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The Little
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- Overview01OverviewSed omnis una manet nox et calcanda semel via leti.WelcomeallHello, everyone!
Thank you for taking the time to look through the "Lore" section of our project "The Little Things"! We know you're looking forward to reading all about the magic and gossip Tubero's inhabitants have to offer as you go on a hunt for clues. And be aware, clues have been placed here and there. But, as with all investigations, it's good to get some ground infromation. Thus, let us introduce to you the story's environment!History101"The Little Things" takes place in a fictional independent country that includes the entirety of the island of Sardinia and its territorial waters. This is not a strict historical role-play, which means that you don't need to know anything about Sardinia's past when applying, because all of the relevant information will be given here.
Nevertheless, we ask players to keep in mind that the story is set in the first half of the 20th century, which comes with a variety of social and economical characteristics. Magic, magical humans and seapeople have existed for millenia, but history on the global scale has mostly stayed the same. It takes generations of thinkers, trials and errors to have both technological and cultural progress, so while you can see magic being used to clean up the street or to fix your refrigerator, the people that do those things will have troubles, mannerisms and clothing typical of that moment in time.
This all being said, there are some events that didn't happen or happened differently. For this reason we haven't set an exact year for the role-play and prefer to leave it ambiguous. Since our characters will be situated in a small area within Sardinia, we won't go into detail about what is happening outside the fictional country, but major notes would be that:
- the island of Corsica belongs to Spain and not France;
- jazz and swing are a thing, albeit a little different at times from what we know for the period (think modern jazz and swing covers), and have come about under the same circumstances;
- during World War 1 both Spain and Sardinia were neutral and signed a treaty for mutual aid, which also ensured that the part of the Mediterranean that was between them was also neutral; The war itself was shorter and ended similarly;
- World War 2 has not happened;
- the Spanish flu has happened and devastated the world, but thanks to magic it was much easier to treat and end.
Now that we are clear about how blurry our background shall be, lets focus in on the Judgedom of Sardinia and its history.History202In ancient times, the people of Sardinia were a part of the Eastern Roman Empire. Due to the great distance between them and Constantinople, the locals enjoyed enviable freedom of governance whilst simultaneously having unhindered access to the Empire's wealth of knowledge, advancements and connections. Travel to and settlement in the then spacely populated island were encouraged and lead to an increase not only in the total number of people, but also in the percent of the magically gifted. For the people of that time, this turn of events had been not the least surprising, for it was known how nonchalant Sardinia's administration was when it came to magical safety regulations. It was the perfect little province where you could life your life without a care for your magical usage, where causing a random explosion at night in the woods might require just a written note by the end of the month. No one from the Empire had anything against it, as magic was accepted as a skill and populating the land more evenly was seen as beneficial. However, what they insisted on was that all magically gifted people converted to Orthodox Christianity and obeyed the country's laws, just like every other subject. The majority of the witches of old agreed to integrate their traditions as local Christian customs whilst abandoning their pagan gods and became protected children under the church's roof, giving Sardinia's belief a rather unique flavour in the ages to come.
Although this caused controversy and fights within the old circles, it would come as a blessing in the distant future, when many witch communities on the continent would be persecuted as heretics, whilst those of Sardinia would be considered believers and remained untouched by the scorn of the Vatican. Their belonging to the Eastern realm would remain even during the Spanish and Italian Savoyard rule, when those in seats of power were Catholic, while the witches and the spelless commonfolk would maintain their Orthodox identities, with the spelless actively defending the witches from the government that wished to pressure and shackle them.
Going back to those early middle ages, at some uncertain point in time, the Byzantines resigned complete control of the island to the Sardinians. It was a gradual process that happened peacefully and for a variety of reasons, one of which was difficulty in communicating with the island over that great distance, especially during crisis and war times. Under these circumstances, four independent countries called Judgedoms would arise with a semi-democratic administrative organization. Unlike the feudalism that dominated the rest of Europe, each Judgedom was ruled by a "iudex", in other words, a great judge and councils, the latter of which had the power to elect and dethrone the first.
(Side-note: The only fictional thing until now are the witches and how everyone stayed Orthodox.)
As structures and people changed above the water, so did those bellow it grow. In the Mediterranean sea different seafolk currents formed, their artefacts shining together like constellations as they used them to build their houses and palaces. Their ever-constant presence had long been noticed by humanity, who clashed with them on numerous occasions. For several centuries, even the magically gifted ones found themselves at a great disadvantage against the sea-dwellers, especially when alone or in small numbers out at sea. In the waters around Sardinia in particular there was one artefact known as "Siren's throat", which the seafolk lords used to enchant entire ships and send them crashing or sinking into the dark depths.
Yet the tides of change favoured neither one, nor the other. As humanity perfected their machinations of war and magic, they began winning more and more confrontations against the lords of the sea, from whom they acquired magical items that could further be used against their enemies. Neither could those victories be properly celebrated, nor the defeats lamented, however. The humans of Sardinia faced stronger and more barbaric attacks from north african pirates who forced them to abandon many of their seaside villages, as well as interference from Pisa, Genoa and Aragon. In the meantime, the different seafolk currents warred against each other and also had to face the incoming raids from the aforementioned pirates, along with attacks from other human opportunists who took advantage of the weakened state of the Judgedoms and invaded their territorial waters.
By the time the 16th century came, the four Judgedoms were no more and the island, along with its waters, were under the iron rule of the Kingdom or Aragon, the future Spain, whose king ordered the construction of magical watchtowers all around the coast to 'protect Sardinia from invasions'. Due to the different wars, the raids and the black plague, the human population had greatly declined and that of the seafolk even more drastically so. In spite of this, the two sides made one final effort to try and subjugate the other - The War of Halves. In total, it lasted around 100 years, but physical encounters could amount for only half of that time, with long periods of rest between them. In the end, the war ended with a peace treaty, according to which the Kingdom of Aragon banned the creation, usage and existence of all special equipment meant for causing all manner of harm to seapeople, while the other party locked and gave them the "Siren's Throat" so that it may never be used to cause tragedies. Ever since that faithful day of the peace treaty's signing, humans and seafolk have not once fought each other.
A great many things happened over the centuries. The humans of Sardinia were a resilient and stubborn lot, so they quickly got back up on their feet and, under the harsh taxes and judgement of their Spanish conquerors, rebuilt their lives, picking up some Spanish customs along the way, until 1718, when their fate would change again.
In 1718 Sardinia was handed over to the House of Savoy, which at the time ruled over the territories of Savoy, Piedmont, Aosta Valley, Nice and Oneglia. At this point, there hadn't been a Judgedom for almost 300 years. The Savoyards exerted their feudal rule over the islanders and started the process of Italianization among them.
From 1799 until 1814 the Savoy royal family left Turin and took refuge in Cagliari as a consequence of the Napoleonic Wars, which put further pressure on the locals.
In 1820 the Savoyards imposed the Enclosures Act on the island, which was aimed at turning the land's traditional collective ownership to private property. This provoked a wave of outrage in Sardinia, because the patches of collective land had existed from times immemorable. With this and many other injustices in their hearts, the locals launched a revolt and succeeded in pushing the Savoyards out of Sardinia. Thus, a new country was born and unified the island.
(Side-note: Since this happened before 1860, Sardinia's forests were not cut down as mercilessly as they were in real life.) - Places & People02Places & Peoplequid refert, tales versus qua voce legantur?CountryINFOJudgedom of Sardinia
Capital: Cagliari (aka Casteddu)
Head of the country - The Iudex:
The legislative power: The Corona de Logu. Its members are called representatives.
The judicial power: The Corpus Iuris
Armed forces: The Guard, who ensure day to day public safety, and The Elite Corps, which is the army and is directly under the command of The Iudex.
Administrative division: 8 provinces (Olbia-Tempio, Sassari, Oristano, Nuoro, Medio Campidano, Ogliastra, Iglesias and Cagliari)
Further explanation: A province consists of a different number of municipalities. Each municipality (sn. curadoria, pl. curadorias) is governed by a "curadore", who forms a local council with 2 individuals that have been voted in by the municipality's population and other individuals that have been invited. Every province has a Provincial council, which includes the curadore and 2 voted individuals of every municipality and is responsible for provincial-wide matters. Its members must chose from among themselves provincial representatives and a head representative, all of whom are to be a part of The Corona de Logu.
Notes about the division of power: The Iudex is the head of the country, the ruler of the central government and the judiciary, the supreme judge that must have the most extensive knowledge about the law and the people. On the legislative side of power, he is joined by The Corona de Logu, while on the judicial side he is aided by The Corpus Iuris, which consists of judges, prosecutors and investigators, to apply, defend and interpret the law across Sardinia. The Iudex is not akin to an absolute monarch, as he has no right over the land of the Judgedom, nor the authority to singularly declare war or demote nobles without just cause. His supreme power is given to him when he is elected into the position by the representatives of The Corona de Logu and can just as easily be dethroned with a vote, although this has not happened in modern history. The representatives of the Corona de Logu also tend to elect a son or male relative of the previous Iudex, who leaves the position when having reached an old age or passing away.
Official religion: Orthodox Christianity
Level of religious abidance of the population: moderate in young people to high in the middle-aged and old
Notes about religion: The Orthodox Church maintains the view that mortal and spiritual affairs should be separate, hence why it does not meddle in the work of the government and the lives of common people. It has never chased those of other religions or the magically gifted. Belief is encouraged, but it's not made into a public matter and isn't taught at school. Singing is a big part of their tradition, with gatherings essentially being a priest singing a part of the holy book to whoever is present and blessing them at the end. In the essence of keeping things professional and pure, they don't make their own interpretations of the Holy Book and don't comment on the modern trends that are happening in society. If a person has troubles, they can always come and listen to their sung prayers, ask for advice or confess their sins. In other words, if you aren't interested in religion, religion is not going to bother you.
Population: about 1 million people (approximately 43% witches to 57% spelless)
Seapeople: a fluctuating number that stays at about 30-35% of the total human population
Notes about women in society: Women in the Judgedom have all the rights equal to that of men. This was a long process that had started in ancient times, propelled into the future by Eleanor of Arborea in the Middle Ages and developed by witches and spelless alike to reach its current state today. One of the last hurdles is the inheritance of the curadore title, which by tradition still favours boys and is one of the last remnants of the previous era. This being said, there are plenty of mannerisms and understandings typical of the time period.
Notes about crime: Unlike the Kingdom of Italy, there is no mafia or mafia-like recognised structure in the Judgedom of Sardinia. Crimes happen, but given the small population, the structure of the country and its history and traditions, there has been no indication that criminals would come together into complex deeply-rooted organizations like in neighbouring countries. The attempts of different mafia families to establish themselves in the Judgedom have been met with fierce eradication.
Tubero, Curadoria of Tubero, Province of Cagliari, Judgedom of Sardinia
Population: about 57 000 people
Curadore: Dr. Diegu Luche
Voted advisers: Gavino De Vito and Felicia Adesso
(More in "Locations")
HumansSardsWhen you live close to the Mediterranean, the warm rays of the sun, the fresh breeze and the salty smell of the sea tend to become a part of your very soul. The people of Sardinia and, more narrowly, Tubero are a lively and talkative bunch, capable of holding a conversation for hours, jumping from one topic to the next until they forget how they even got to the end. While quite prone to joking about and shooting you down with honesty, there are also some things, such as family and culture, that can silence an entire bar in seconds if you make fun of them. If you dare talk badly about someone's mother, you can be sure that not only the child, but everyone around them will send you under the sea. Indeed, family is a very important factor in their lives and one unit usually includes 3 generations in one household, where the grandparents continue working small jobs or take care of the housework until they pass. Even if you aren't family, the people of this island are quite welcoming, which is probably the most universal trait that they can boast having in their country. The only one that comes close-second is their stubbornness, which came about from centuries of repelling foreign influence.
Perhaps it was precisely this stubbornness, this absolute determination to follow your dreams, that filled one Giuanne Sanno's mind and heart as he set out with his crew of fellow classmates in search of treasure. When was their first time out at sea? Not even they could say for certain, but that adventurous drive that can make your heart race and your mind spin was so contagious that more members soon joined their group and put on those distinct cheap blue pants from Genes, which soon became their namesake.
Almost a century has passed since then and though Giuanne now sails through the heavenly blue, his spirit lives on in the Jeans, a guild and profession unique to Sardinia. Most members belong to a crew or company of Jeans, but some can also be employed by land-based businesses. The straight-laced part of the job consists of cargo transport, resell or both, but always has to do with the sea in one way or another. The acquired funds are used to finance their passion - searching for long-lost treasure in the territorial waters of Sardinia. If you happened upon an abandoned house, in which no one has lived for millennia and no one intends to manage or move into, wouldn't you go inside to try and save what has managed to stay intact? The answer of all Jeans is a resounding 'YES!'. In their view, retrieving the relics from the ocean is a noble cause for a plethora of reasons. Their loss to time can be prevented. Their historical significance can be studied. Even when historically insignificant, they could potentially help the living, be it with their abilities or for the money they can be sold for. This opportunity to live a free life out at sea, facing challenges above and bellow the surface with the potential to play the hero is what continues to attract young people to the guild. Just don't mention the p.i.r.a.t.e. word. The majority of Jeans hate being referred to as such.
HumansWitchHumans, not just in Sardinia, can be born with or without the ability to tap into the primal energy of the world, which in simple terms is referred to as 'magic'. Those that are incapable of doing so are called 'spelless', while those that can are called 'witches'.
From a young age magically attuned children display a strong natural tendency to either draw energy from outside of their bodies or from within themselves, hence why, while the end result of a spell may be the same, the source of energy, as well as the method, requirements and potential side-effects of casting can be different. In The Judgedom witches whose magic stems from 'the outside' are called Out-to-Ins or Oti witches, while those whose magic comes from 'the inside' are called In-to-Outs or Ito witches.
Education of all human children
In accordance with the country's law of education, all children must attend school starting from 7 years of age and the elementary school program must have "World energy" - a subject dedicated to teaching the fundamentals of the life-force. Spelless and witches are never separated for this class, so that everyone may gain a basic understanding of what magic is. The only time the two groups are split is for "Magic and crafts", during which the students are still not divided based on energy source type and are taught elementary yet essential magical techniques, such as how to stay in control and focused, magical safety and some basic survival and handy spells, such as how to light a flame, how to purify water, how to make a small source of light by glowing, how to assess their condition, etc.
Once children finish the 7th grade, they would have turned or be turning 14 years of age, at which point they can stop attending school and join the work force or continue their studies. If they want to proceed with going to the 8th grade, they have a variety of options, with high-schools being either Liceo or Tecnico.
Liceo, or lyceums, predominantly teach theory and, in addition to core subjects like mathematics or Sardinian literature and language, will also have subjects related to their focus. For instance, the Lyceum of Nature and Mathematics will delve into scientific fields like biology, chemistry, advanced mathematics and physics, while a Sports Lyceum or a Music Lyceum will teach several sports or musical instruments respectively. Of these, The Lyceum of The Classics is usually considered to be the most elite and difficult, as it explores in detail Sardinian and World history, philosophy, rhetoric, ethics, Latin, Ancient Greek, religion and law.
Tecnico, or technical schools, also teach core theoretical subjects, but primarily focus on practical or job-oriented education. Here, witch students are taught magic in a highly specialised manner in relation to the line of work they will be qualified for after graduation. Examples would be Technical school of architecture, geodesy and related magic, Technical school of Veterinary science, pharmacy and related magic, Technical school of cooking and related magic, etc.
High-school lasts until the age of 18-19, with summer breaks between 16 and 18 including a few weeks of mandatory apprenticeship for those in technical schools. Students in lyceums don't have organised internships, but many parents of magically gifted children like to find a tutor for them.
At the end, all graduates will have a diploma of the same level - secondary. Those from technical schools will also have a qualification and witches will also graduate with a "witch trade" at "First" level.
According to law, secondary education, be it Liceo or Tecnico, must offer a list of mandatory elective subjects for each year, many of which are always magical.
Those in the 8th grade serve a mostly for orientation and are general in nature.
From the 9th grade onwards witch students have the opportunity to chose one of two trade paths. Each path includes classes specific for one of the four recognised witch trades in the Judgedom of Sardinia, two for Oti witches and two for Ito witches. A student has the freedom to change their path at any time during the 9th and 10th grade, but it must stay the same during the 11th and the 12th. They can also chose to avoid taking a path altogether, opting for other non-magical mandatory elective classes. Once they graduate, they will receive a diploma for the trade they had in the last two school years at "First Level" or none, should they have not taken a trade path.
Just like the spelless, witches can further their knowledge by going to university, while their whimsical abilities can be honed at a magical college. The two can be attended either simultaneously or one after the other, but there are also those who just chose one because of personal preferences or circumstances.
There are four magical colleges in the Judgedom: the College of Councillors and the College of Infusers in Cagliari and the College of Casters and the College of Instillers in Sassari. They offer 2-year-courses that grant the "Advanced Level" of a witch trade, after which another 2 years can be optionally attended to attain the "Proficient Level". Each college typically has some sort of division within itself that grants better attuning to the profession the student is pursuing and a connection to one or more of the universities in the city. This is most obvious at the College of Instillers, since it's building and that of the Department of Medicine of the University of Sassari are on the same plot of land, with students and teachers coming and going between them all the time.
A witch is not required to have a witch trade by law, given that they have the right to end their formal education after graduating from the 7th grade. Many students in rural areas prefer to do just that in favour of helping out their parents at their jobs or at home. Such children often receive additional tutoring from family members or their community, becoming highly skilled at times in a niche set of abilities.
As for those that continue studying, the vast majority have a First, less - an Advanced and not many - a Proficient level of trade. The reasoning behind this has to do with the small number of colleges, two of which are at the northern side of the island, while the other two at at the southern side. It is a struggle they share with their spelless friends as well, because the universities in the Judgedom are but two: one in Cagliari and one in Sassari. Fortunately, the distance between the two cities can be traversed for no more than 4 hours by train or bus and a lot of young folk of the new century can be seen travelling to or between them, some even going so far as to using their brooms either alone or with a spelless friend who needs a ride. This high drive for entering an institution of higher education, and experiencing all the thrills of youth that come with it, has prompted manufacturers to create even more elaborate broom models, but they have yet to become as wide spread as to be a frequent sight outside the main cities.
When it comes to employment, employers can add a trade level as a requirement. It is almost always either a First or, in big cities, Advanced, while the Proficient level is usually asked for in some government structures, including universities.
Out-to-Ins (Oti witches):
An Oti witches draw energy from the world around them in order to cast spells. In an attempt to give this phenomenon a visual representation, it is described as a pipe with different end diameters. The magical current enters through the wider end, transforms as it is directed by the will and exits through the narrower end in a manner that obeys the witch's command. The energy can be taken from previously charged objects, certain plants or stones that need to be tempered in order to lend their magical potential or from what appears to be thin air, but is actually the natural invisible flow of magic.
Since they need to take and mold from 'the outside', Oti witches usually take longer to accurately cast their spells and are a bit unpredictable when they are beginners, which is why it has become a cultural habit to tell them to work harder and longer. As they grow and gain a better focus and understanding of their powers, these setbacks can be overcome and they can quickly cast with ease. An advantage they have over Ito witches is that their limit doesn't depend on their bodies, but rather how long their mind can keep thinking before getting tired.
In the Judgedom of Sardinia there are two recognised Oti witch trades: Infuser and Councillor.
- Infuser: Practitioners of this trade concentrate their efforts into learning, making and inventing various concoctions with the use of worldly ingredients. Their creations, usually but not always in liquid form, can be used on their own or with other objects that have been refined to be capable of containing or utilising such infusions. Teachers of this trade consider it a direct continuation of Oti practices of old and are quite resistant to change or any suggestion of specialisation. This is why the Infuser trade has maintained a broad spectrum of disciplines that a disciple must learn, including mastery of the elements of fire, water, earth and air. In spite of this, in recent years its range of use has only been expanding outside of traditional applications, with a lot of youths being interested in making machines infused with magic.- Councillor: A historically more recent trade, it branched off from the Infuser in order to give its students specialised skillsets for what can simply be described as "detection". Its basis lies in understanding the intricacies of the finely woven energy patterns of the world, which allows the practitioner to perform analyses of the environment and living beings.
Interpreting a person's aura, tracking energy, detecting hidden traps and appraising objects are on their list, along with considerable proficiency in the usage of one or several magical tools. Among the witch trades, the Councillor is the one most commonly seen wielding a tool for casting, the method ranging from discrete to sensational. Regardless of the chosen item, be it something ordinary or more whimsical, like a tarot card, magical rod or crystal ball, it can only be used to scan locations and interrogate people that are in front of them, while telling the future is a myth for most. In modern times, Councillors are sought after by employers as auditors, quality control and personnel management. A good portion are also typically interested in becoming writers, lawyers, teachers, investigators and psychologists.
While some witches have gone to great lengths to learn their respective trade, their innate Oti witch abilities to draw energy from the world. A Councillor can still create a light source with the a card of theirs and an Infuser can still sense that something may be amiss in a room.
In-to-Out (Ito witches):
Ito witches draw from within themselves in order to use their magic, their body functioning as a sort of energy core or battery. Because of this, they have the advantage of always having their magic at their disposal, as well as a faster recovery time in comparison to Oti witches and spelless, because their body will prioritise their own health whenever they are wounded or fall ill. Unfortunately, it is this inner healing mechanism that often plays a cruel joke on them. When they are young, Ito witches will usually have a faster and more predictable casting, yet they all too often exhaust themselves rapidly precisely because they don't sense that they are running out of energy before it's too late. Should a witch attempt to push beyond their limitation, they will truly get hurt. Depending on the magic that had been used and the witch's personal preferences, recharging their energy can be something between having a nice meal to several weeks or even months of recuperation with ceremonies.
In the Judgedom of Sardinia there are two Ito witch trades: Caster and Instiller.
- Caster: Practitioners of this trade learn how to skillfully use their internal energy onto inanimate objects. Whether it's a charm that will burst into flames in seconds upon being activated, having things fly around them or making a shirt change colour, it's up to the witch's imagination and ability to convey their desire clearly. While it's the main stem from which the Instiller branched off from, the Caster society is more keen on having its members divide and specialise, unlike the Infusers, as they have a lot of diverse options to chose from when deciding on how to direct and perfect their magic. A traditional profession of this trade was charm craftsmanship, but nowadays young people seem to be more interested in becoming professional chefs and fashion designers.- Instiller: Such witches cast their internal energy as an intention onto living beings. A historically more recent trade, it too branched off in order to have its practitioners focus on a more specific calling - helping the living. This also includes themselves, as a witch may create a protective barrier or make themselves stronger or faster for a period of time. Whether it is on themselves or someone else, their ability will highly depend on their medical knowledge, which is why children who wish to take up this trade most often enrol into a lyceum with a focus on biology and pursue a university degree. Even after graduating with a Proficiency level and a master's in medicine, however, magic will always be incapable of marionetting the mind. A spell might make a person or animal breathe easier, relax their muscles and lessen their pain, but it will not necessarily make them more honest, calm or inclined to work with you.
Regardless of which trade and category the witch falls into, they all have the same fundamental training. This means that they should, remember how to perform small survival spells, like lighting a fire, purifying water, assessing the basic condition of their internal energy, making a source of light by glowing, etc. That is, if they payed attention in middle-school.
Miscelaneous:
1. Brooms: Yes, witches can use brooms to fly around. They are sold at specialised stores and made by either Infusers or Casters. Infuser models, or I-models, need to be powered up by magic from 'outside', while Caster models, or C-models, require magic from 'within', however, both can be powered by 'broom charms' that lend a certain amount of ready-to-go energy to the broom. Only witches of age 16 and older can ride a broom and need to have gone through magic aviation classes beforehand. Brooms need to pass through yearly inspection and to have a functional light at all times.
2. Familiars: Witches are, first and foremost, humans. Some like keeping pets, others don't. Their animals are in no way, shape or form magical. Casting spells on animals and making them carry magical items varies between accepted and illegal depending on the case. Experiments were made in the past in an attempt to give animals the ability of human speech, yet they were discontinued due to repeated failure. Some witches can cast a spell on themselves so they can make their words more understandable to an animal, but just as they can't tamper with the human mind, so too can they not meddle with that of an animal.
3. Love potions: While a potion can be made to 'make you feel the heat of the moment', no witch can truly make a potion to permanently change someone's mind. They are sold for 5 a piece on the streets, though.
MarineSeafolkA humanoid race which exists almost exactly like land-walkers do, the seafolk are a marine species which adapted and evolved under their own volition to be able to walk on land with the help of magic, a phenomenon they credit to their God and relics. Just as capable of thought and emotion as humans, their lifespans are also similar, although it's more common for them to survive until old age.
They possess two forms: one entirely in the shape of a human and a 'Deep Sea' form, which is half-human half-sea-creature and accessible at will in deeper waters. With some effort, the second can be summoned in the narrows as well, yet the majority describes the experience as 'unpleasant'. Regardless of the form they take, they can breathe underwater and their movements are much more unrestricted there, whilst on land they are less agile and risk drying out, which can sometimes provoke respiratory distress. Despite constantly producing 'radiance', a skin coating that gives them a vaguely pearlescent sheen, prolonged direct sunlight exposure may cause irritation, reddening and itching.
In contrast to the beasts that lurk below the waves, seafolk possess an understanding of decency. Through the influence of a relic that is regularly tended to and blessed during celebrations, they can create the so-called 'threads of the sea' from any type of water, which are used to conjure all types of attire in a matter of seconds. From the hat to the shoes, every item is identical in appearance and touch to that which has been made by human hands. The threads answer their creator's will alone and can be changed at any given moment, remaining attached to them by an invisible line even when an article of clothing is taken off. While this allows for their maintenance, it is also through it that a seaperson can sense if their creations are beginning to fray and lose form. This is the downside to having such a versatile ability, which happens due to the natural evaporation of water. Once the outfit can not be maintained, the seaperson must excuse themselves and leave, in order to find a suitable water source from which to create new threads. Unless walking naked was their intention, but that is against the law and will lead to a heavy fine. In order to avoid such unexpected and embarrassing scenarios, many seafolk prefer having human-made clothing, which they either carry with them to shore or store somewhere on land.
Seafolk fashion varies depending on their location around the world and to a lesser extent - the Current they belong to, but quite often takes great inspiration from the closest human civilisation. In the waters around Sardinia the seafolk have been taking a liking to the new European trends and make sure to regularly thank their local relic, the Dancer's Loom, for the possibility to make the threads of the sea.
A curiosity that has been buzzling the minds of spelless and witch researchers alike is the fact that all seafolk are born with the ability to influence water and water alone. The term "influence" is better suited than "control" for most individuals, because its primary function seems to be an evolutionary advantage. Some time after the age of 6 years, a seachild will be capable of changing the water dynamics around itself so that it can swim faster and change the position of small droplets and bubbles in a chaotic manner. As it grows, its influence over the element will increase slightly and stabilise. Larger quantities of water can be moved and larger stronger bubbles can be made. How this ability will further develop depends on a person's circumstances and, allegedly, their convictions and devotion.
If a seaperson exclusively lives underwater, their ability will be stronger and more refined than that of individuals that have moved above water, if both sides don't train intentionally.
An average seaperson will have a limited set of helpful perks underwater, while those that have been taught and practiced have a more creative manner of water manipulation outside the sea.
What Current and sea they are born into play a role in specific techniques that can be learned and observed from the pod. For instance, all seafolk only have a sway over water in its liquid form, with the exception of communities from the polar zones, who have the possibility of learning how to freeze and unfreeze water, as well as move it in the form of ice.
According to seafolk beliefs in the Mediterranean, the Seagod had a silver balancing scale adorned with fish scales which he gifted to them so that they too may shape their realm as the humans shaped the land. It is said that when a seaperson places their devotion on one side of the scale, the Seagod will balance it out by adding more power on its other plate, thus truly granting control over water. The greater your devotion to the sea and the Seagod, the greater your power will become. This story is of great importance in seafolk culture in this part of the Mediterranean and seems quite credible, seeing as there is, in fact, a relic by the name of The Seagod Scale and being more devoted seems to be common among the skilled.
Relics
While it is a long-standing rumour and hypothesis that seafolk wield magic within themselves like ito witches, this is actually a misconception. The majority of their abilities, including their entirely human form and breathing both above and underwater, stem from objects referred to as 'relics' or 'artefacts'. The type of ability that they grant depends on the purpose which its original creator had in mind, while their strength correlates to the years they have existed and the 'blessings' they have received.
Powerful items, such as the Siren's Throat, are known as 'great relics'. Temples and caves beneath the water tell of their creation by the ancients and, after centuries of acquiring massive power, they require less frequent to scarce veneration in the present. They are also exceptionally rare, usually well-hidden or protected and have been the cause of numerous conflicts in the past both between the sea and the land and between different Currents. One such greater relic is the Seagod's Heart, which is said to be the source of the seafolk's two forms in the Mediterranean sea. Interestingly enough, despite not having any form of contact, all of the major seas seem to have an ancient great relic of this type and it always refers to a part of this Seagod's body. Another example of a great relic is The Seagod Scale, which, unlike most others, is commonly celebrated and prayed to at temples of the Seagod where its depictions can be found, despite the actual scale being in a secret location.
Ancient sea items of lesser strength yet also of significant importance are called 'lesser relics'. It is quite common for the different regions within a sea to have the same or similar lesser relics, for which they hold the same or similar festivals, thus creating common cultural traits. Sea festivals are the crowning method of keeping these relics alive. After some festivities, the seafolk will give their respects and magical intent to the object, calling on the Seagod's blessing. Thus, the relic's power is boosted and it can continue granting its ability to the seafolk of its region. An example of a lesser relic would be the Dancer's Loom, which is celebrated during summertime. An interesting fact is that in recent years young seafolk have been seen giving their blessing to the relic outside of celebration days, saying things like 'Please, lets prove to those land-lovers what true fashion is together' and 'Let me impress him with my new dress this time'.
Personal sea items are simply called 'personal artefacts' or 'personal relics' and are quite uncommon. Those that were made in the past were not blessed enough or were not made with enough skill in order to maintain any power they once had, while those made in the present are too young and also don't have enough blessings. They usually provide very small boons, such as a calming effect to the touch, sweetening a drink when dipped in it or emitting a bit of light.
While every seaperson can tap into the power of the relics, few can create them. And since these items can only be made by a seaperson's innate skill to harvest the power of the sea, the seafolk to relic ratio is quite low. Each one is like a puzzle piece, a word in a poem. Thus, as one can imagine, somewhere in history the relics have been the cause of many underwater wars amongst Pods. Where they are stored, who guards them, who ‘owns’ them, amongst many other concerns, has caused a massive divide in several Currents.
The topic of ownership is one that has sat not only the residents of the sea, but also those of the land on the table of discussion.
Most seafolk believe that all relics belong underwater, even the ones that have been lost or are not in use. Whether they were put in stasis through a sacred lock spell or were simply left behind somewhere, they "should not be moved" as "the sea has reclaimed them". Of course, not all think in this manner, with some among the younger generation in particular finding the idea of sharing or even blasphemously trading artefacts with humans as a fortunate opportunity of peaceful times.
As for humans, they have always found the sunken treasures of the sea fascinating. Despite the vast majority not being able to use sea relics, they still enjoy them for their historical value and craftsmanship, and the few witches that are close enough to the sea to use them think of them as irreplaceable objects of research. To them, that which is in the sea and not in use by any Current or Pod is free for the taking, just as any rock can be lifted from the seabed and any seashell can be picked up from the shore. Naturally, there are also those that believe the sea relics to either be poisonous for those living on land or even the land itself or to bring with them a curse for being taken out of the sea.
Thus far, research has failed to prove that the act of taking a sea relic out of the sea and being stored and/or used on land cases any harm to anyone.
List of great relics:
Siren's Throat: Locked. Under tight security in a secret location in Cagliari as promised in the peace treaty.
Seagod's Heart: In use. Under tight security in a secret location somewhere in the Mediterranean.
The Sea mare’s Bridle: Missing. It had been one of the relics that was "reclaimed by the sea". As such, not many seafolk were aware of its exact whereabouts and few currently know it's missing.
The Sea Scale: In use. Under tight security in a secret location somewhere in the Mediterranean. Unlike other great relics, it's common to pray to it in name at temples and shrines of the Seagod.
List of lesser relics:
Dancer's Loom: In use. Guarded and celebrated in Su Corde.
Way of life
Seafolk live in shallow waters near land masses and dislike isolation out in the wild seas where they are more vulnerable. They enjoy a civilized and refined life-style up against and beneath the protection of established islands, sometimes mainlands, their architecture mirroring that of the people above with some minor adjustments for comfort and practicality underwater.
The official language common for all seafolk around the world is a sign language known as "Ocean sign", which has sea-specific variations, those around Sardinia having the Mediterranean variant. Names are also in the form of signs and are drawn rather than pronounced. While this is their preferred manner of communication, seafolk are fully capable of using their voices to speak and have happily both picked up human languages and taught humans their sign language. To avoid miscommunication and to solidify the peace between the Sards and the seafolk around the island, both sides are taught the other's language in elementary school, with sea children usually continuing their human language studies afterwards, while human children don't have the same opportunity due to lack of teachers, materials and interest. Nevertheless, even in the years when education was not as widely available, the two sides learned to understand each other through interaction, which continues on to this day both on the street and in land schools where sea children study together with human children.
An issue that has come about for seafolk in recent times is that education is just . . . not good enough down there. If you only wanted to have traditional sea knowledge, then it would be fine to just attend underwater elementary school, but if you wanted to widen your horizons and gain greater knowledge like human children, you would more often than not have to attend school on land as well. The seafolk have tried their best to fix this problem, but due to the lack of teachers and resources on one side and the usually low number of sea children in one age group, sea schools are still few and far between. Although unpleasant, they do not find this disheartening, since the humans of Sardinia also faced this situation not too long ago and still go to foreign lands to learn certain professions, albeit on a university level.
There are various local traditions within the sea, usually related to a historical event or a relic. Something that is known to everyone and is believed in by most is the existence of a Sea God, whose name is sacred and must not be uttered. It is said that this holy entity is the primal source of energy and life in the sea and it was through their blessing that the first seapeople came into existence. The Sea God's temples are tended to by Temple Artisans and guarded by Relic Guards, the latter of whom also have the duty to protect all great relics under a temple's protection.
The seafolk family unit is called a "Pod". It usually includes grandparents, first generation siblings, second generation siblings and one or two siblings of the grandparents with their children and grandchildren. The members of the pod will live together under one roof or interconnected houses. When it becomes too big, younger members might decide to leave and buy their own home where they can start their own pod, sometimes accompanied by a sibling or cousin.
Since the days of old, pods that share the same way of life have come together as clans, referred to as 'Currents'. Whether they were born as a part of one or chose to join it, a Current says a lot about a given seaperson, as each has specific mannerisms and common opinions. Some still practice the 'old ways', others have abandoned them and some strive to maintains a healthy middle ground. If a seaperson says they’re “between Currents”, it usually means they don’t have a Current or a pod anymore and that they might wish to seek out a found family.
Currents often carry a name in referrence to a color or the lustre a color may embody and typically inhabit a specific sea region, but some can be found across the entirety of a given sea. Notable currents around the Judgedom of Sardinia are:
Amaranth Current: Are known for their nurturing, mercurial lifestyle and love being on the move. A traveller, an insider, someone who’s swam across the expanses . . . or someone who wishes they could. They make wonderful traders, social butterflies as they are. Shockingly, or perhaps not, they make good doctors, too.
Amber Current: Even more unpredictable than the Amaranth Current when it comes to location, the Amber Current rarely take root anywhere. If someone in town says they’re from this Current, it’s likely you’ll never see them again. Little is actually known about their beliefs, other than being exceptional sea hunters and that they take pride in having several long lines of trusted Relic guards.
Azure Current: With dewy eyes and an emotional way of thinking most don’t understand, the Azure Current are so easy to spot in a crowd, it's almost unbelievable that they are supposed to be a mysterious creature from the sea. Easy to laugh loud, easy to cry even louder, oversharing and prone to taking the quickest exit, their hearts swim with feelings and dreams, making them some of the seafolk with the 'thinnest skin'. Although many above and bellow call them weak and naive, their sensitive disposition and lack of hesitation to express their true thoughts and feelings have helped them to become widely accepted in human society.
Sanguine Current: Those who claim to be of noble birth and have the tendency to gravitate to and dwell near nobility, they were the only ones to serve as advisers, ambassadors and tutors in the past. On land the titles of these noble sea pods mean little, unless they've lived there for a long, long time with an established family line. And even then, most seafolks have never had a good run with holding respect with a self-claimed noble title.
Turquoise Current: Known for their closeness to the bones deep below, they believe in the afterlife and view the living state of being as a transient one. They don’t suffer over death and though their style of presentation is ofttimes dark or outright black with inspiration from Victorian and Elizabethan fashion, the Turquoise are actually one of the more laid back Currents and always make sure to add something interesting both to the conversation or to their attire in a bright colour. A lot of them also seem to be fans of Theda Bara for some reason.
Shrouded Current: They are said to come from the deepest darkest depths, but in reality they didn’t come from anywhere. As the Current with an essentially nonexistent lineage, its members are usually born and raised somewhere else, but in the end their hearts were either always a little inky or someone made them that way, so they chose to leave everything behind and join this clan of moral corruption. The Shrouded Current flourished during the 100-year war and were celebrated as the fiercest defenders of the sea. Their temples can still be found across the Tyrrhenian sea, some proudly having sunken vessels on display. Today, they often say that they are "bad people who sometimes do good things" and don't view themselves as 'villains' or anything of the sort.
Miscelaneous:
1. Children: Sea people cannot make children with humans. They’ve tried and, tragically, none survived. There are lots of happy couples who adopt, though.
2. Beauty: They’re prettier….technically, no. They don’t have special features that make them more attractive.
3. Songs: Seafolk sing about as well as someone who’s had underwater screaming contests. Some of them can sing and actually really like annoying land folk by echoing back the latter's own voices out of the water’s muffling waves.
4. Intellect: They aren’t intelligent? You’d like that, wouldn’t you, land-troglodytes?
5. Alcohol: Due to their great affinity to water, all seafolk are lightweights. No matter how much they try to build up resistance, they usually topple over quickly and have strong hangovers.
6. Taste: In continuation to number 5, most drinks and soups have a stronger taste to seafolk. They can get used to said taste and even enjoy it, but it's not uncommon for a coffee to be made with very little ground beans and much more water. This, to most, is an advantage, as they spend less and get a great experience.
7. Specialties: They have their own dishes and drinks, some inspired by humans, some entirely their own. One special alcoholic beverage and local favourite is fermented seaslug. Humans, unless lightweights themselves, usually need to drink more of it too feel anything.
8. How landfolk distinguish seafolk: While Currents living in other parts of the world will certainly display variations as diverse as landfolk, there are a handful of visual clues to distinguish a seaperson. Their eyes are made for the depths, and while not blatantly different from a land-walker’s eyes, sometimes they take on a milky sheen or a “fog”. Often seen when emerging from the water, it protects them from direct sunrays. The fog fades after half an hour or so, depending on the individual. Most seafolk who stay in one location for several generations will have taken on the genetic forms most common in the landfolk nearby. This isn’t limited though, as some seafolk are also seen sporting gray, white, blue, pink or green tinted locks sometimes. Their genetic makeup is quite shifty, but not on command. Due to this, a lot of seafolk like going to potion shops for hair dye. “Radiance” is a pearlescent glimmer that catches the light sometimes, but it’s so subtle the human eye rarely picks it up. It’s only if the skin begins to peel and flake that it darkens to a greenish colour just around the edges of the scabs. It’s unpleasant and unsightly to them, and they go to great lengths to hide it.
- Magic and More03The RulesNon in legendo sed in intelligendo leges consistunt.Rules0011. The general RPN rules apply. No surprise, right?. . . Right?
2. All applications will be judged by the GMs. This is not a first-comes-first-serves, so take your time to create your character.
3. Posting speed will depend on the group's dynamic. We expect it to vary anywhere from once every 2 weeks to once every week, since it's natural to have periods of highs and lows, so don't worry if it takes you longer.
4. This is an advanced role-play. It's normal for a post's length to vary depending on whether we are writing a dialogue, an action scene or something else, but there is a bare minimum of about 2-3 paragraphs.
5. Art and anime-esque pictures only. When possible, do credit the original artist or give a link to the image's source. AI generated art is a possibility, but don't make it hyper-realistic and, please, mention somewhere that it is such.
6. Communicate under all circumstances. If you are feeling down, having a hard time or just don't know how to write your next post, contact the group or one of the GMs. We will try to help you out or give you some time and space, but, please, inform us what is happening, even if it's just one line to tell us you're alive.Rules0027. One character per player at the start of the role-play. Once we finish the first act, you will be able to make a second one.
8. When it comes to NPCs, you can ask for your character to know some of the already existing ones or make your own! Any NPCs you would like be directly in Tubero will undergo revision, so we can all be clear on what they do and don't know.
9. When making your character sheet, please, include the required parts we've mentioned. Something along the lines of "I can't write history" or "Am no good at CS. I'll just rp it out." are not permissible. To us, the effort you put in will reflect the dedication. If we see three lines for History and a barely written paragraph for personality, we won't be convinced even if you tell us OOC. You can use any template you like or no template at all!
Rules00310. Respect the role-play's setting. As mentioned before, people of that era thought a certain way and had knowledge and terminology different to ours, absolutely none of which is meant to offend anybody.
11. In order for us to know you at least got to this point, please, comment what your character thinks about hats in your CS.
12. Obligatory, but very sincere "Have fun!".MagicGoes BrrMagic is fantastic! We all know that and that's why we're here. Before you hop on your broom and make your furniture dance or try sending your neightbour into the watery abyss, we would like for everyone to be on the same page.
For many of your character's daily interactions, you as a player can play out their powers freely. If the scene involves characters belonging to other players, we kindly ask that you discuss it in advance.
For actions that have great significance to the plot, such as healing a character, discovering a clue, coming upon treasure or attacking, you will enter 'Risk Mode'. This is a little something that we hope can keep things fair and fun. In Risk Mode the result of your character's deed will depend on 'Luck', which we will measure through a roll of 2 pieces of dice. If you have never done this, don't worry. This isn't a dice-focused stat-dependent role-play. Think of it as something that might pop up from time to time to either precent a challenge or propell you forward!MagicSystemRisk mode Luck roll: roll 2 pieces of dice, each with 6 sides (min score 2, max score 12)
if ≥ 10, then you are successful without any side-effects or hindrances
if 7, 8 or 9, then you are successful in completing the primary action, but will suffer some consequences (getting spotted; ito witches immediately being drained too much; clinical signs like nausea, blurry vision, fever, etc.; changes in the environment; an explosion that goes too far and so on)
if ≤ 6, then failure to complete the task.
After you have received your result, most actions and narrative explanations can be explored through the dice roll alone.
Example for why they succeeded: “Thank goodness, I studied back when I was curious”
Example for why they barely made it out: “If I had been a little later I would have lost a leg… luck was on my side, this time.”
Example for why they failed: “It was anyone’s game out here. In this situation, no one is on higher ground. I fell into the sea, at its mercy. The sea doesn’t discriminate, after all.”HeartStringsWe have our table, cover and silverware all set up. Before we serve the main course, the GMs would like to point your, the guest's, attention to the salt and pepper shakers with which you may add a little something to your meal ; )
What is a Heart string? This is an out-of-character tool used to say how open someone’s heart is. It takes the form of a special condition, which when met will increase your bond with the character it belongs to. Both NPCs and Player Characters can have Heart strings, but whether or not "pulling" all of someone's heartstrings will result in a trusted partnership, true friendship or romance will depend on the individual. Some characters will be romanceable, others won't. This is why we refer to Heart strings as more like milestones of trust.
Some NPCs will have Heart Strings listed, while others will have invisible numbers and it will be up to luck and tact to figure out if they’re open to reception!
For your playable character, your limit is 7. You can disclose them or keep them entirely secret, except from the GMs, who should be told. If your character is uninterested in being made a friend or finding romance at the moment, giving them high Heart strings means they are harder to bond with. If you have zero interest in romance plots of any kind, you may just mark down N/A, though we should again note that Heart strings aren’t solely romantic. For those that wish to give it a try, we suggest having at least 3 conditions ready for yourself, so you have a good frame of reference.
To anyone familiar with PBTA table tops, this concept will come easily to you, and those who do not, don’t worry! Of the two GMs, Silver is the one with experience with this type of mechanic, so you won't be alone in your experience or inexperience! It’s a simple and fun way to mark notches in relationships you make in the RP.
How it works
~ Each Character and NPC will have “conditions”(Heart strings) that can either be disclosed or secret.
~ When a condition is met by another player, you can tell them directly or include a brief text at the end of a post: “A heart string was pulled.”
~ The more Heart Strings a character has pulled, the greater the trust between them and the other. Further interaction between them may just yield greater results.
~ Heart strings have no influence or sway other than acting as milestones for trust and standing. You cannot use a String as a resource to get anything or harm anyone. At any time, a Heart string might be lost due to breaking trust or expectations.
~ NPCs will be updated to show who they are closest to, and if applicable, will be shown to have less Heart strings depending on who invests time into them.
Code by Nano
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