Hey everyone - I have a couple of questions for you all in relation to certain pages on the
ImperianWiki, and any guidance you could give would be most appreciated!
The first thing that I'm trying to find is an official description or overview of what attitudes the three Circles hold. It seems like this kind of info should be easy to find, so I'm probably just failing miserably at searching the help files. I think it would be great to have more fleshed out, player-written summaries of the main conflict narrative that exists in the game, but I'd at least like to start with what the official summaries are. Can anyone point me to a description of Magick, Demonic and Anti-Magick Circles?
I started writing off-the-cuff descriptions of my understanding of them, trying to expand the
Newbie Guide a little, but I quickly realised that those perspectives could be completely wide of the mark. If anyone who's been around for the last 6 or 7 years would like to rewrite and improve them, please feel free to replace them with something better!
The other thing I'm curious about is whether player-written books and articles could (or should) be added to the wiki, provided they are available in a publicly accessible library? I don't want to diminish the usefulness of in-game libraries, particularly profession-specific or personal collections, so perhaps this isn't advisable, but I'd still like to ask. Just as there are player-written guides and summaries on the wiki, many of those beautifully written in-game articles are both informative and comprehensive on particular topics, and it seems to me they would be a brilliant resource for other players to get a sense of the roleplay and some of the perspectives that go along with it, while still offering useful information.
Any thoughts?
Comments
From rudimentary glancing over the descriptions, nothing seems to jump out as incorrect. I do think it should be noted the Demonic circle is also represented with two faces depending on council (Khandava) or city (Stavenn); I hate to boil anything down to D&D alignments but I see Stavenn as very Lawful. Khandava, on the other hand, has a particular interesting twist since it's essentially a nature council that turned and bit the hand that fed them.
Anyway, looking forward to seeing what people suggest!
the claims are stated - it's the world I've created
So, am I to take it that there really aren't any authoritative descriptions of the three factions and what their goals are? Anti-Magick seems to have a clear driving goal and well-defined boundary about it in terms of the faction narrative, but I'm not as clear on what unites Magick and Demonic (to a lesser extent) in purpose against the other circles, except in a reactive sense.
I'm also keen to hear what the more experienced players think of it!
As far as circle distinction, it basically hinges on "do you magick!?!" and "do you demonic?!?!" but there is a lot of room for interpretation. As a mortal people would attempt to explain to me why magick was bad or why demons were fair use despite the clear dangers... and everyone had a lot of their own ideas -- which is awesome, because it's a lot like real life where people come to the same conclusions using a hundred different lines of reasoning. For example, to hear some people say it, anti-magick lost a lot of that 'clear goal' @Roven mentioned when the Gods died, because a chief reason people would pull out for "why magick is bad" was "It's stolen power from the Gods!!!" ("Magick is a crutch" is another thing I heard, but I always felt like that was weak because anything can be a crutch...) And yet there's plenty of reason to believe that magick is unstable.
But even so, there's a lot of rich history for each city/council and why they shun/embrace magick (or the demonic arts). For example, I was shocked when I read HELP FIRSTAGE for the first time. Stavenn was the first city to rise in opposition to Caanae (which, the latter having fallen, leaves Stavenn as the oldest standing city in Aetherius). It makes sense for the most ambitious city to have had demons on their side from the very beginning... but magick wasn't even released on Aetherius until almost 1000 years after "the beginning"; until 1000 in the Age of Awakening (~1900 years after "the beginning") Stavenn actually didn't allow demonic use.
As far as the magick circle goes, Kinsarmar's history is rooted in occupation by Stavenn -- even pre-magick -- so there's a lot of contention there. Celidon's founding was highly interested in avoiding traditional settlement (they left Khandava because it was getting too cramped, basically), and it seems a lot more focused on living peacefully with nature instead of carving a place out in the middle of it (like Kinsarmar). Before Khandava turned demonic, it seemed (to me) a vaguely granola/northern Washington sort of place. Then the Queen's corgi bit the royal hand that fed it. (So most magick orgs hate Khandava the most because of their betrayal of nature and magick.)
Oh, and Antioch -- the bastion of light and purity and all that? -- was actually a movement of pacifists who fled Stavenn in protest of Stavenn's occupation of Kinsarmar. Not in protest of the use of magick or demons. And Ithaqua was started as an offshoot of Khandavans who were shunned for worshiping the demonic goddess Nemesis but still wanted a piece of nature. (And Aetherius gave them nature, alright. A massive frozen forest filled with gosh darn frostwolves.) When Ithaqua transitioned away from allowing demonic worship, they often got in conflict with Antioch because the AM God Illuminas had awesome fights with the AM God Baar. (I mean, really, Who blocks out the sun and stays on good terms with the sun god?)
tl;dr: sometimes it's hard to "cut and dry" the circle goals, everyone hates each other for different reasons!
EDIT: In addition, a lot of AM's culture is now splintered across sects and cults. This used to be how it was for orders, but the orders were much more ingrained the society. With the death of gods, the circle pulled together in to something else in each of its orgs, and then didn't let the sects and cults fill the gaps left by the orders. This is good, because cults and sects are such an incredibly mutable and volatile kind of system that making citizenship orgs and guilds hinge on their RP sounds absolutely horrifying. Instead, we use cults and sects to explore ideology instead of using cities or councils or guilds to promote the ideologies of orders.
EDIT: And different attacks do different amounts of damage - not related to resistance, just different base damage.
It's generally a time-to-cast vs damage consideration.
the claims are stated - it's the world I've created
It's really an integer division problem.
the claims are stated - it's the world I've created
the claims are stated - it's the world I've created
Notice that 2.5% of 32 isn't 1, it's 0.8. The rest of the IRE games use raw numbers(or rawer numbers at least) while Imperian divides everything by 11 because it's easier to grasp smaller numbers and it looks better. Assuming I'm rounding right and not bad at mathing, the spider has 349 real health, rubait is doing 255 damage and firelash is doing 340 damage. If those numbers aren't exact, they're close. Would be cool if there was a configuration option to show exact numbers, just for the hell of it.
the claims are stated - it's the world I've created
Edit: Didn't mean for that to sound so arrogant, but it's hard to be eloquent when writing this over my phone. If I'm wrong, I am really curious what would cause the percentages to be weird and what would cause different max healths for the same creature.
Edit 2: Any other solution would also have to explain how a critical hit on an attack that does x damage can do 2x+1 damage. That suggests that either the base damage is decimal, or that the real damage is being modified and rounded (divided by 11).
Or, you could try both and see which one you think looks better.
Also if anyone else can place some of the other missing skills (Evocation, Naturebinding, Pioneering, Supremacy) It would be swell too . Thank you
Oh, they summon an Icewyrm? Strange, I thought for sure it would be an earth-wyrm, since they live out in the dessert and savannahs.
Just copy over Combat Focus from http://wiki.imperian.com/Assassin
The Philosophy of the Summoner
From the notes of the Noctusari, circa 36 AM
The Summoner, is not simply intellectualism, but rather the strenuous enslavement of power. To subjugate hapless beings is one thing, to subjugate that which denies subjugation with every fibre of its existence, and then forcing it to yield its power to your control is another altogether.
As such, the Summoner class is central to the Noctusari. Our newer powers are no stranger to us, for the art of Shamanism was taught to us by Cadmus, the last Shamanic God and Demon Lord, and Insidian's treacherous Hypnosis is an exemplary demonstration of subjugation. Yet, at the end of it all, the Summoner has, and should always remain, the heartbeat of the Noctusari - not for antiquation, not for legacy, but rather because the definition of Power is simply and undeniably Transcendent when you subjugate that which defies subjugation.