OOC Info The Wizard's Compendium

Everything anyone ought to know about Sahova. Read this thread prior to posting.

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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]

Culture

Postby Languish on April 3rd, 2017, 2:48 am

Culture

Speech Patterns, Phrases, and Swears
Pulser: Lit. someone with a heartbeat. A common term that may be used in a derogatory or factual manner indicated by tone and context.

Mortal: Most often a derogatory term for people who attract danger, or need to be taken care of. Also a descripter for anything seen as a waste of time, or pointless.

Husk: Derogatory term for someone who has visibly let their body degrade. Usually a Leecher.

Nen: Lit. Young or fresh, often used as a title for Apprentices or fresh Nuit

Daladjas: Lit. One who improves upon themself, an honorary name

Dira Take Them: Phrase used to show respect for the deceased, meant to reflect a peaceful passing

Belongs to the Silence: Is lost, esp. knowledge or secrets. When something belongs to the Silence, it is irretrievable.

Ruwetlas: Lit. You will go down, be under. A curse similar to the modern "go to Hell".


Holidays
1st of Spring - Aging Day
Many of the ancient Nuit have long forgotten both their original birthday and their age. To aid in the tracking of age in the bureaucracy, Nuit who do not have a birthday listed have their age bumped up by one year on the 1st of Spring each year. Some choose to celebrate this as a "birthday" or celebration of survival called "Aging Day", while others let it pass silently.


Traditions
- Death
Death on Sahova is one of the few large occasions celebrated by the inhabitants. Rarely is death on Sahova ever of natural causes, but rather violent or overgiving-related. Depending on the cause of death, the process may be very different.

Should anyone die in conquest or on a mission (furthering the glory of Alahea) or a well-liked Pulser passes naturally, that death will be celebrated. This is generally done with a ceremony in which loved ones and other mourners parade to the Courtyard to pass on their loved one. Prayer is held to Dira, including sacrfices of blood or fine wines. For special occasions, a Spiritist may be hired to ensure the person carries on peaceably.

Mourners wear white (the color of ichor), and often spend long amounts of time in private prayer during and after the ceremony. Burials are not uncommon, but some- especially reimancers or those who fear their body being used after death- may choose to be burned.


- Undeath/Birth
True live births are a very rare occasion in the Citadel, and those that have happened have all been handled by Pulsers at the Great Harbor. The survival rate of such a vulnerable youth on Sahova is very low, and so children are either taken away by ship, or die during their toddler years.

Undeath, or undergoing the Daek-Nuit, is the more common form of "birth" in the Citadel. These involve a number of steps once the subject awakens, including selecting a magonym for the Nuit (if desired) and a private first bath in the new body for reflection. Often the new Nuit are teased, and they may undergo tests of their abilities which are stunted or disoriented by the transition. They may also receive a new temporary title, such as "Nen" for "young".


- Marriage
Marriage is very uncommon among the Nuit, as they typically do not engage in romantic relationships, and if they do, they do not stay together for the duration of their existence. If marriage takes place on the island, the wed are allowed to organize via their native traditions, but must finish by reporting to the Synchographer's Office to have their files combined.


- Magic Initiation
Magics which require initiation, such as Reimancy or Leeching, are very private affairs. Because the initiate is usually vulnerable during this period, they are typically protected within an area by their mentor or leader. Afterwards, some may stay with their mentor for a day or two, while others may leave to private quarters, depending on the comfort level of the initiate.

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Q&A and Helpful Links

Postby Languish on April 16th, 2017, 9:02 pm

Helpful Links

Lore:

Questions:
FAQ's of Mizahar
Tarot's Vlog


FAQ's of Sahova

What are my housing options?
Housing :
Housing in Sahova is very limited, as most inhabitants do not need a true living space. The Living Quarters are the primary option. They provide 8x8 rooms for free to any and all, including a single cot and blanket, and a lockable door.

Apprentices also have the option to sleep in the laboratory of their mentor Wizard. This may be in a guest room, if it is included, or simply a corner which allows space for a bedroll or cot.

Wizards have the ability to purchase their own laboratory. Loans for construction and furnishing are available through the bureaucracy of Sahova, and may be acquired at the Synchograph's Office.

Living outside the Citadel, even for Wardens, is very dangerous. Outdoor living is permitted (safely) with an Expert Wilderness Survival level, and a specialization in the "desert", "swamp", or "forest" biomes, depending on locations in the Bloodhills, Mudpools, or the Glannoch, respectively.

How can I get bones/gems/reagents on Sahova for my project?
Purchases :
Any and all purchases on Sahova must go through the Synchograph's Office. Apprentices must additionally have their mentor sign off on the request, while full Wizards and Masters may apply on their own. In general, a 3% tax applies to residents, and a 5% tax to visitors for each order.

Each request is reviewed individually. Materials which are difficult to obtain, such as rare or distant items, will likely have an extra tax added, and will take longer to retrieve.

There are some materials which are retrievable on Sahova, and therefore could be obtained without the aid of the Synchograph's Office. This may include basic natural materials including wood, mud/soil, salt water, and stone. Corpses which are hunted, skinned, and cleaned by the PC also require no interaction with the Syncograph's Office. The Yalchuria Forge is also open to any who wish to mine in it. The common ores obtainable on Sahova would be iron, silver, copper, lead, and aluminium. Gems or any unlisted metal will be rare, and run on a case-by-case basis via PM to your ST.

How big is Sahova? How long does it take to cross?
Size :
Sahova as an island is fair-sized, and may take up to a few days to traverse as the crow flies. However, natural obstacles and predators are detrimental to travel, and will create a longer travel time for any corporeal traveler.

The Citadel itself does not take up much of the land on the island. Rather, the Citadel expands deeply underground. This means that, despite not taking up much of the island's space, the Citadel is very large. There is not, persay, a specific time to walk from one end to the other, as there really is no "end" to the winding, twisting halls.

Despite Sahova's size, navigation is less difficult than one might anticipate. There are lit blue signs around the halls, as well as maps here and there (which may or may not be helpful) pointing to the common locations of Sahova. These will include things like the Synchograph's Office, the Common Labs, the front door to the Harbor, the Great Library, and the Palsa Hydrata. Other, more secretive locations, such as individual labs, the Caverns or the Dungeons will need personal direction to locate, if not more.

How do I pass my Judgement?
Judgements :
On Sahova, they have seen all the most impressive displays of power and control. They are rather uninterested by anyone's level of skill. Being Novice or Competent in a skill is not a deal breaker. What Sahova seeks is innovation. They want to see those with original ideas for working with Djed, or even someone who can just ask the right questions for research. As long as your character has the ambition to trailblaze, they are welcome on Sahova.
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Languish
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Joined roleplay: September 15th, 2016, 2:19 pm
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