Lore & Wiki Updates

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Small update to School of Atraves

Reasons:
  • Yanar can now Combat.
  • This is the in-house recommended Yanar combat school. Though not enforced of course.
Effects:
  • School of Atraves is now Nelfin and Yanar only, instead of Nelfin only.
Source links:
Player Effects:
  • Nada
 
Combat Schools, marvelous, marvelous Combat Schools

Reasons:
  • A few more little holes to be filled in, Orcs and Unionists be happy as these affect you the most
Effects:
  • Not enormously, most of the schools will perhaps serve more as background lore or schools rarely able to be played out for their need of mounts and certain conditions
Source links:
Orc Schools
Unionist School
Player Effects:
  • Orcs RPers might want to look at these and see the new combat forms as well as Unionist fighters
 
Chi'en-Ji Revision

Reasons:
  • The Chi'en-Ji page made it seem as though the race could rise above Toned body build, though it was never meant to, and the Toned cap was enforced anyway.
Effects:
  • Very few. Chi'en-Ji are now hard-capped at Toned build and cannot surpass it.
Source links:
Player Effects:
  • Provide how this will affect players Chi'en-Ji characters are no longer allowed to rise past Toned in build.
  • Players with Chi'en-Ji characters above Toned in build are required to edit their applications accordingly.
 
Minor Url addition

Reasons:

  • Not falling down the pitfall of bad race design again
Effects:
  • Url can choose between hooved digitigrade legs and regular plantigrade legs, though both will have the regular fur.
  • Sentence: "There is a minor mutation among some Url which are formed without digitigrade legs or hooves, though the fur on their lower legs remains consistent."
Source links:
Player Effects:
  • None. This is purely character choice.
 
Height and Racial Categorization Changes
Reasons:

  • The Racial Heights page was incredibly old and seriously needed an update. With this, a new and simpler form of Racial categorization is also being implemented.
Effects:
  • Very little, it is mainly streamlining existing lore and updating old documents
Source links:

Player Effects:
  • Minimal, the work done will most likely only affect Ailor due to the impact the height changes may have to characters of the many different cultures.
 
School of Medicine Update!

Reasons:
  • The Discipline of Medicine, along with the other facets of biology, were woefully under-explained. With an entire page now dedicated solely to the topic of Medicine, we hope that the increasing amount of doctor characters will find more to roleplay with!
Effects:
  • The Discipline of Medicine has been segwayed into its own School, separate to the other Disciplines.
  • The School of Biology has been removed. All pages necessary to replace it have been published!
Source links:
Player Effects:
  • Players registered with the Discipline of Medicine should read the new page and update their characters accordingly.
  • The time required to graduate has lowered slightly, but there are extra limits to the Code of Conduct.
  • Any players who previously used the Discipline of Development will need to choose a new intellect school to replace it. The most fitting replacements are the School of Medicine or the School of History!
 
School of Leadership Changes
Reasons:

  • Updating and more clear specifications on various aspects of the military which can be gained through an education in this school
Effects:
  • Any and all leadership characters will need to change up various areas of their application to conform to these new changes
Source links:
 
Update to the Songaskian/Qadir States

Reasons:
  • The old articles were severely outdated and the location and facts of the nations needed to be changed.
Effects:
  • Al-Alus is now a Qadir-Controlled territory of the Masaya
  • Mooriye is similar to Al-Alus.
  • Caliphene Republic is now a Songaskian defector state.
  • Caliphene Republic is now renamed to Califaera.
  • Mooriyye is renamed to Mooriye.
  • The articles formerly used for those states are deleted and replaced. Former lore is no longer valid.
Source links:
https://wiki.massivecraft.com/Republic_of_Califaera
https://wiki.massivecraft.com/Territory_of_Mooriye
https://wiki.massivecraft.com/Territory_of_Al-Alus

Player Effects:
  • Characters from the states of Al-Alus, Mooriyye, and the Caliphene Republic should look at the new pages and update their characters accordingly.
 
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Reasons:
  • De-synchronized gender representation in Velheim culture/completely dejected singing aspect.
Effects:
  • Females now have a specific religious role.
Source links:
Changes Made:

"Valsung are equally respected in Velheim culture, but to a much lesser extent than Staargir. Where-as Staargir use rituals to augur the future, Valsung use rituals to illuminate the past. Valsung are an all-female religious role in Velheim society, a role which has often also been described as the "Guardian of the dead". While Staargir often live inside the Helbolwen, the Valsung guard the entrances and perform their ritual services to the dead from there. When a Staargir embalms a dead person, or when a dead person's last march proceeds before being laid to rest, Valsung are always present singing the Helsang, a chant of the dead in a rare showcase of Velheimer singing without instruments. The Helsang is both a beautiful yet harrowing chant that laments about the death of a person, while giving a poetic citation of their life to all those who listen. Valsung accompany so called Death Marches, where an embalmed person is taken on a procession through their home town before being laid to rest. They also sing to the dead from the doorways to the Helbolwen. Furthermore, Valsung are consulted when a dead person's past has not been resolved. For example, a hidden treasure, a long lost relative, or a conflict between relatives that has never been resolved are all the jurisdiction of the Valsung. Valsung take offerings and compensation to engage in rituals of the calling, where they use the Helsang to summon the soul of the dead for reconciliation with the present. It is also said that Valsung are lucid in their dreams, and fight off the evil spirits from trying to corrupt and posess the bodies of the dead to make them rise again as Helvall, or the undead. To be Valsung is relatively simple in Velheim society, though not an often chosen role for young girls. More often than not, are Valsung chosen for their singing talent, or because they've had some sort of supernatural encounter or vision of the past. "
 
Did anyone say, Languages?

Reasons:
  • There is barely any hard definition for language lore. All the way from who speaks the languages, to where they come from and who can speak them, this document aims to be a reference document for new and old players alike.
Effects:
  • There are now set years to learn every language.
  • Languages are grouped into different 'language' groups.
  • Who speaks each language is now defined so that you can learn from the proper race, whether that's in your backstory or IG.
  • Language Tags are now officially implemented, and stated for every single language.

Source links:
 
No I didn't hear Languages, I heard Ailor/Human Cultures!

Reasons:
  • The old "Human"/Ailor cultures page was atrociously old, needing an update
Effects:
  • Various Ailor RPers now have more clear distinctions between different branches of culture on the server
Source links:
Player Effects:
  • Players should examine this page if they plan on making any Ailor/Human characters to better examine the cultures present here so as to improve their character making process
 
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A quick amendment to Yanar reproduction!

Reasons:
  • Having Yanar only able to reproduce in May did not allow for roleplay freedom, and essentially castrated players from using the in-depth reproduction lore that was written for them.
Effects:
  • Yanar may now reproduce at any time, but only once a year.
Source links:
Player Effects:
  • Current Yanar players may update their character applications to include a different birth date if they so wish. Babymaking is also possible from this point on.
 
Gave a quick change to the Imperial Elven page and added a guide on how to properly create Imperial Elven names.
Reasons:
  • Yall were getting out of hand with the language. Its not a competition of who can make the longest, most cancer-bound Elven name in Aloria.
Effects:
  • New guide on making Elf names, nya
Source Links:
Player Effects:
  • You don't have to change, but then you'll be old news, so you should probably make your name conform to the new Lore.
 
Minor States Published

Reasons:
  • To provide current roleplay and future roleplay through elaboration of the lore universe
Effects:
  • Roleplayers now have much more variety in origin and visitation location with the vast number of Minor States to choose from
Source links:
Player Effects:
  • Every player should at least glance at this article to see what sorts of side conflicts and events are occurring every day in Aloria beyond the scope of what you hear about in progression posts
 
Published new Combat School

Reasons:
  • Didn't have a real "strongman" build school that wasn't either Blackmark (which is difficult to pull off on social characters) or Feer-Drakken (which has no real defensive capacity), so Hitlok is supposed to bridge the gap halfway.
Effects:
  • School of Hitlok published
Source links:
Player Effects:
  • Nada
 
Two Ailor Cultures Published

Reasons:
  • We are creative people, need to fill in those gaps.
Effects:
  • Two cultures published.
Source links:
Player Effects:
  • Players can now be "American" with the Colonial culture while Leutz-Vixe has always been a small but popular group due to their unique blend of Ithanian and New Regalian ideals.
 
More Soul Magic animal options!

Reasons:
  • Some of the Soul Magic animal options were repetitive (e.g- Predator Bird and Vulture) or limited.
  • While this was fixed a few hours after launch, a wiki edit the next day accidentally reverted the edit.
Effects:
  • All Soul Catagories now have a minimum of 5 animals as opposed to 4.
  • Repeats have been omitted and changed.
Source links:
Player Effects:
  • Soul Mages now have a few more animals to pick from. Nothing was in essentiality removed, so if you're content with your current Ellon nothing should need to be changed.
 
Clarification/Changes for Magic users and the Schools of Medicine & Alchemy!

Reasons:
  • For a while now there has been confusion surrounding whether a School of Medicine/Alchemy graduate can learn Magic if they are privately taught.
  • Placing a flat ban on Magic/Physician and Magic/Alchemy characters was considered unnecessarily limiting.
Effects:
  • Mages may be privately taught in the Schools of Medicine or Alchemy, but only to a level of Learned/Caster or equivalent.
  • School of Medicine graduates should still look down upon Celestial Healing. While this does not mean it is impossible for a Celestial Mage to learn the School of Medicine, it will require some justification.
Source links:
Player Effects:
  • Mages now have another school to combine with if they wish and School of Medicine/Alchemy characters now have other avenues to progress down!
 
Lore Updated due to Allar Rewrite

Reasons:
  • With the new Allar lore, everywhere that mentioned them needed updating
Effects:
  • Updates and rewrites to four articles
Source links:
Player Effects:
  • This should not affect players too much, much of the basic information remains, some of the details have just been adjusted given the new lore
 
List of Major Cities Release

Reasons:
  • We had an empty Cities section and the List of Minor Nations and States was popular
Effects:
  • New article, updates several areas to the most recent lore
Source links:
Player Effects:
  • Players can now use these locations in their Life Stories, background and in general, everyday Roleplay
 
List of Minor Lore Changes

Reasons:
  • Unclear Info/Subject to misuse
Effects:
  • Change in Skills
Source links:
Player Effects:
  • Necrothors are now only for Trustees.
  • Necrothors physical power has been increased even further to compensate.
  • Necrothor regulations that require a character app and active character have been removed.
  • Necrothor viable races have been clarified.
  • Blood Dancing now cannot be activated on self-harm.
  • Blood Dancing now cannot be activated more than 20 seconds after harm being done.
 
Minor Lore Confirmation to School of History

Reasons:
  • Lack of vital information
Effects:
  • Reinforcement in School Learning Time
Source links:
Player Effects:
  • For some reason, the School of History Expert School Abilities section did not directly state it takes 20 years to reach Expert (barring Discipline of Nelfin which takes 30). All players with an Expert level in the school should immediately double check to see if their Life Story and other features fit this fact.
 
Explosive alchemy balance updates!

Reasons:
  • Too many people pop Obscura out of their butt. It had lost it's effect to the point the point where many people don't even react to Obscura anymore.
Effects:
  • Obscura now requires ignition using a match or flame to explode. (THIS MUST BE DONE IN MORE THAN ONE EMOTE!) The effects and radius in which it produces a cloud has also been more clearly defined.
    -
  • Firebite has been amended with multiple clarifications of the flashbang's effect radius. It also lasts for a much shorter period of time than it's previous "few minutes", and is harder to create, but is more potent at short ranges.
    -
  • Huatao has received clarifications and a slight buff to effects. In addition to dizzying the target, it now produces a painful, itchy rash and headaches. It is intended to be a quieter, more discreet version of Firebite.
Source links:
Player Effects:
  • Alchemists characters and those who use alchemy should bare these above changes in mind!
 
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End of the History Project

Reasons:
  • Lack of information and this is the end of a project, just a minor announcement of what was completed
Effects:
  • Clarity on lore events either IG, World Prog Post or in Aloria's past
Source links:
Player Effects:
  • Little to none beyond those who OOC speculated the details of these events. Mostly for possible background for characters to understand certain happenings and events later on in the history. Also, for all new players, the major world progression posts/events have been written up!
More are still on the way, just need editing and final pens to paper!
 
Songaskians have been updated to have "Light Beige eye colors with hints of purple on the edges".

This is part of an ongoing effort to purge all gold eyes from the system save for Silven.

The change is relatively subtle, just desaturate your art/skins a bit and the correct eye color should come out.
 
Highland Ceardian Culture Published

Reasons:
  • Culture~
Effects:
  • Nothing significant but anyone who has a Highland character should take a look
Source links:
Player Effects:
  • Nothing significant but anyone who has a Highland character should take a look
 
Included a small Proficiency for Bodycare which covers Tattoo, Pedicure & Manicure, Personal Training, Barbers & Make-up Artists etc.
 
Added:

" Orc faces furthermore have enlarged brow bones and muscles upon which strong eyebrows would normally sit. Culturally speaking, what Regalians consider as "Wild Orcs" (Those still living among the clan and tribelands) shave their eyebrows to dehumanize themselves and appear more intimidating. Regalian born or otherwise Regalia acclimated Orcs do not shave their eyebrows, and as such, a clear visual distinction can be made between the two."

To the https://wiki.massivecraft.com/Orc page.

After a short discussion, this small visual change was deemed to be beneficial in being optional.
 
~ ALCHEMY PROFICIENCY UPDATE~

Reasons:

  • It was generally unclear what "difficulty" meant, and how it translated into the new proficiency system. There was a simple solution to this!
Effects:
  • The alchemy format has been changed to remove Difficulty and Obtainability.
  • In it's place, there is now a "Proficiency" header on the side-bar, which lists what minimum proficiency is needed in Alchemy to produce the potion.
  • Additionally, Hempaben's Remedy has been replaced with Cealle's Remedy due to lore rewrites. It is vastly the same, but is now effective on all races.
Source links:
Player Effects:
  • Players with alchemist characters should brush up on the pages to ensure their character has the proficiency to make the alchemies! All alchemies fall between 1-20 proficiency points, meaning an expert can create everything. Very few go above 12/15 too.
 
Metal Proficiency Update

Reasons:
  • Due to the Smithing proficiency, Metals need an assigned number and while for now it has been a limited updated, it should be rolled out in full force sometime soon.
Effects:
  • A Proficiency tab has been added to the Mineral Format for Metals
Source links:
Player Effects:
  • Metals are one of the rarely used bits of lore and this change will only effect blacksmith characters.
 
Etosian Culture Release
Reasons:

  • Because I am a workhorse and plowing fields of creativity for a harvest of glorious lore is what I do.
Effects:
  • Much, much greater detail now exists for Etosian RPers, in every aspect to their culture.
Source links:
Player Effects:
  • All Etosian RPers should take a look and consider updating their applications if any of the information affects them though it is unlikely it will do so.
  • No one else is affected by the update but I still encourage everyone to check it out.
 
Vampire Point Cap Reclarification
Reasons:
  • The presence of a hard cap on Vampire Proficiency points went largely overlooked due to being misworded.
Effects:
  • This has been re-clarified, so as to prevent further confusion and overlooking.
Source links:
Player Effects:
  • Vampire points are now a hard cap, meaning that School bonus points are counted within the cap. For example, a character who has been a Vampire for 90 years will have 30 points remaining. If they have learned a school, they will have no further points available.
  • Vampire players will be required to make alterations to their character applications, then request a re-review from their application's reviewer to be re-approved.
 
School of Rangers

Reasons:
  • We lacked a new description for the School, and wanted to provide a more open version of the School to allow for more playability. Another update to the School may follow if it is played actively, but this is an initial version to provide roleplay off of.
Effects:
  • Individuals can now come from the School of Rangers, and take the history of Elven Kingdoms vs Regalia into their roleplay, providing conflict between the varied types of Rangers.
Source links:
Player Effects:
  • Any individuals with looser descriptions of the School of Rangers, such as tutoring, should rewrite their applications to fit the current model.
  • Any individuals who were Rangers and involved in the Elven War of 302, or any subsequent Elven-Regalia wars, should consider if this has an impact on how they see the war and it's worthwhile.
 
Metals Update
Reasons:

  • Similarly to Alchemy, Metals are tied to the Smithing Proficiency so they needed to be updated so characters can know at what point level they can work the particular metals.
Effects:
  • Players are now aware of what Metals are within their power to work depending on what their Smithing Proficiency is.
Source links:
Player Effects:
  • Minimal updates are required for characters, they just need to be careful on what they say concerning what metal their character might be able to work.
 
Daendroque Culture Release
Reasons:

  • Because I am a workhorse and plowing fields of creativity for a harvest of glorious lore is what I do.
Effects:
  • Much, much greater detail now exists for Daendroque RPers, in every aspect to their culture.
Source links:
Player Effects:
  • All Daendroque RPers and possibly crime groups as well should take a look and consider updating their character applications if any of the information affects them though it is unlikely it will do so.
  • No one else is specifically affected by the update but I still encourage everyone to check it out, there is a lot of information and detail here.
 
List of Languages Update
Reasons:

  • The original article was flawed in several ways, from a lack of grammar processing to a lack of lore checking before publication. Also, it was rife with incorrect learning time information. Hence, while it is a supplementary material, it still needed an update.
Effects:
  • We have cut down some of the languages, mainly those which exist within a fraction of in the in-lore population but also those which are uncertain of/definitely not staying.
Source links:
Player Effects:
  • There is limited to no effect on players. Players have been aware of the changes the Sihai update will bring, so this page is simply a prelude to that update in what languages it removes.
 
Url Proficiency calculation change:
https://wiki.massivecraft.com/Url#Changing_an_Existing_Character

Admittedly through personal experience, I discovered that people who choose to become Url IC suffer huge combat penalties, often up to 70% of their Combat proficiency being annihilated during the transition from Ailor to Url. The old combat boost regulation seemed to heavily favor older Urls who had time to recuperate their losses on proficiency at an older age, and severely punish new Urls who were created as a response to roleplay by making them essentially Proficiency wise as strong as a 17 year old.

To change this, the Url Proficiency calculations have been modified. Now, the changes are entirely dependent on School bonusses, and the elimination of said school bonuses where they are applicable. This way, when turning Url, Proficiencies either stay leveled and do not increase or decrease at all, or face a small increase depending on how you view the +20 Tracking.
 
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