Elementalist Guild Update

Started by Rathustra, March 21, 2016, 04:22:38 PM

Magick Guild Update

Introduction:
Hello and welcome to the first phase of guild renovation. Today's update addresses the elemental magicker guilds: fire elementalist, water elementalist, stone elementalist, wind elementalist, shadow elementalist, lightning elementalist and void elementalist.

This is a major change that fundamentally adjusts how elementalist PCs are created. This FAQ will attempt to address exactly what the changes involve and, where appropriate, why the changes were made.

IMPORTANT NOTE ABOUT EXISTING MAGICKERS: No existing PCs will be altered by this change - you will be able to continue playing your existing elementalists as normal. Once these characters die or are retired, future elementalists will be subject to the changes.



CLICK HERE TO JUMP STRAIGHT TO THE FAQ - but I do recommend reading all of this post!
CLICK HERE TO GO TO THE DISCUSSION THREAD.


The basics - what has changed:
This is every change listed in brief. For detailed explanations read on.


  • The fire elementalist, water elementalist, wind elementalist and stone elementalist guilds are no longer selectable for new PCs.
  • Four new elementalist subguild types have been added for fire, earth, wind and water making a total of sixteen new elementalist subguilds.
  • The shadow, lightning and void elementalist subguilds are no longer selectable for new PCs. Elementalists of these elements are no longer open for play.
  • A selection of new help-files have been added detailing stone/fire/wind/water elementalists, elementalism, spells, cantrips and other topics relating to running a magicker PC.
  • Half-giants now have restricted access to magickal subguilds.



In more detail - what each change means:

Fire/Wind/Water/Stone Elementalist guilds no longer open for new PCs:

  • No new PCs can have a magicker main guild. All magickal ability is granted through subguilds.
  • Existing magickers play out as before until they are retired or die.
  • There is no distinction in the code between a 'main guild' and a 'subguild' mage - they operate in the same way.

We've removed the ability for a PC to only be a magicker. Previously a magicker's capabilities outside of magick were limited by what subguild they selected. Their magickal nature somehow stimied their potential as mundanes, suggesting that increasing magickal power was the 'natural' or 'correct' way to play and develop a magicker PC. This is no longer the case - an elementalist's magick is separate from their potential as a mundane.

This decision was made to move away from magickers as 'elementalists', 'mages' or 'wizards' - characters defined by their magick, who are entirely about their magick. Magickers in Armageddon are people first and this is now properly reflected by their main guild selection.


Sixteen new elementalist subguilds:

  • Wind, fire, water and stone each now have four subguilds dedicated to each.
  • Each set of four subguilds consists of three elemental 'aspect' subguilds and one 'touched' subguild.
  • Beside four, every elementalist spell (from the fire, water, wind and stone elementalist guilds) is present in at least one of the subguilds.
  • Each elementalist subguild has a karma cost associated with it. The subguilds within one element may have differing karma levels.

Each of the elementalist guilds for fire, wind, water and stone have been separated into three thematically cohesive subguilds called 'aspects'. These subguilds, while overlapping to some extent with each other within an element, each possess capabilities unique to them.

The fourth subguild for each element represents a character with a subtler connection to their element. These 'touched' PCs possess a mixture of mundane and magickal abilities to reflect this less explicit elemental potential.

Each element has been split into three parts as to prevent magickers having effectively two guilds. An additional benefit of this split is that it is even less likely that any two elementalists are the same or can be assumed to possess the same abilities. Magickers of the same element, but differing aspects also now have something to offer each other. The touched subguilds offer new players an introduction to magickal roleplay and the different elements and further muddy the waters as to what magicker can do what.


Removal of shadow/lightning/void elementalists:

  • Existing drovians, elkrosians and nilazi will continue to play as normal until they retire or die.
  • New PCs of these elements can no longer be created.

Elementalists touched by the demi-elements of shadow and energy or the pseudo-element of void are no longer open for play. Being the products of previous staff, their place in the game world and spell repertoire was developed piecemeal and usually without oversight, creating guilds with a mishmash of spells.

The efforts of staff and players have hammered these elements into staples of the game world and, with some code adjustments, the spells associated with them will find their way back into play. The elements themselves are not ceasing to exist and nothing about this change involves 'retconning' or destroying the player/staff developed lore surrounding these game aspects.


New help-files:
We've added a selection of new help-files and will be working on our collection of magick-focused help-files over the coming weeks to help give a more up to date and cohesive picture of Armageddon's magickal theme.

Efforts have been made to elaborate or touch upon areas that feedback on the GDB has suggested need work. Things like how a magicker might experience or view their magick, how an elementalist differs from a mundane counterpart and ways in which the mindset of the ignorant masses may react to magick from each of the elements. Also on the slate for future release are general overviews of the elementalist quarter and Allanaki attitudes towards magick.


Half-giants and magick:

  • Current HG magickers can continue to play as normal until they die or are retired.
  • Half-giant PCs can only select from the 'touched' elementalist subguilds.

Half-giant magickers have always been a niche PC concept. Their immense potential as a combatant has always been tempered by the fact that the magicker guilds barely held a candle to the combat prowess of mundane guilds. Setting elementalism as something tied to subguild choice changes things - a half-giant warrior now has an avenue to apply their immense strength and endurance, despite the various features of their nature that might make them a poor spellcaster.

Not wanting to remove the half-giant magicker concept entirely, a compromise was made in adjusting the subguild choice offered to HG PCs. Half-giants may now only select the four 'touched' elemental subguilds.


FAQ:

Why have you made this change?
Quote from: Change Overview
We've removed the ability for a PC to only be a magicker. Previously a magicker's capabilities outside of magick were limited by what subguild they selected. Their magickal nature somehow stimied their potential as mundanes, suggesting that increasing magickal power was the 'natural' or 'correct' way to play and develop a magicker PC. This is no longer the case - an elementalist's magick is separate from their potential as a mundane.

This decision was made to move away from magickers as 'elementalists', 'mages' or 'wizards' - characters defined by their magick, who are entirely about their magick. Magickers in Armageddon are people first and this is now properly reflected by their main guild selection.


Will this change affect my current PC?
No. All changes introduced in this update are to new PCs only. Your current PC will not be changed in any way.


What happens to my current nilazi/drovian/elkrosian?
They will experience no change. They can go through their lives as normal until they die or you choose to store them.


Can I have my current PC's subguild changed to one of the new subguilds?
Unfortunately we can't facilitate this without a lot of involved fiddling with your character's skills.


What is the IC explanation for these changes?
These changes are only being marked OOCly. Nothing monumental has changed in the game world - there will be no spectacular shift or RPT to mark this change. Whether or not your PC notices any change should be down to what they encounter IC and based on their IC knowledge of elemental magick. You are free to have your character respond in a way consistent with the IG world and their individual personality if they notice anything.


What about my special application/extended subguild application that I have not yet made in-game?
Please send in a question request, quoting your special application request number. We will work with you to adjust and re-approve your application with one of the new subguilds.


What is an aspect?
This information is in 'help elemental aspect'. The short form is that aspects are particular bundles of concepts that each of the four elements are associated with.


What are the 'touched' subguilds?
The touched subguilds are a new variety of elementalist (though this distinction is currently entirely OOC) that experience their elemental connection in a less explicit way. Possessing a mixture of magickal power and mundane prowess imparted through cantrips, these elementalists offer a new way to build a magicker PC.


What are the new karma levels?
1 karma:

  • Water touched.
  • Stone touched.
2 karma:

  • Rukkian aspect of protection.
  • Rukkian aspect of creation.
  • Rukkian aspect of empowerment.
  • Vivaduan aspect of healing.
  • Vivaduan aspect of corruption.
  • Vivaduan aspect of creation.
3 karma:

  • Fire touched.
  • Wind touched.
4 karma:

  • Krathi aspect of guile.
  • Whiran aspect of tempest.
5 karma:

  • Krathi aspect of agony.
  • Whiran aspect of travel.
6 karma

  • Whiran aspect of illusion.
  • Krathi aspect of devastation.


Why have the elements been split across several karma levels?
Splitting the magickal capabilities of each of the 'main guild' elementalist has produced subguilds that are each extremely focused on one particular aspect of that element. The result of this means that it takes a lot less character investment for a character to attain levels of power that would otherwise have taken a 'main guild' elementalist a long period of development. Some of these subguilds also represent configurations of potential that, coupled with a mundane guild, require additional staff trust to have unfettered access to.


Can I use a special application to play a 'main guild' elementalist - including drovians/elkrosians/nilazi?
No. You currently cannot play a character with a magickal guild.


Is there somewhere to direct complaints regarding this new state of affairs?
Yes - please submit a question request outlining your concerns and we will try and handle your complaint as best we can. We cannot guarantee that we will be able to find a resolution that satisfies you, but we can give it better consideration through a request dialog.


I am concerned about certain aspects of this change and how they fit in with magickal theme, or whether particular aspects of game theme/history have been considered - where can I check up on this stuff?
Please submit a question request and we can talk it through. Given the sensitive IC nature of the game's magickal theme, handling such discussions through a request would be ideal.