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Sahovan Wizards

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Sahovan Wizards are the residents of the Citadel located in the island off the eastern coast of Sylira. They are experts in magic, possessing skills and knowledge of the ancient art. While the history of their existence is embedded in the creation of Sahova (the same reason why most Sahovan Wizards are Nuits), their Magic remains to be the most advanced in the world, remnants of the glorious Alahea. They are held in high esteem within magic circles, both as undeniable experts and mad scientists. Apprenticeship under these Masters is heavily sought out.

Sahova does not discriminate against age, gender, or race. However, due to the quality of wizard life, almost every initiate ends up turning undead at one point in time – voluntarily or otherwise. This is reflected in the Citadel’s population, where the undead outnumber the living 49:1. A pulser’s short lifespan is not fit for seeing through the occupational hazard of being a wizard, freak accidents and overgiving notwithstanding.

Contents

History

Alahea’s pilot strategy for a protracted war against the Suvan Empire, Project Sahova, was instituted by Zarik Mashaen through the ARMED project (Advanced Rapid Metalife Extraction and Deployment). The stratagem involved endless research of both ancient and new magic (which includes, but is not limited to, forbidden arts and lost disciplines) to be carried out by an arcane undead colony. The goal was to destroy the empire of Suvan and further strengthen the kingdom of Alahea. The Valterrian was the biggest blow to the plan, though the rest of the Citadel carries on, seemingly unaffected despite the onslaught brought by the destruction of the world.

Members of project Sahova are believed to be Alahean zealots, those who were willing to continue the war against the Suvan under the curse of unlife. It is worthy to note that membership was pre-selected by former Court Mage Sagallius. All his so-called "volunteers" had considerable magical training, ranging from students and professors of the academy, prominent mages, and military conscripts.

Because of Sahova's ancient history, with magic as its cultural pillar, many magic-seekers and learners apply for apprenticeship. Though the new residents are not connected to the kingdom of Alahea, and have no regard for its lost cause against Suvan, they contribute to the continued existence of Sahova as a bastion of arcane gen and ancient rites.

Hierarchy

Like most words in Nader-Canoch, the word Sahova can be used to refer to a number of things depending on the context it is used. Sahova can mean the island where the Citadel is located, Sahova can be the Citadel itself, and Sahova can also be used to refer to the people living within. Sahova’s organization is led by the Archwizard Zarik Mashaen, followed closely by Lector Qiao’s Council of Five. There is an outstanding rivalry between Qiao and Mashaen and the repercussions of this animosity trickle down the ranks. Mages are never classified according to their length of stay and are usually ranked according to their skill and usefulness. Each magical discipline usually has a pioneer – the wizard who is intimate with his own craft and is above all means to develop it. They are titled as Chief Wizards and are ranked highest among their peers. The rest of the population is divided into Wizards and Apprentices, each having its own informal subdivisions (more of classifications than actual ranks). With the exception of the Archwizard, all residents are respectfully called “Master” regardless of rank or gender.

Archwizard - Zarik Mashaen

The De facto Leader - Lector Qiao

Council of Five - Aelobius, Farke, Mizelio Takk, Mistress Wanza


Rehalias - Recognized to be the best in their Magic, by virtue of talent exposition and skill development. They have spent rigorous training and have been certified through initiation or appointment by the Archwizard or any of the Council members. They are residents of the island who have shown their devotion to their magic and have played vital roles in its use for the development of Sahova. They are indispensable residents and are often believed to possess lore of the ancient secrets if not superior magical powers.

Hyrudes - Known for being scholarly magicians: conversant in magical theories and skilled in its applications. They are usually the most secretive lot among the Sahovans, always hinting at a possible “breakthrough” in their magical research and are mindful of other Sahovans who might "steal their work". They have considerable influences in the island, which they use to turn the tides to their favors.

Molluns - Usually late converts (those who joined Sahova after its establishment) and pulsers. They are less aloof and are always seeking guidance and help. Their culture does not follow the Sahova’s Alahean-style of bureaucracy, often to the annoyance of the older Nuit wizards. These are the ones who actually go out of their way to help apprentices, mainly because they can relate most to Sahova’s scrupulous officialdom. The term "Mollun" is more often used as a derogatory term, instead of rank.

Nadirs - Apprentices who have decided to stay longer than they originally planned to, often because they were coerced and rarely out of their own volition. They have a better focus on what they want out of Sahova, and, similarly, Sahova has marked them as resources that are better kept alive (or undead). They are have a better understanding of magic than other people, and often learn techniques most wizards are not familiar with.

Temporary apprentices - Those who seek short-term learning within the Citadel. They are hungry for knowledge, usually equipped with a little NaderCanoch in order to understand the residents and peruse the library collection. They attach themselves to the first Master who will be willing to accept them as initiates. Most of the time they leave before assimilating the culture, taking with them bits and pieces of ancient history and magic long forgotten. Many resident wizards do not take kindly to these transient visitors, often seeing them as candidates for body replacement.

Wardens - Individuals who do not get receive the same acclaim and popularity like the Rehalias. Most of them are nameless heros who protect Sahova's frontier. Some of them have never received formal education or training, often referred to as wildlings. They are acknowledged combat mages, and many often forget that the Warden's primary duty is to defend and protect. Every Sahovan Nuit maintain the position that Wardens are not to be regarded as Wizards, but Sentinels or Guards.

Joining the ranks (Post Valterrian)

Joining is often as simple as expressing your intent to do so, and the Citadel works on its own way to find a master for an apprentice. There are many quirks to an island filled with undead magicians. While they are not very welcoming to pulsers, mainly because of their incessant need for supplies that are rare if not inexistent in Sahova, the wizards aren’t really against people who want to stay.

New initiates are often unaware that being an apprentice to Sahova doesn’t mean special private sessions with a Master or free access to ancient books and magical items. This misconception is usually rectified one way or another by the Master or a “random perilous circumstance”. Oftentimes apprentices find themselves staying against their wishes upon the imposition of their Masters, or leaving the island too early.

Most advanced magic-users and, to an extent, the resident-apprentices, on the other hand, usually find themselves welcomed warmly within Sahova. Because they are more mature in terms of wizard practice, they are often harder to manipulate and intimidate. They are offered fringe benefits in return for their loyal service. Those who take the offers hook, line, and sinker soon find themselves turning into Sahovan wizards - and that means they eventually go through the Daek-Nuit ritual.

Endorsements and Missions

Because the Wizards are ranked according to usefulness and productivity, politics play a hand in the promotion of a wizard. Climbing the ranks is not a matter of self-fulfilment or competition, but a pursuit of wealth and resources – right to use dungeons and access to private laboratories, being allowed greater freedom in experiments, and getting their hands on rare artifacts from the Vault, to name a few.

Mages who come into the island post-valterrian are immediately classified apprentices. They enjoy very limited access to the Citadel’s facilities and are often at risk of death (or any equally harming affairs) if they dare stray from their designated work areas or wander away from the main locations. They are required to train up until they are Competent (at least 30 skill points, with at least ten magic-related lores) in their chosen field of Magic and are mandated to prove themselves worthy of being a resident wizard either through numerous acts of subservience or remarkable improvements in their craft. Being formally promoted is based on the assessment of the Chief Archivist, Bebe Etnerius, and the recommendation of one’s Master or any Wizard ranked higher, and must be approved by the Archwizard, or – if the circumstances permit – Qiao can provide the approval.

Wizards who have reached Expert in their chosen field of Magic are usually “endorsed” to perform magical research or archaeological explorations. This is the moment where one is truly recognized as a Wizard: he must prove himself worthy by doing something worth mentioning, which includes writing a dissertation paper, discovering lost magical arts, inventing new magical techniques, and so on. If they are successful, they are endorsed for greater privileges and are given a small emblem of the Alahean insignia, a priceless bauble for a keepsake.

Missions and endorsements aren’t plentiful, owing to the fact that Nuits live much longer than the ordinary person, and have a skewed sense of time and urgency. It is a pity that the best of mages end up living longer than they expected, and they grew tired and weary of the insurmountable challenges they need to face. Some retreat to a life of solitude and contemplation, others simply lose interest and waste their talents by ending their unlife. Those who are able to pass these "trials" and overcome their personal tribulations often devolve into self-absorbed, arrogant, and surly beings.

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More to Come