chosen field is. You are still required to start off as an apprentice and work your way up. Coming to Sahova with a master level skill, however, may make the climb a bit quicker and less dangerous.

8) Sahova is not the place where you come and set up shop and shovel out tons of magecrafted items and make lots and lots of money. It is a place for research and development, and if your character does not advance in his or her field he or she is not welcomed there.

*9) If a player wishes to use a named NPC of their own creation in Sahova they must first speak with the ST of Sahova and gain permission. This includes NPC's that play a significant role in the characters development, and NPC's that are expected to appear in multiple threads. If the NPC is approved the player must then do a mini write up of their NPC, being certain to include a description, personality and skill set (approved by ST) and include it in the first post as an OOC spoiler. It should be indicated that the NPC was approved by the ST for use. After the initial thread that introduces the NPC the player no longer needs permission to RP with them, save for plots that include ground breaking discoveries or life changing events.

*An additional note for number 9. All NPC's created like this are considered to be Sahova NPC's. As such the ST may use them for plot devices, threads or other interactions outside of their role with the character they were created for. They will be stored in the NPC library and credit will be given to the creator of the NPC as well.

If there are any questions please feel free to PM Mirage, DS of Sahova, for further explanation. These rules may be chanced, amended or removed completely depending on the needs of the city. Enjoy your stay in Sahova!
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Sahova 101 FNG v2.0 (Read Me)

Postby Mirage on February 26th, 2013, 12:05 am

Grants and Funding

Grants in Sahova are funds provided by the Archwizard and the Council of Five in order to fund the projects of the Citadel. These funds are received at the beginning of every season, and the amount of funds received depend on several factors including, but not limited to, specialization, ranking, past projects and political connections.

How do you get Grants and Funding?

In order to qualify for Grants one must first obtain the rank of Wizard and be provided their own lab. This means that those of Apprentice Status, or of Novice skill, will not receive funding of any kind for their own projections (unless special arrangements are made). If one is of Wizard rank and currently works within the Lab of a Master the funds received will be a on a case by case based by the Master For instance if your character is a Malediction Wizard working within the Lab of a Master Maledictor, then from his Grant of 1800 GM your PC might receive about 100 to 600 GM of the funding for your own projects within that Lab depending on the past work and the Master in question. These projects are often in conjunction with what the Master is working on, thus the funding is in essence still used for the same project, but division of funds is completely up to the Master of the Lab's discretion.

Note that if you are an apprentice, while you do not receive funding you are still provided boarding free of charge. Expenses are taken from the Grant money provided to the lab that you work in, and thus of no cost to you. Thus if your character proves to be a useless apprentice and a drain on his master's resources then he can, and most likely will, be disposed of or turned into a subject for experimentation himself.

How Grants Work

At the start of every new season Grants are awarded to those Wizards or Masters who have been recognized for their skill and provided their own labs. This funding has a set start amount, but can also be supplemented further by bonuses obtained through the season, as well as by political connections made by the player with powerful figures in Sahova. These base incomes are set for each field of magic and each ranking, but the amount received each season can change depending on the players performance.

Along with funding Sahova also provides a list of projects/items it wishes produced. These can range in number, type and difficulty, but ultimately in order to keep funding for your lab you have to complete all of the projects provided to you by the end of the season. If you fail to do so funding man be withheld, and in extreme circumstances you might be stripped of rank and title and thrown from the Citadel itself, if not killed for your lack of usefulness. In most cases a probationary period of one season is provided if only one or two of the projects are not completed or are unsatisfactory. During this time the Wizard or Master is expected to complete the last seasons projects in addition to current season projects. Thus this ensures that every lab is constantly providing useful items for the betterment of Sahova as a whole.

The base incomes deal mostly with World Mages, but those who have a laboratory dedicated to the personal magics will receive grants as well. Often these funds go toward equipment, new slaves and materials for their arts. Those who specialize in personal magics often receive funding to come up with new and inventive ways to use these well known branches of magic. Because of the nature of their craft Personal Mages often have a bit more leeway when it comes to probationary periods, but if new or noteworthy results are not shown funding is quickly pulled and the Wizard in question disposed of.

Base Pay (World Magics):
Competent Expert Master
Alchemy 10 GM/Day 20 GM/Day 40 GM/Day
Animation 12 GM/Day 24 GM/Day 48 GM/Day
Malediction 7 GM/Day 14 GM/Day 28 GM/Day
Magecraft 15 GM/Day 30 GM/Day 60 GM/Day
Spiritism 6 GM/Day 12 GM/Day 24 GM/Day
Summoning 9 GM/Day 18 GM/Day 36 GM/Day


Base Pay (Personal Magics):

The starting base for Grants in Personal Magics, unlike the World Magics, is not set. This is due to the unpredictable nature of the magics themselves. Often if someone chooses to specialize in personal magics they will draw upon use of 2 or more, and so the starting grants for each Personal Magic lab is highly dependent upon the combination of magics, and the projects and intentions of the Master in charge. If one wishes to earn Grants for a Personal Magic Lab a write up should be done about exactly what kind of research will be performed, and what the intended goal of the project is. This means that the money earned per season can fluxuate, becoming higher or lower, based upon what the Master or Wizard has in mind at the time. For personal magics labs the Council of Five or the Archwizard might ask for a particular task to be undertake, and grants then provided to complete the task or project. Again for personal magics it is highly individualized, and thus must be arranged with the Sahova Domain Storyteller.

Bonuses and Connections can affect your funding

During the course of a season a player is set tasks or projects to complete with the Grants provided. If these projects are undertaken in a quick and cost effective manner often a player will receive a bonus for their next seasons funding. Bonuses can also be received by going above and beyond what was asked and creating items that surpass the expectations of the higher ups. Creating more or better items with the provided funding often puts the player in good standing in Sahova, and thus extra funding is awarded in hopes of continued excellent service. The bonuses can range between 2-10 GM/Day, and it will be added to the following seasons Grants.

Having connections with those in power in Sahova can also provide a boost to funding. Who you know is important, thus those who have gained the favor of the Archwizard or Lector Qiao, or even the Council of Five, often see an increase in their seasonal funding ranging between 5-15 GM/Day. Often this funding comes from the said person's own income, thus it pays to keep them in good favor. It is possible to receive connection bonuses from multiple figures, but connections made with some may affect the connections with others. For instance if a player receives additional funding from Qiao, if she suddenly finds herself in Mashaen's favor as well she might see funding from Qiao decrease or stop all together. These bonuses can change seasonally, and it will be up to the player to continue these RP relationships in order to maintain their connection bonuses.

Players may also fund each other's projects as well. This means that players may deal fairly, or unfairly, with each other, and all such cases will be overseen by a moderator to insure fairness despite the shady dealings.

Drawbacks of Grants

By accepting a Grant from Sahova a player is signing over their character to work for them during that season. Once accepted the player is obligated to complete the projects presented to him, or otherwise face severe repercussions which include, but are not limited to, death, dismemberment, torture, starvation, experimentation, stripping of all title and rank and expulsion from the island. The funds provided by Sahova must be used for Sahova related projects, and as such a separate section of your CS should be provided for these funds. Grants are not added to the Ledger, and it is the player's responsibility to keep up with what they have purchased with their funding.

Grants do not carry over to the next season, thus if you fail to complete a project in time you must them finish up the previous project and continue on with the current seasons projects all on that current seasons funding. Funds do not roll over to the next season, and Grant money cannot be taken off the island.

Note that the character never actually sees the funding provided for his projects. Records are kept and all transactions and deals are done on paper through the Synchrograph Office. Each character picks up their seasonal funding documentation from the office at the beginning of each season, and from there it is up to the character to keep up their spending. If a character over spends Sahova will come to collected at the end of the season, at times taking limbs as payment.
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Sahova 101 FNG v2.0 (Read Me)

Postby Mirage on June 28th, 2013, 2:09 am

Sahova as of Summer, 513 AV


Due to several strange occurrences, the TAR golem that watched over the Vestibule for so many years has suffered a malfunction, and its ability to judge those that passed to and from Sahova was compromised. So for the first time since its creation Sahova was forced to open its doors to all who would wish to venture inside. After remaining stagnant and unchanging for over 500 years, this sleeping lion has opened its maw to the world, bearing its fangs and daring the rest of the world to venture forward. Once more the Citadel has been slung into the waters of time, forced as some say to awaken to the world of mortals.


Visitors to Sahova

The door to the greatest magical research facility in all of Mizahar have been thrown wide for the first time since its creation. Those who have ever wished to see the Citadel in all of its glory may do so, though to step upon the grounds of the ancient City of the Undead is to place one's life in the hands of unfathomable forces. Visitors may now come and go from the island as they please, so long as it is by chartered boats that regularly pass between Sahova and the other cities beyond its boarders. Players must still pass through the Harbor, but they will find that they may simply walk through the Vestibule without any interference.

Those who visit Sahova are allowed only to pass through the first five floors of the Gug Andjak, the ground floor and four floors above it, the The Courtyard, and the Quarters. All other areas are off limits, and magical wards prevent trespassers from wandering where they do not belong. During their stay players are provided free rooms on any level of the Quarters, but they are not provided food or water. Both must be either brought with the visitor, or gathered from the wilds that surround the Citadel at the players own risk.

Players are free to roam the common labs, as well as any other area outside of the Citadel that they wish. All areas outside the walls of Sahova, however, are fraught with danger and wild beasts, though there are just as many riches to be found if one knows where to look. In order to gain full access to Sahova and its resources, one must become an apprentice and work under a Wizard of Sahova.


Becoming an Apprentice

What once was the TAR's responsibility has now fallen to a new system and power. If a player wishes to earn an apprenticeship within the walls of Sahova they must first pass the Judgement, a test of a persons skills in their magic presented before a panel of judges. The Judgement takes place twice a season on the 40th and on the 80th within the largest lecture hall on the ground floor of the Gug Andjak. There a would-be apprentice must present his skills before the judges, as well as a room fool of people who often turn out to watch the spectacle. There before everyone's eyes they will be given a simple answer. Either they will enter into Sahova as an apprentice, or they shall be sent from the island that instant, publicly shamed.

The Judgement was designed to weed out those who were not worthy from entering Sahova, allowing for only the best to be taught in the ancient ways of these immortal nuit. To pass the test one must present the very best of their skill. They may use the days before the Judgement to prepare, and are encouraged to use the common labs to their fullest to create and prepare something that will impress the judges. Magecrafters might create an item of their highest calibor, Reimancers might prepare a showage of their control and strength, and Aurists might present their mastery of incite of the human aura. There is no set way to pass the test, for it is different for everyone. If one passes then he is assigned to a lab, and begins his apprenticeship immediately. Apprentices are also given a ring with the symbol of Sahova engraved upon it, allowing them to pass through the wards into the restricted areas of the Citadel.

The Judgement may only be taken once a season, and if one should fail he will be sent from the island, escorted if need be to the next ship leaving the Harbor. If one is simply a visitor, and does not wish to take the Judgement, the one is free to come and go as he pleases.

OOCAll players who wish to become apprentices must write a solo of their character presenting themselves before the judges. If your character is a user of personal magics then you may jump straight to the judgement solo, however if you are a crafter you must actually craft the item, in thread, that you are presenting. Once your crafting thread is graded you may then complete your solo and present yourself for judging.
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