Lore & Wiki Updates

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MassiveCraft

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This thread will be used to document updates on the wiki and lore. This includes, but is not limited to:
  • New lore (including wiki pages)
  • Updated lore (including wiki pages)
  • Removed lore (including wiki pages)
  • Updated wiki pages (directories, misc. pages, etc.)
  • New wiki pages (directories, misc. pages, etc.)
While any updates to the wiki can be found here, it can become very cluttered and difficult to determine what exactly is going on. This thread will explain recent changes as we make them.

Subject Name

Reasons:
  • Provide Reasons
Effects:
  • Provide how this will affect Roleplay
Source links:
  • Provide Links to the content
Player Effects:
  • Provide how this will affect players
  • Provide what actions are required from players
 
Nicoloan Fighting Redacted from Lore

Reasons:
  • The Page was horribly outdated and did not fit the category template
  • Nicoloan Fighting did not fit well into the other lore. The combat roles were overpowered and the technique added nothing to the other military schools.
  • Self-assignment of high class value was too easy, and we didn't feel like making a system just for Nicoloan fighting, which adds more unnecessary paperwork.
Effects:
  • Characters who used to be Nicoloan Fighters are now just regular boxers or fist fighters. There is no magical martial arts school anymore with weird anime moves and principles.
Source links:
  • None
Player Effects:
  • Players are no longer permitted to use Nicoloan Fighting to tell someone of a military school that their character could easily be disarmed or knocked out by their endless control of martial arts.
 
Subject Name

Reasons:
  • Isldar were old, yo. Also, the lore was a bit broken and provided little workable information for IC roleplay.
Effects:
  • Loads of changes. Mostly additions really.
Source links:
Player Effects:
  • Isldar players should endeavor to read this and see if anything changes for them. Most pertinently, they will need to ask themselves if they are Isldar loyalists or outsiders and moderate their character appropriately.
  • In other news, The Elfen Rewrite is now completely done and considered "on lockdown", meaning the lore is unlikely to ever change in the future.
 
New Lore Published:

Name:
School of Graklak

Effects:
Orcish combat school that trains users to fight using fists. Similar to heavyweight boxing, this combat school is about landing heavy blows and taking a beating.

Source Link:
https://wiki.massivecraft.com/School_of_Graklak

Player Effects:
New combat school available to non-nelfin (because knife-ears won't be learning orcish secrets.)

__________________
Have fun punching!
 
Strongman Body Build no longer requires a Character Application and certainly doesn't need a special permission.
 
New Lore Published!

Name: School of Alchemy

Effects:
Characters are able to learn three different disciplines: Alchemic Theory and History, Alchemic Philosophy, and Magicamy, or Magic-aided Alchemy.

Source links:

https://wiki.massivecraft.com/School_of_Alchemy

Player Effects:

The third intellect school to be published, for any alchemist to learn and practice! Just don't. Blow anything up. Please?
 
New Lore Published!

Name: School of Alchemy

Effects:
Characters are able to learn three different disciplines: Alchemic Theory and History, Alchemic Philosophy, and Magicamy, or Magic-aided Alchemy.

Source links:

https://wiki.massivecraft.com/School_of_Alchemy

Player Effects:

The third intellect school to be published, for any alchemist to learn and practice! Just don't. Blow anything up. Please?
Side Update:
Ponyo and I condense all of the content that was previously on https://wiki.massivecraft.com/Alchemy into https://wiki.massivecraft.com/School_of_Alchemy. Any information on how to learn alchemy, its abilities, and its strengths is on the /School of Alchemy page, while the /Alchemy page is a navigational "Subject Page"/"Category Parent" which can be used for easy navigation throughout the Alchemy category on the Wiki. Anything that was on https://wiki.massivecraft.com/Alchemy can be found on https://wiki.massivecraft.com/School_of_Alchemy.
 
New Lore Published

Name:

School of Ha'kix

Effects:
Mekett school with low level martial arts but a larger focus on use in the Mekett Ebhula.

Source Link:
https://wiki.massivecraft.com/School_of_Ha'kix

Player Effects:
New combat school available to multiple races.
 
Un-Nerfing Half Orcs

Reasons:

  • The Half Orc nerf was originally to deter smart/muscle characters from being a gateway to powergaming. Since then however, Half-Orcs are essentially considered strongman Humans and Orcs have been made more intelligent, so it made no sense to keep the Half Orcs down. Instead of nerfing the entire race, we will just address racial min-max powergaming when it happens.
Effects:
  • See description.
Source links:
Player Effects:
  • Player Half-Orcs will no longer suffer any physical detriments. They have shifted to a permanent ADD/ADHD affliction.
  • Half Orcs can ONLY come from Ailor or Avanthar breeding with Orcs. All other races are removed.
  • Half Orcs have had their traits standardized on the Interbreeding page. Under no circumstance will they have additional or stronger Organs, just black hair, small tusks, grayer skin, Orc eyes and a muscular frame that they cannot get rid of, with Ailor/Avanthar intellect and ADD/ADHD
Reproduction wise, Orcs are an oddity in that they are actually compatible with Ailor and Avanthar (and in some ways, Yanar) but no other race, not even other Gorr races unless they are a subrace of Orc. Orc males are incompatible with other race females for various unmentionable reasons, so a half-Orc must always be born from an Orc female and another race male. That being said, mix breeds are always hampered with inherited defects and are instantly rejected by Orc society as inferior, though strangely enough the parents are not rejected due to the cultural inclination of loyalty to the Chief Hold. Only pure blood Orcs have two hearts, meaning that whatever inherited benefits a half-breed has is hampered by the lack of a consistent blood pressure to support their bodily functions. Half-breeds often receive the intellect from the father while they take after the body build of the mother, but their body is their own enemy. Half-Orcs suffer from constant internal struggles between their Orc identity and their non-Orc identity, their intellect hampered by fits of anger, self-doubt and feeling of not belonging. They have trouble focusing on intense tasks, becoming distracted very quickly and often resorting to just punching it to solve the problem. Because of this, half-breed Orcs are often considered more violent and badly tempered than full blood Orcs, as they lack the honorary discipline that full blood Orcs have and are constantly at odds with themselves. In general, all Half-Orcs have an Attention Deficit Disorder, but lack the medical term to associate with it in Aloria.
 
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Did somebody say new astronomy lore? I think someone said new astronomy lore.
Astronomy Lore

Reasons:

  • Our latest in the ever expanding roster of Schools.
Effects:
  • Adds a new School that ties into the Chi'ien-Ji and ship captains
Source links:
Player Effects:
  • Same as previously mentioned Effects.
 
Attribate Lore change

Reasons:

  • It was still a remnant of old lore systems that are no longer in place, like staff playing demigods. That hasn't been a thing for over a year now, and it was time to finally get rid of the lore that reminded us of it.
Effects:
  • https://wiki.massivecraft.com/Arken new page
  • All previous mentions of Attribate moved to Arken.
  • Removed the Arken numerical cap but kept the 8 vices and virtues of Elven Pantheon.
  • Made some distinctions on pages clear that Vices and Virtues refers to the Elven Pantheon.
  • Set the stage for future progression with the use of Arken Vessels.
  • Removed pages of Markology and Silveiralls and Void and Exist as well as Demonology and Posession while I rework the concepts.
Source links:
Player Effects:
  • None at all. Demonology lore stays in place for now, and will likely remain the same. We just need to re-word a lot of it to create more clarity and rework how possession comes into being.
 
New Lore Published

Name:

School of Vasara

Effects:
Makes a Combat School that makes use of the Greborian Warhammer and based in the Hold of Grebor.

Source Link:
https://wiki.massivecraft.com/School_of_Vasara

Player Effects:
New combat school available to the Dwarven Race and select others.
 
It's Raining Lore Halleluja

Name:
  • School of Griffer
  • School of Lecgaen
  • School of Feer-Drakken
  • School of Drixon
  • School of Siegwald
  • New Ailor Culture: Vladno
  • Update in old School: Leadership
Effects:
  • A female only duellist school of combat.
  • A wrestling/boxing combo Ailor military school.
  • A military school aimed at heavy weapons swinging.
  • A military school aimed at cavalry sabres and lances.
  • A military school aimed at flag banners and shortswords.
  • An entirely new "russian-esque" culture.
  • Revision in Leadership Intellect school to make it 10x easier to understand but also change the fundamental rules a bit.
Source Link:

Player Effects:

  • Loads of new Lore candy to play with.
  • All players who have any form of School of Leadership mentioned in their Character app will need to revise that as the years and systems have changed as well as the requirements. Keep note that the Body shape has also similarly been capped.
 
Name:
  • Redacted all Muird Lore
Effects:
  • Muird, and all Geography, People, Places, History, Flora, Fauna, etc are now officially removed from the lore, on account of it never being properly implemented and actively used. Cigars now have a more local history, and Spirits for Primal Magic are being rewritten to include some Dragon Lore.
Source Link:
  • N/A
Player Effects:
  • Players may not play Tarchlan characters anymore, or reference Muird Lore in any compliant capacity.
 
WHERE ARE MY DRAGONS??????

Name:

  • Red Fire Dragon
  • Green Forest Dragon
Effects:
  • Two dragons added to the lore.
  • Gives more backstory to dragon lore.
Source Link:
Player Effects:
  • Nothing really, since they're all assumed extinct. Dragon lore fanatics should be happy, though.
Other Notes:
  • I'm going to be writing and publishing packages of dragon lore over the next few weeks, but some will take longer than others, so don't expect one every week or even every two weeks.
 
Links:
https://wiki.massivecraft.com/School_of_Ularenn
https://wiki.massivecraft.com/School_of_Avant

Effects:
Two new avanthar schools optimized to be used in unison and learned together. School of Ularenn is an axe dual-wielding/tomahawk throwing school, while School of Avant is based around Mongolian horse archery. Both can be combined to allow for a maximum Fighter/Expert-Warrior/Warrior-Expert/Fighter skill cap for both schools used in unison. Read more on the pages.

Player Effects:
All character apps that claim to be protall must edit their applications accordingly utilizing this new lore

Other notse:
I had a lot of fun writing these, enjoy!
 
Quick correction on Dimenthism page: Exist possession is silver irises and blue lombals, not white. We also recommend skinners not to worry about the lombals and just focus on the irises. The lombals are just art flavor.
 
IT'S RAINING ALCHEMY.
~* HALLELUJAH! *~

Links:
https://wiki.massivecraft.com/Cryostims

- Syringes are now lore compliant! Have fun stabbing your friends, and then having the needle break on you!​
https://wiki.massivecraft.com/Anáflexi
- Alchemy's answer to fire magic! A wall of flames in a bottle, how cool and edgy is that?​
https://wiki.massivecraft.com/Glace_Goberièn
- Alchemy's answer to ice magic! Upset about the magic rewrite? It's time to let it go...​
https://wiki.massivecraft.com/Luftkanone
- Alchemy's answer to air magic! Now you don't have to "use your own" Jar o' winds.​
https://wiki.massivecraft.com/Zzarinact
- Alchemy's answer to hex magic! Be sure to make good friends with your local alchemist!​
https://wiki.massivecraft.com/Bōkaru_bangwǒ
- Alchemy's answer to deafening lyre! Ironically, it also makes a great cure for sore throats.​
https://wiki.massivecraft.com/Somnium
- Alchemy's answer to dream lyre! Or perhaps it's more of a chloroform...​
https://wiki.massivecraft.com/Alazan's_Hands
- Alchemy's answer to ghost grip! Hang yourself up like the pretty wallflower you are.​
https://wiki.massivecraft.com/Guilloux's_Gluant
- Not quite giving you the "grip" you need? Perhaps you need some alchemical super-glue!
https://wiki.massivecraft.com/Strauss'_Silence
- Alchemy's answer to anti-magic! Useful against all of those nasty wizards, and your irritating friends!​
https://wiki.massivecraft.com/Duister
- Alchemy's answer to sneaking! Try not to think about the racial issues, just enjoy the cover of night.​
https://wiki.massivecraft.com/Jīnyú_dú
- Alchemy's answer to death! Yes, DEATH!​
https://wiki.massivecraft.com/Dansey's_Stride
- Don't want to feel the pain of your impending death? Give yourself temporary pain immunity!*
*Drawbacks included. Lore staff are not responsible for any harm caused by the usage of this potion.
https://wiki.massivecraft.com/Stonepetal_Tea
- Tired of all this death and just want to retire to the home of the Wolathar? Well, now you can.

Removals:
To accomodate for all these new additions, a few obsolete alchemies have been removed.
. https://wiki.massivecraft.com/Magebane_Tea - Removed to make mage hunting significantly harder.
. https://wiki.massivecraft.com/Glusk - Replaced with Guilloux's Glaunt.
. https://wiki.massivecraft.com/Osritte - Removed due to lack of use.
. https://wiki.massivecraft.com/Zotaku - Removed due to lack of use.
. https://wiki.massivecraft.com/Duindin's_Fire - Removed due to lack of use.
. https://wiki.massivecraft.com/Avetyaben's_Grace - Removed as a "cure-all" anti-toxin was not considered conductive to roleplay. Seek herbalism, bloodletting, or a Celestial mage instead!
Effects:
These new alchemical concoctions have been written to give those who have lost their magic an alternative with similar effects. We hope that you'll find them to your liking! For those that may be interested in the School of Alchemy after reading these, the Intellect Schools are on their way through an update to improve their pages with more information on each school. Stay tuned! (In the meantime, the current pages are perfectly safe to use).

Player Effects:
All previous magic users, all potential magic users, all previous alchemists, all future alchemists, everyone!
 
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Hey. Hey you. Do you like hooks, fighting, and stealth? Then oh boy do I have something for you.

Link:
https://wiki.massivecraft.com/School_of_Haaken

Effects:
New combat school to make up for Ghost grip magic, if Alchemy isn't your groove. No, you can't climb on rooftops with this, don't even try it.

Player Effects:
Alternative to ex-Ghost grip mages, and a fun new combat school for shady characters to enjoy.
 
Plants and Animals! Flora and Fauna!
School of Horticulture and School of Husbandry!


Reasons:
  • The first two examples of the new Intellect template have been released!
Effects:
  • Your character can now specialize in any of the following fields:
  • Agriculture (Farming) / Floriculture (Gardening) / Viticulture (Winemaking) OR;
  • Husbandry (Farm animals) / Falconry (Hawks / Falcons) / Cavalry (Horses)
Source links:
Player Effects:
  • Anybody who was previously registered in the Discipline of Husbandry section of the School of Biology should read the new page and update their character applications accordingly. The School of Biology page is now obsolete, and the School of Medicine is next to be rewritten.
 
Link:
https://wiki.massivecraft.com/Five_Family_Rebellion
https://wiki.massivecraft.com/Skagger_Wars
https://wiki.massivecraft.com/Unspoken_War

Effects:
History now has three new articles! This paves the way for future history articles.

Player Effects:
This allows discussion in RP, scholarly characters to write on these events as well as noble families to better understand their possible role in these conflicts. It also adds more specific context to the recent political situation and give more information to Vampire roleplayers as to their "peoples" history.
 
Link:
https://wiki.massivecraft.com/School_of_Visual_Arts
https://wiki.massivecraft.com/School_of_History
https://wiki.massivecraft.com/School_of_Music

Effects:
Requires new character application edits, provides more Intellect Schools.

Player Effects:
Artist and musician characters now have schools for each! Additionally, scholarly characters such as historians and archivists are more are possible to be played better with the addition of the School of History. This also means more character application re-reviews but new developments are always good!
 
Update Blackmark School to make them more specific about how they fight and with what weapons.

Reason:
The School was really confusing to read due to the constant reference of shields, and then not actually using shields because some of them used two handed weapons.

Link:

https://wiki.massivecraft.com/School_of_Blackmark

Effects:
Lore wise, they no longer use heavy weapons such as Zweihänders or Glaives. Purely one handed maces, morning stars or Spal's.

Player Effects:
Consider the changes @all Blackmark characters.
 
Change in School of Bloodcast.

Reasons:
Viridian change from tower shields to heater shields meant Bloodcast would have to do the same, being based on the same combat techniques.

Effects:
Lore wise, none.

Source links:
https://wiki.massivecraft.com/School_of_Bloodcast

Player Effects:
Bloodcast characters should not use tower shields anymore. Heater or kite shields should be used instead.
 
Religions
Reasons:

  • Can't be losing your religion now.
Effects:
  • Adds in two new religions to provide context to both Qadir and xenophobic Daendroque in the Regalian Archipelago
Source links:
Player Effects:
  • Qadir now have their religion! So Qadir characters can choose their level of knowledge or desire to perform such RP involved with this. Also, dark cult people now have a new member!
 
School of Rangers update:
https://wiki.massivecraft.com/School_of_Rangers

The old School of Rangers was unfocused and complex. It has been revised to be shorter and more focused on archery, a highlight of lower-Elven culture. The two other disciplines have been removed: The Alte-Hathel form was basically the same as the School of Mariposa, while the Hathel form will be replaced in an off-shoot school released at a later time.

Player Effects:
The Arcol Discipline of the School of Rangers is now the focus of the entire school. Players who used the Alte-Hathel form can easily change to the School of Mariposa. The Hathel form will be replaced with its own school eventually.
 
Claith Update
Reasons:

  • Have seen a lot of Claith dancing the jig around here of late and their continent's lore was atrociously old
Effects:
  • Adds in details on a new culture and on a previously vague continent
Source links:
Player Effects:
  • All Claith RPers will need to make the necessary adjustments if they were born on Eriu. Additionally, players might now know more of these people and their strange ways, so, new conflict between them and Unionists!
 
Magical Animal Update
Reasons:

  • Mythical stuff is important to know, one article makes sure anyone present at this time or who lived in Ellador can accurately describe them while the other is to let new players in on information
Effects:
  • Adds in details on two magical creatures
Source links:
Player Effects:
  • New players will have more access to events of the past through more solid definition of these two animals.
Personal note: Please know that as the writer of these two articles, I did not intend for these to coincide with those in the know might immediately think was the inspiration for these. Separate thought processes brought me to writing these articles.
 
Songaskian Masaya
Reasons:

  • Everyone loves to know the enemy
Effects:
  • All new state lore
Source links:
Player Effects:
  • Players now have a better, clearer idea of how the Songaskian Masaya functions as a state which will make their character applications better. Anything in contrary to this should look to change that.
 
School of Alchemy Update!

Reasons:
  • Along with all of the other Intellect Schools, the School of Alchemy page needed a spruce up to make it both more accessible, and more clear to the players.
Effects:
  • The Discipline of Alchemic Theory and Discipline of Philosophy have been merged into a singular School of Alchemy; the only variation being minor differences in code of conduct.
  • The Discipline of Magicamy has been completely removed due to the Magic rewrite.
  • The idea of Chi'en-Ji Alchemists, and by extension the Golden Hand and its Noble Goal, have been removed. Chi'en-Ji are now focused around the disciplines of astronomy and magic, not alchemy.
  • To celebrate, there is also a new alchemical "stink bomb" for you to use!
Source links:
Player Effects:
  • Everyone with an approved Alchemist character should read the new lore and edit their applications appropriately. It now takes a total of 14 years minimum to reach Expert.
  • All School of Magicamy permissions are henceforth revoked. Please convert your character over to the new School of Alchemy (or a different skill) in order to keep your alchemical knowledge!
 
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