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TestMagic

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Revision as of 21:26, 1 December 2024 by OkaDoka (talk | contribs)
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The Magic category page contains a collection page that contains useful links to articles discussing the theory and worldbuilding around Magic, Demons, and all things related to other dimensions and the Arcane. Each page has a self-contained subject matter, but they are all related to the Magic Theory Page, which contains most of the applicable information for Magic usage in Aloria and is also recommended reading material.

Magic Theory (done)

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The Magic Theory page contains a full breakdown of the worldbuilding theory and facts concerning Magic, including a Quick Start guide useful to players to determine some basic information for a Magical character and to get up to speed with Magical roleplay as quickly as possible. This page is considered the main page of this section, as it also contains links to all other pages mentioned below, but each page can be tackled separately. This page is large, and so the content is separated between the necessary and required reading at the top, links to intermediary useful reading content, and more general reading content that is largely optional or won't be interacted with on a day-to-day basis in roleplay on the server.

Magic Realms (done)

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The Magic Realms page contains a more in-depth review of the alternate-dimension realms that Aloria is connected with. While the Magic Theory page gives a simplified read-out of the basic designs of the realms, this page goes into more nuanced detail. This page in also links to further related pages, such as the individual societies and cultures that exist within these realms. This information can be useful to know because not every realm is treated equally in day-to-day roleplay and a choice wich realm to be aligned with may affect the day to day roleplay and interactions with other players based on conflicts or alliances between the realms. Every Mage character should choose at least one of the realms listed.

Demonology (Writing)

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The Demonology page contains a full breakdown of the worldbuilding theory and facts concerning Demons, beings and entities from other dimensions than Aloria and the native entities of the Magic Realms. Demons are playable on Massivecraft, but we generally recommend Players play mortal characters instead, as Demons have some built-in limitations that can make freely roleplaying as them difficult. People in Aloria are generally mistrusting of Demons, fearful of their trickery and violence and ulterior motives, so many regular roleplay opportunities may be denied to Demons due to their very nature. This page also contains other useful information for Summoners, characters who summon and bind Demons into their service.

Curse Magic (Rewrite)

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The Curse Magic page contains a full breakdown and all associated rules with the usage of Curse Magic, including some examples and do's and do n'ts. Curse Magic is similar to regular Magic, but unlike regular Magic, can impart delayed effects or conditional activation of Magic that has a long-lasting effect. Curses are generally seen as immoral usage of Magic, not only because they produce a lot of built-up corruption, but also because Curses are always exclusively detrimental to the victim. Dealing with or removing of Curses covers a large part of what the Aelrrigan Order deals with in Regalia. Curses can also be broken by non-Knights however, with the process of removing and counteracting Curses enclosed in this page.

Magic Academies (done)

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The Magic Academies page contains mostly background information for official academies and magical schools across the world of Aloria. This is only relevant for a small subset of players who have declared their Magic using Character to be educated in official centers of learning, versus many of the other Training styles. The Magic Academies requires a bit of geographical information, so a map of all the Academies in relation to nations is enclosed, and some general recommendations are also provided for what Character types should go to what Schools. This Page only contains major prestigious Academies. Players are more than welcome to write smaller local schools or teaching homes into their backstory if they want.

Magic Events (done)

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The Magic Events page contains a breakdown with information on Magical Events, and which types of Characters they will affect, and how. Magical Events are temporary situations that occur in the Rolepaly World that have something to do with Magic, or are caused by Mages, that also more generally only affect Mages. Such Events can however also cause knock-on effects of different types of Characters enacting their own schemes. For example, a Mage-Storm that largely renders Mages incapable of casting Magic might embolden Purist forces to attack Mages in the street and make the city dangerous for them. This page is not generally necessary to read, until such Events actually take place, and it will always be linked to when they do.

Aelrrigan Order (Review)

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The Aelrrigan Order is not strictly related to Magical theory, but is heavily involved with Magic roleplay. As such, this Knight Order is separately mentioned on this page for ease of reference. Whether it is "evil" Mages who are declared renegades and hunted by the Aelrrigan Knights, or players who might want to consider making their Mage Character an Aelrrigan to fulfill the niche of "Mage-police", the Aelrrigan Order gets involved with many Magical things in Regalia. It may also be a good starting point for new Characters because Knighthood creates a sense of belonging and an easy-to-join social group that has guaranteed activities from week to week. It is recommended you finish laying out a Character design before delving in this.

Purism (done)

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Purism is a cross-culture and cross-religion concept of anti-magic, or the idea that all forms of Magic are evil, bad, corrupting, or not natural to the world that all mortals live in. Purism can range from extreme fanaticism and the desire to kill Mages out of hatred or fear, or more malign bureaucratic obstructionism where Characters who just hate Mages try to be as obstinate as possible and legislate them out of existence. Purism has a large number of potential reasons ranging from trauma, fear, and bigotry, to being divinely commanded or even Cursed from the outside. This page tries to tackle this topic with as much nuance as possible, but Players are also encouraged to spin their own interpretation and motivations from it.